Room ID: 150
|
Exit condition: "leaveWithRunway": {
"length": 4,
"openEnd": 1
} |
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Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: "comeInShinecharging": {
"length": 3,
"openEnd": 0
}Requires: "h_heatedCrystalSpark" |
|
Entrance condition: "comeInWithGMode": {
"mode": "direct",
"morphed": false
}Requires: "canRemoteAcquire", "h_heatedDirectGModeLeaveSameDoor" Collects items: 3 |
|
Requires: {"heatFrames": 170},
{"or": [
"canDash",
{"heatFrames": 45}
]} |
|
Requires: "canDash", {"heatFrames": 120} Exit condition: "leaveWithRunway": {
"length": 29,
"openEnd": 0
}Unlocks doors: {"types": ["gray", "super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
From: 1
Left Door
To: 2
Right Door
Manipulate into the GT Safe Spot and farm for energy. Keep Missile count below 32 to force the attack pattern that has drops. Taking damage to get ready for the interrupt may require leaving the safe spot. Leave enough to survive one hit from GT. Push GT back into the corner, run into and through to get a shinecharge. Come back and interrupt using whatever attack pattern is happening. After gaining blue suit, use any standard kill strategy. Blue suit will not help with defeating GT except for invulnerability. Entrance condition: "comeInWithRMode": {}Requires: {"not": "f_DefeatedGoldenTorizo"},
"canRiskPermanentLossOfAccess",
{"heatFrames": 700},
{"notable": "Safe Spot Kill"},
{"or": [
"h_heatProof",
{"and": [
"Plasma",
{"resourceMaxCapacity": [{"type": "Missile", "count": 30}]},
{"resourceMaxCapacity": [{"type": "RegularEnergy", "count": 99}]}
]}
]},
{"refill": ["ReserveEnergy"]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}},
"canUseIFrames",
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
{"autoReserveTrigger": {"maxReserveEnergy": 95}},
"canRModeSparkInterrupt" |
From: 1
Left Door
To: 2
Right Door
At any point during the fight, use a Crystal Flash. Then damage down enough to survive one hit. Run into and through GT, turn around, and start down the runway. Get shinecharged, come back and interrupt using whatever attack pattern is ongoing. Then finish the fight. Blue suit will give invulnerability but otherwise does not help to defeat Golden Torizo. Entrance condition: "comeInWithRMode": {}Requires: "h_heatProof", {"not": "f_DefeatedGoldenTorizo"}, "canRiskPermanentLossOfAccess", {"notable": "Crystal Flash During Fight"}, "h_heatedCrystalFlashForReserveEnergy", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}, "canUseIFrames", {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, {"autoReserveTrigger": {"maxReserveEnergy": 95}}, "canRModeSparkInterrupt" Sets flags: f_DefeatedGoldenTorizo |
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Crystal Flash, then drop into GT's arena for the runway. With no enemies to take damage from, interrupt using heat damage. Entrance condition: "comeInWithRMode": {}Requires: "f_DefeatedGoldenTorizo", "h_heatedCrystalFlashForReserveEnergy", {"heatFrames": 300}, {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, "h_heatTriggerRModeSparkInterrupt" |
From: 1
Left Door
To: 2
Right Door
Avoid stepping on all three crumble blocks. Use many bomb spreads to place bombs on them and overload PLMs before going through. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Requires: "canComplexGMode", "Charge", "h_useMorphBombs", "h_heatedGModeOffCameraDoor" Exit condition: "leaveNormally": {}Unlocks doors: {
"types": ["missiles"],
"requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
"types": ["powerbomb"],
"requires": [{"heatFrames": 110}]
}Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
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Avoid stepping on all three crumble blocks before moving through the item to overload PLMs, then go through the crumble blocks. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Note that if the item is not there, it is still possible to overload PLMs by using bomb spreads on crumble blocks that have never been stepped on. Entrance condition: "comeInWithGMode": {
"mode": "direct",
"morphed": false
}Requires: "canRemoteAcquire", {"or": [ {"and": [ {"itemNotCollectedAtNode": 3}, "canRiskPermanentLossOfAccess" ]}, {"and": [ "Charge", "h_useMorphBombs" ]} ]}, "h_heatedGModeOffCameraDoor" Exit condition: "leaveNormally": {}Collects items: 3 Unlocks doors: {
"types": ["missiles"],
"requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
"types": ["powerbomb"],
"requires": [{"heatFrames": 110}]
}Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
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Requires: {"notable": "Crumble Jump"},
"canCrumbleJump",
{"heatFrames": 80},
{"or": [
"canDash",
{"heatFrames": 30}
]} |
|
Requires: {"notable": "Horizontal Bomb Jump"},
"canBombHorizontally",
{"heatFrames": 160} |
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Requires: "h_useSpringBall", {"heatFrames": 140} |
|
Requires: "SpaceJump",
{"heatFrames": 70},
{"or": [
"canDash",
{"heatFrames": 40}
]} |
|
Entrance condition: "comeInWithSpark": {
"position": "bottom"
}Requires: {"shinespark": {"frames": 18, "excessFrames": 5}},
