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some of the annoying g-mode setups. #2848
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -117,6 +117,11 @@ | |
| "id": "R-Mode", | ||
| "name": "Entered with R-Mode", | ||
| "obstacleType": "abstract" | ||
| }, | ||
| { | ||
| "id": "C", | ||
| "name":"Beetom above the crumbles", | ||
| "obstacleType": "abstract" | ||
| } | ||
| ], | ||
| "enemies": [ | ||
|
|
@@ -308,6 +313,47 @@ | |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "link": [1, 1], | ||
| "name": "Leave with Moondance", | ||
| "requires": [ | ||
| {"obstaclesCleared": ["C"]}, | ||
| "canMoondance", | ||
| "canCount", | ||
| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithStoredFallSpeed": { | ||
| "fallSpeedInTiles": 1 | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing." | ||
| }, | ||
| { | ||
| "link": [1, 1], | ||
| "name": "Leave with Extended Moondance", | ||
| "requires": [ | ||
| {"obstaclesCleared": ["C"]}, | ||
| "canExtendedMoondance", | ||
| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}}, | ||
| "h_extendedMoondanceBeetomLeniency" | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithStoredFallSpeed": { | ||
| "fallSpeedInTiles": 2 | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.", | ||
| "After 195 moonfalls, reposition the Beetom to chest height, then continue dancing." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 118, | ||
| "link": [1, 1], | ||
|
|
@@ -338,6 +384,21 @@ | |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "link": [1, 1], | ||
| "name": "G-Mode Setup - Get Hit By Beetom", | ||
| "requires":[ | ||
| "canComplexGMode", | ||
| {"obstaclesCleared": ["C"]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithGModeSetup": { | ||
| "knockback": false | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
|
nn357 marked this conversation as resolved.
|
||
| }, | ||
| { | ||
| "id": 8, | ||
| "link": [1, 5], | ||
|
|
@@ -549,6 +610,47 @@ | |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "link": [2, 2], | ||
| "name": "Leave with Moondance", | ||
| "requires": [ | ||
| {"obstaclesCleared": ["C"]}, | ||
| "canMoondance", | ||
| "canCount", | ||
| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithStoredFallSpeed": { | ||
| "fallSpeedInTiles": 1 | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing." | ||
| }, | ||
| { | ||
| "link": [2, 2], | ||
| "name": "Leave with Extended Moondance", | ||
| "requires": [ | ||
| {"obstaclesCleared": ["C"]}, | ||
| "canExtendedMoondance", | ||
| "canTrickyUseFrozenEnemies", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}}, | ||
| "h_extendedMoondanceBeetomLeniency" | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithStoredFallSpeed": { | ||
| "fallSpeedInTiles": 2 | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.", | ||
| "After 195 moonfalls, reposition the Beetom to chest height, then continue dancing." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 15, | ||
| "link": [2, 2], | ||
|
|
@@ -588,6 +690,21 @@ | |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "link": [2, 2], | ||
|
osse101 marked this conversation as resolved.
|
||
| "name": "G-Mode Setup - Get Hit By Beetom", | ||
| "requires":[ | ||
| "canComplexGMode", | ||
| {"obstaclesCleared": ["C"]} | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithGModeSetup": { | ||
| "knockback": false | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "id": 16, | ||
| "link": [2, 3], | ||
|
|
@@ -953,10 +1070,46 @@ | |
| "Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm." | ||
| ], | ||
| "devNote": [ | ||
| "Morph is required to lure a Beetom. Morphless tunnel crawl should not be required.", | ||
| "FIXME: An ice clip would allow for Moondance strats at 1 and 2 using a second Beetom." | ||
| "Morph is required to lure a Beetom. Morphless tunnel crawl should not be required." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [3, 2], | ||
| "name": "Bring a Beetom Through the Crumble Blocks", | ||
| "requires": [ | ||
| {"obstaclesNotCleared": ["A"]}, | ||
| {"notable": "Beetom Clip"}, | ||
| {"noBlueSuit": {}}, | ||
| {"or": [ | ||
| "h_XRayMorphIceClip", | ||
| "h_preciseIceClip" | ||
| ]}, | ||
| "Morph", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 3}}, | ||
| {"or": [ | ||
| "h_preciseIceClip", | ||
| "canWalljump", | ||
| "HiJump", | ||
| "SpaceJump", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 2}} | ||
| ]}, | ||
| {"or": [ | ||
| "canCrumbleJump", | ||
| "canWalljump", | ||
| "HiJump", | ||
| "SpaceJump" | ||
| ]} | ||
| ], | ||
| "clearsObstacles": ["C"], | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Bring two Beetoms through the morph tunnel, damage can be limited by carefully manipulating the Beetoms.", | ||
| "Freeze both and allow one to unfreeze and refreeze it in position to clip. Allow the second Beetom to unfreeze and latch onto Samus.", | ||
| "Perform the crumble block clip with the Beetom attached to bring it up to the top two doors." | ||
| ], | ||
| "devNote": "This strat is for bringing a Beetom above the crumble blocks in order to be used for a Moondance or G-Mode setup from either of the top two doors." | ||
| }, | ||
| { | ||
| "id": 29, | ||
| "link": [3, 2], | ||
|
|
@@ -1054,6 +1207,7 @@ | |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true | ||
| }, | ||
|
|
||
| { | ||
| "id": 121, | ||
| "link": [3, 3], | ||
|
|
@@ -1122,6 +1276,28 @@ | |
| "Alternatively, bring two Beetoms and stand on one while freezing the other at chest height.", | ||
| "Freezing the lower one may be made easier or damageless by scrolling the camera when the Beetom is in the correct position and freezing it with a hero shot from the right." | ||
| ] | ||
| }, | ||
| { | ||
| "link": [3, 3], | ||
| "name": "Leave With Runway - Two Frozen Beetoms", | ||
| "requires": [ | ||
| {"noBlueSuit": {}}, | ||
| "Morph", | ||
| "h_trickyFrozenEnemyRunway", | ||
| {"enemyDamage": {"enemy": "Beetom", "type": "contact", "hits": 3}} | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. seems like this might need to be higher
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. what would you suggest? |
||
| ], | ||
| "exitCondition": { | ||
| "leaveWithRunway": { | ||
| "length": 9, | ||
| "openEnd": 0 | ||
| } | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Bring two Beetoms from the right of the spiky tunnel to the bottom left door.", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. See the comment on strat 33. This seems kind of bad. Is it easier if you bring three beetoms and freeze one on the ground and then use the other two for the runway?
