Room ID: 13
Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner at the start of runway. Requires: "SpeedBooster" { "or": [ "canMomentumConservingMorph", "canInsaneJump" ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 5, 2 ] } } Dev note: Max extra run speed $6.5. Using the full runway, the momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround has a 2-frame window for the jump, and either a 3-frame or 5-frame for the turnaround (with the last-frame jump giving the larger window for the turnaround); again the windows can be more narrow depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
Requires: "canShinechargeMovement" { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } } { "shineChargeFrames": 60 } Exit condition: { "leaveShinecharged": {} } |
Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 37, "openEnd": 0 } } } |
Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 35, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 } } } |
Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "uncontrolled" } } |
Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 27, "openEnd": 0 } } } |
Requires: { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
Requires: { "or": [ { "resetRoom": { "nodes": [ 1 ] } }, { "and": [ { "resetRoom": { "nodes": [ 2 ] } }, { "cycleFrames": 50 } ] } ] } { "or": [ { "and": [ { "or": [ "ScrewAttack", "Plasma" ] }, { "cycleFrames": 420 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Spazer", "Wave" ] }, { "cycleFrames": 610 } ] }, { "and": [ { "cycleFrames": 800 }, { "enemyDamage": { "enemy": "Mellow", "type": "contact", "hits": 2 } } ] } ] } |
Requires: "h_canCrystalFlash" |
Exit condition: { "leaveWithGModeSetup": {} } |
|
|
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Bypasses door shell: true |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Bypasses door shell: true |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Bypasses door shell: true |
Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, avoid backing into the corner at the start of runway; instead press against it and turn around, to put Samus into a better position. Requires: "SpeedBooster" { "or": [ "canMomentumConservingMorph", "canInsaneJump" ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 0 ] } } Dev note: Max extra run speed $6.1. Using the full runway (either backing into the corner or turning around from it), the momentum-conserving morph has a 5-frame window for the jump, and either a 2-frame window or 3-frame window for the morph depending on the jump timing; these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround requires a frame-perfect (last-frame) jump and a frame-perfect turnaround. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
Requires: "canShinechargeMovement" { "canShineCharge": { "usedTiles": 36, "openEnd": 1 } } { "shineChargeFrames": 40 } Exit condition: { "leaveShinecharged": {} } |
Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 35, "openEnd": 0 } } } |
Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 35, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 } } } |
Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "uncontrolled" } } |
Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 27, "openEnd": 0 } } } |
Requires: { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
{ "$schema": "../../../schema/m3-room.schema.json", "id": 13, "name": "Flyway", "area": "Crateria", "subarea": "Central", "roomAddress": "0x79879", "roomEnvironments": [ { "heated": false } ], "mapTileMask": [ [ 1, 1, 1 ] ], "nodes": [ { "id": 1, "name": "Left Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018bb6", "doorOrientation": "left", "doorEnvironments": [ { "physics": "air" } ], "mapTileMask": [ [ 2, 2, 1 ] ] }, { "id": 2, "name": "Right Door", "nodeType": "door", "nodeSubType": "red", "nodeAddress": "0x0018bc2", "doorOrientation": "right", "doorEnvironments": [ { "physics": "air" } ], "locks": [ { "name": "Flyway Red Lock (to Bomb Torizo)", "lockType": "coloredDoor", "unlockStrats": [ { "name": "Base", "requires": [ { "or": [ "h_canOpenRedDoors", "f_ZebesSetAblaze" ] } ], "note": "The end game sequence overrides the color lock." } ] } ], "mapTileMask": [ [ 1, 1, 2 ] ] } ], "enemies": [ { "id": "e1", "groupName": "Flyway Mellows", "enemyName": "Mellow", "quantity": 12, "homeNodes": [ 1, 2 ], "stopSpawn": [ "f_ZebesSetAblaze" ] } ], "links": [ { "from": 1, "to": [ { "id": 1 }, { "id": 2 } ] }, { "from": 2, "to": [ { "id": 1 }, { "id": 2 } ] } ], "strats": [ { "id": 1, "link": [ 1, 1 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 1 } } }, { "id": 24, "link": [ 1, 1 ], "name": "Leave With Side Platform", "requires": [ "SpeedBooster", { "or": [ "canMomentumConservingMorph", "canInsaneJump" ] } ], "exitCondition": { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 5, 2 ] } }, "note": [ "Leaving with upward momentum is possible in three ways:", "1) Most easily, with a momentum-conserving morph against the ceiling through the transition,", "2) With a momentum-conserving turnaround through the transition, or", "3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition.", "For the first two methods, back into the corner at the start of runway." ], "devNote": [ "Max extra run speed $6.5.", "Using the full runway, the momentum-conserving morph has a 4-frame window for the jump,", "and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph);", "these windows can be more narrow depending on what is required in the next room.", "The momentum-conserving turnaround has a 2-frame window for the jump,", "and either a 3-frame or 5-frame for the turnaround (with the last-frame jump giving the larger window for the