{"heatFrames": 100}Dev note: Sparking in from the bottom position requires fewer heat frames, as Samus bonks the side of the item pedestal. FIXME: The heat frames for the crash animation occur after the item collection, which could matter if the item is an ETank. Likewise, one shinespark frame of damage occurs after the item collection (assuming not stopping early). |
|
Entrance condition: "comeInWithSpark": {
"position": "top"
}Requires: "h_navigateHeatRooms", {"shinespark": {"frames": 19, "excessFrames": 8}}, {"heatFrames": 120} Dev note: Sparking in from the top position requires more heat frames, because Samus ends up on top of the item pedestal and needs to move off of it. FIXME: The heat frames for the crash animation (and for moving off the pedestal) occur after the item collection, which could matter if the item is an ETank. Likewise, 3 shinespark frames of damage occur after the item collection (assuming not stopping early). |
|
Entrance condition: "comeInRunning": {
"speedBooster": "any",
"minTiles": 1
}Requires: "canInsaneJump", {"heatFrames": 60} |
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Entrance condition: "comeInRunning": {
"speedBooster": "any",
"minTiles": 4
}Requires: "canTrickyJump", {"heatFrames": 50} |
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Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Requires: "h_heatedGMode", {"heatFrames": 0} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[5, 3], [7, 2]]
}Requires: {"heatFrames": 50} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Requires: {"or": [
"h_heatedGrappleTeleportWallEscape",
{"and": [
{"doorUnlockedAtNode": 1},
{"heatFrames": 20}
]}
]},
"canOffScreenMovement"Unlocks doors: {"types": ["ammo"], "requires": []} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Bypasses door shell: true |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Bypasses door shell: true |
|
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Samus will not be visible during the climb. If Golden Torizo is alive, the fight will be triggered but does not create any risk of damage. Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[2, 28], [2, 29]]
}Requires: "canXRayClimb", {"heatFrames": 1600} Bypasses door shell: true |
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Use a Crystal Flash to refill reserve energy. If Golden Torizo is alive, perform the Crystal Flash in the left corner of the room; otherwise it can be done near the door. Then use heat damage to trigger an R-mode forced standup near the crumble blocks with upward momentum, in order to clip up through them. Several different combinations of items and techniques can make this possible: 1) Space Jump, with a mid-air morph (not required but makes it easier), 2) HiJump and a mid-air Spring Ball jump, most easily by equipping both HiJump and SpringBall during the pause, 3) A walljump into Spring Ball jump, equipping Spring Ball soon after the wall jump into order to gain horizontal speed before the mid-air jump. 4) HiJump and Speedbooster, running and jumping into a mid-air morph, In every case, precise timing is needed to be in the correct location when reserves trigger, just below the crumbles but without bonking them. Having less upward momentum can provide more lenience for timing the forced standup clip, though if Samus' momentum is not enough to make it onto the ledge then a crumble jump may also be required. Entrance condition: "comeInWithRMode": {}Requires: {"notable": "R-Mode Forced Standup Clip"},
"canRModeStandupClip",
{"or": [
"f_DefeatedGoldenTorizo",
{"heatFrames": 100}
]},
"h_heatedCrystalFlash",
{"or": [
{"and": [
"SpaceJump",
"can4HighMidAirMorph"
]},
{"and": [
"HiJump",
"canSpringBallJumpMidAir"
]},
{"and": [
"HiJump",
"canSpeedyJump",
"canMidAirMorph",
"canCrumbleJump"
]},
{"and": [
"h_trickySpringwall",
"canCrumbleJump"
]}
]},
{"resourceCapacity": [{"type": "RegularEnergy", "count": 99}]},
{"autoReserveTrigger": {}},
{"heatFrames": 100}Dev note: FIXME: A variant of this strat could go to the item node instead of the door, possibly with slightly different heat frames at the end. FIXME: As an alternative to doing a Crystal Flash, Golden Torizo could be used as a farm, with canRiskPermanentLossOfAccess. |
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Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": true
}Requires: "h_artificialMorphLongIBJ", {"or": [ "f_DefeatedGoldenTorizo", {"and": [ "canTrickyDodgeEnemies", {"or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "canInsaneJump" ]} ]} ]}, "h_heatedGModeOpenDifferentDoor" |
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Requires: "f_DefeatedGoldenTorizo" Exit condition: "leaveWithRunway": {
"length": 29,
"openEnd": 0
} |
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Wait to run under Golden Torizo as it jumps. Entrance condition: "comeInNormally": {}Requires: {"heatFrames": 415}Exit condition: "leaveWithRunway": {
"length": 29,
"openEnd": 0
}Unlocks doors: {"types": ["ammo"], "requires": []} |
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If entering from the right door with Golden Torizo not yet defeated, come in already morphed, Crystal Flash immediately, then morph and roll under Golden Torizo. Requires: {"or": [