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. 3 Works pretty well. I did it in 3 hits after farming but didn't get the ideal full runway. |
||
| "It is possible to lure first beetom through the tunnel to not take any damage." | ||
|
nn357 marked this conversation as resolved.
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|
||
| ] | ||
| }, | ||
| { | ||
| "id": 107, | ||
|
|
@@ -1386,7 +1562,7 @@ | |
| ]} | ||
| ], | ||
| "clearsObstacles": ["A"], | ||
| "resetsObstacles": ["B", "R-Mode"], | ||
| "resetsObstacles": ["B", "R-Mode", "C"], | ||
| "farmCycleDrops": [ | ||
| {"enemy": "Beetom", "count": 2}, | ||
| {"enemy": "Zebbo", "count": 1} | ||
|
|
@@ -2134,7 +2310,7 @@ | |
| ]} | ||
| ], | ||
| "clearsObstacles": ["A"], | ||
| "resetsObstacles": ["B", "R-Mode"], | ||
| "resetsObstacles": ["B", "R-Mode", "C"], | ||
| "farmCycleDrops": [ | ||
| {"enemy": "Beetom", "count": 2}, | ||
| {"enemy": "Zebbo", "count": 2} | ||
|
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -209,6 +209,38 @@ | |
| ], | ||
| "devNote": "This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat." | ||
| }, | ||
| { | ||
| "link": [1, 1], | ||
| "name": "G-Mode Setup - Get Hit By Space Pirate", | ||
| "requires": [ | ||
| "canUpwardGModeSetup", | ||
| "canTrickyUseFrozenEnemies", | ||
| "canTrickyGMode" | ||
| ], | ||
| "exitCondition": { | ||
| "leaveWithGModeSetup": {} | ||
| }, | ||
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true, | ||
| "note": [ | ||
| "Manipulate a Pirate to climb to the top of the room on the left side.", | ||
|
osse101 marked this conversation as resolved.
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osse101 marked this conversation as resolved.
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| "This can be done by sticking close to the Pirate and watching it ascend or descend the wall.", | ||
| "If the Pirate starts to descend, move away, jump, dodge the laser and jump and observe its behaviour on the oppsiste wall", | ||
| "This can be repeated as many times as necessary to get it to climb to the top of the room", | ||
|
nn357 marked this conversation as resolved.
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| "If using the vanilla theme a good visual cue is to have jump and freze the pirate as it is looking as Samus ready to fire,", | ||
| "If frozen correctly, the top claw will be aligned with the lowest row of black horizontal lines at the top of the wall pipe.", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. If this is pixel precise, it should say so. If not, this level of detail is ok. (the visual cue is kinda weak) |
||
| "Freeze the pirate again so it jumps across so it is partially in the door." | ||
| ], | ||
| "detailNote": [ | ||
| "After jumping from right-to-left, Pirates will begin climbing up.", | ||
| "After jumping from left-to-right, Pirates will begin climbing down.", | ||
| "They will change direction when colliding with a block,", | ||
| "or at random (with 50% chance) after climbing a distance of about 5 tiles.", | ||
|
nn357 marked this conversation as resolved.
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| "While climbing, they will fire a laser and jump across the room if the center vertical position of Samus and the Pirate differ by at most 32 pixels.", | ||
|
nn357 marked this conversation as resolved.
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| "Samus may need to be facing the pirate or facing away in order to take damage in the transition. Both directions can work", | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I meant samus facing the pirate (looking left) or samus facing away from the pirate (looking right).. Sams original video said Samus needs to face the same direction as the pirate (I assume that means looking right) but looking left also works...
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. you can g-mode setup on the right side of the door but it seems much more troublesome to get the pirate up there and doge its laser by jumping into the open door... i'll update the descptrion to note this. |
||
| "It depends on where the pirate is frozen and how close Samus is to the wall." | ||
| ] | ||
| }, | ||
| { | ||
| "id": 6, | ||
| "link": [1, 2], | ||
|
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