Room ID: 120
|
Either jump over a Cacatac or tank a spike hit. Perform a mid-air spark through the speed blocks. Then run to the right and back to get speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection, begin the shinespark with between 73 and 88 energy, or at least 106 energy; with a buffered crumble jump to the right, up to 94 energy can work. Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 1
}
}Requires: {
"notable": "Reverse Spark"
}
"canShinechargeMovementTricky"
"canTrickyJump"
{
"or": [
{
"enemyDamage": {
"enemy": "Cacatac",
"type": "spike",
"hits": 1
}
},
"canBePatient"
]
}
{
"or": [
{
"shinespark": {
"frames": 88,
"excessFrames": 11
}
},
{
"and": [
"h_heatProof",
"canControlShinesparkEnd",
{
"shinespark": {
"frames": 88,
"excessFrames": 44
}
}
]
}
]
}
{
"heatFrames": 825
}
"h_getBlueSpeedMaxRunway"
{
"or": [
"canSpeedball",
{
"heatFrames": 15
}
]
}Clears obstacles: A Dev note: The canBePatient represents retrying until RNG works out to be able to jump over one of the Cacatacs without taking a hit. There is a possibility of getting a lucky drop from one of the two Pirates; but since it is low probability, we don't model it. The speedball exit is technically not a valid way to leave normally (e.g. in case the next room is heated and Samus needs to jump); but if necessary, it is possible to unmorph near the transition. |