Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar.
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Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar. Entrance condition: "comeInRunning": {
"speedBooster": "yes",
"minTiles": 19.4375,
"maxTiles": 19.8125
}Requires: {"notable": "Tricky Speedy Jump (Left to Right)"},
"canSuitlessMaridia",
"canTrickyDashJump",
"canInsaneJump"Dev note: Speeds above $4.4 cause Samus to bonk the ceiling, losing all vertical speed, or the overhang, losing all horizontal speed; there is a significant amount of vertical speed to lose, even though it may not appear that way because of how the sandfalls push Samus down. Speeds in the range from $4.0 - $4.3 give a spike in jump speed, resulting in a ceiling bonk even earlier. Speeds below $4.0 are not close to enough to make it across. |