turnaround);", "again the windows can be more narrow depending on what is required in the next room.", "The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump." ] }, { "id": 2, "link": [ 1, 1 ], "name": "Leave Shinecharged", "requires": [ "canShinechargeMovement", { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } }, { "shineChargeFrames": 60 } ], "exitCondition": { "leaveShinecharged": {} }, "flashSuitChecked": true }, { "id": 3, "link": [ 1, 1 ], "name": "Leave Spinning", "requires": [], "exitCondition": { "leaveSpinning": { "remoteRunway": { "length": 37, "openEnd": 0 } } } }, { "id": 4, "link": [ 1, 1 ], "name": "Leave With Mockball", "requires": [], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 35, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 } } } }, { "id": 5, "link": [ 1, 1 ], "name": "Leave With Spring Ball Bounce", "requires": [], "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "uncontrolled" } } }, { "id": 6, "link": [ 1, 1 ], "name": "Leave Space Jumping", "requires": [], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 27, "openEnd": 0 } } } }, { "id": 7, "link": [ 1, 1 ], "name": "Leave With Temporary Blue", "requires": [ { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "flashSuitChecked": true }, { "id": 8, "link": [ 1, 1 ], "name": "Mellow Farm", "requires": [ { "or": [ { "resetRoom": { "nodes": [ 1 ] } }, { "and": [ { "resetRoom": { "nodes": [ 2 ] } }, { "cycleFrames": 50 } ] } ] }, { "or": [ { "and": [ { "or": [ "ScrewAttack", "Plasma" ] }, { "cycleFrames": 420 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Spazer", "Wave" ] }, { "cycleFrames": 610 } ] }, { "and": [ { "cycleFrames": 800 }, { "enemyDamage": { "enemy": "Mellow", "type": "contact", "hits": 2 } } ] } ] } ], "farmCycleDrops": [ { "enemy": "Mellow", "count": 12 } ] }, { "id": 9, "link": [ 1, 1 ], "name": "Crystal Flash", "requires": [ "h_canCrystalFlash" ], "flashSuitChecked": true }, { "id": 10, "link": [ 1, 1 ], "name": "G-Mode Setup - Get Hit By Mellow", "requires": [], "exitCondition": { "leaveWithGModeSetup": {} }, "flashSuitChecked": true }, { "id": 11, "link": [ 1, 2 ], "name": "Base", "requires": [] }, { "id": 12, "link": [ 2, 1 ], "name": "Base", "requires": [] }, { "id": 13, "link": [ 2, 1 ], "name": "Grapple Teleport Door Lock Skip", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true }, { "id": 14, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "bypassesDoorShell": true }, { "id": 15, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "bypassesDoorShell": true }, { "id": 16, "link": [ 2, 2 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 1 } } }, { "id": 25, "link": [ 2, 2 ], "name": "Leave With Side Platform", "requires": [ "SpeedBooster", { "or": [ "canMomentumConservingMorph", "canInsaneJump" ] } ], "exitCondition": { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 0 ] } }, "note": [ "Leaving with upward momentum is possible in three ways:", "1) Most easily, with a momentum-conserving morph against the ceiling through the transition,", "2) With a momentum-conserving turnaround through the transition, or", "3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition.", "For the first two methods, avoid backing into the corner at the start of runway;", "instead press against it and turn around, to put Samus into a better position." ], "devNote": [ "Max extra run speed $6.1.", "Using the full runway (either backing into the corner or turning around from it), the momentum-conserving morph has a 5-frame window for the jump,", "and either a 2-frame window or 3-frame window for the morph depending on the jump timing;", "these windows can be more narrow depending on what is required in the next room.", "The momentum-conserving turnaround requires a frame-perfect (last-frame) jump and a frame-perfect turnaround.", "The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump." ] }, { "id": 17, "link": [ 2, 2 ], "name": "Leave Shinecharged", "requires": [ "canShinechargeMovement", { "canShineCharge": { "usedTiles": 36, "openEnd": 1 } }, { "shineChargeFrames": 40 } ], "exitCondition": { "leaveShinecharged": {} }, "flashSuitChecked": true }, { "id": 18, "link": [ 2, 2 ], "name": "Leave Spinning", "requires": [], "exitCondition": { "leaveSpinning": { "remoteRunway": { "length": 35, "openEnd": 0 } } } }, { "id": 19, "link": [ 2, 2 ], "name": "Leave With Mockball", "requires": [], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 35, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 } } } }, { "id": 20, "link": [ 2, 2 ], "name": "Leave With Spring Ball Bounce", "requires": [], "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 0 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "uncontrolled" } } }, { "id": 21, "link": [ 2, 2 ], "name": "Leave Space Jumping", "requires": [], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 27, "openEnd": 0 } } } }, { "id": 22, "link": [ 2, 2 ], "name": "Leave With Temporary Blue", "requires": [ { "canShineCharge": { "usedTiles": 37, "openEnd": 0 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "flashSuitChecked": true }, { "id": 23, "link": [ 2, 2 ], "name": "G-Mode Setup - Get Hit By Mellow", "requires": [], "exitCondition": { "leaveWithGModeSetup": {} }, "flashSuitChecked": true }, { "link": [ 1, 1 ], "name": "Base (Unlock Door)", "requires": [], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "link": [ 1, 1 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] }, { "link": [ 2, 2 ], "name": "Base (Unlock Door)", "requires": [], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "link": [ 2, 2 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] } ], "notables": [], "nextStratId": 26, "nextNotableId": 1 }