"canPrepareForNextRoom",
"f_DefeatedGoldenTorizo"
]},
"h_heatedCrystalFlash" |
|
Requires: "f_DefeatedGoldenTorizo",
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
"h_heatedCrystalSpark"Dev note: FIXME: This could be done with Golden Torizo alive, but it may attack Samus in the process of the Crystal Spark. |
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Entrance condition: "comeInWithRMode": {}Requires: "f_DefeatedGoldenTorizo", "h_heatedCrystalFlashForReserveEnergy", {"heatFrames": 300}, {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, "h_heatTriggerRModeSparkInterrupt" |
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Requires: {"not": "f_DefeatedGoldenTorizo"},
"canRiskPermanentLossOfAccess",
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}} |
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Farm supers to use throughout the fight. Samus can farm by shooting up from the safe spot if wide beams are disabled. Keep Missile count below 32 to force the attack pattern that has drops; excess missiles can be used to farm. Requires: {"notable": "Safe Spot Kill"},
"h_heatProof",
"Super"Sets flags: f_DefeatedGoldenTorizo Dev note: Supers are farmable here, so no ammo requirement. |
|
Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"h_heatProof",
"Charge",
"canBeVeryPatient"Sets flags: f_DefeatedGoldenTorizo |
|
This strat is assuming no farming. It requires 30 supers, but can be done with 29. This requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: {"notable": "Safe Spot Kill"},
"h_navigateHeatRooms",
{"heatFrames": 1200},
{"ammo": {"type": "Super", "count": 30}}Sets flags: f_DefeatedGoldenTorizo Dev note: No farming expected because that would change the heat frames. Supers count hard-coded because of GT's inherent 'dodging' ability. We could use an enemyKill if this were integrated into the enemy definition. It actually takes 29 supers but giving 1 extra in leniency since it's easy to miss. |
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This strat requires some farming. It assumes starting with 15 supers for one session of farming. A safe farming method is to face left while standing in the safe spot. Then fire straight up to shoot the orbs as they appear. Jump up while GT's beak is not open to collect the drops. Plasma allows all of the orbs to be broken at once. Grapple allows for more drops to be collected by shooting diagonally, and collecting the items using Grapple. Keep the number of current Missiles below 32 so that GT will be guaranteed to use the attack which creates drops. Firing Supers requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: {"notable": "Safe Spot Kill"},
"h_navigateHeatRooms",
"canTrickyJump",
{"ammo": {"type": "Super", "count": 15}},
{"or": [
{"and": [
"Plasma",
{"heatFrames": 2700}
]},
{"and": [
"canPreciseGrapple",
{"heatFrames": 2700}
]},
{"heatFrames": 3200}
]}Sets flags: f_DefeatedGoldenTorizo Dev note: Listed Heat frames have been reduced by accounting for health drops. |
From: 2
Right Door
To: 2
Right Door
This strat requires much farming. It assumes a capacity of and starting with only 5 supers for five sessions of farming. A safe farming method is to face left while standing in the safe spot. Then fire straight up to shoot the orbs as they appear. Jump up while GT's beak is not open to collect the drops. Plasma allows all of the orbs to be broken at once. Grapple allows for more drops to be collected by shooting diagonally, and collecting the items using Grapple. Keep the number of current Missiles below 32 so that GT will be guaranteed to use the attack which creates drops. Firing Supers requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: {"notable": "Safe Spot Kill"},
"h_navigateHeatRooms",
"canTrickyJump",
"canBePatient",
{"ammo": {"type": "Super", "count": 5}},
{"or": [
{"and": [
"Plasma",
{"heatFrames": 3100}
]},
{"and": [
"canPreciseGrapple",
{"heatFrames": 3200}
]},
{"heatFrames": 4500}
]}Sets flags: f_DefeatedGoldenTorizo Dev note: Listed Heat frames have been reduced by accounting for health drops. |
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Midway through the fight, use a Crystal Flash to refill Samus' energy. Crystal Flashing while standing in the safe spot at GT's feet is safe. Requires: {"notable": "Crystal Flash During Fight"},
"h_navigateHeatRooms",
{"or": [
{"ammo": {"type": "Super", "count": 30}},
{"and": [
"Charge",
"Ice",
"Wave",
"Plasma"
]}
]},
{"heatFrames": 800},
"h_heatedCrystalFlash",
{"heatFrames": 800}Sets flags: f_DefeatedGoldenTorizo Dev note: FIXME: Other resource combinations can work; fewer supers + farm, weaker beam + more health, 2nd crystal flash. FIXME: Add heavy pause abuse strats for GT. |
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Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"Charge",
"Ice",
"Wave",
"Plasma",
{"heatFrames": 1250}Sets flags: f_DefeatedGoldenTorizo |
|
Stand in the safe spot and fire Charge shots into GT. Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"Charge",
"Wave",
"Plasma",
{"heatFrames": 1400}Sets flags: f_DefeatedGoldenTorizo |
|
Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"Charge",
"Plasma",
{"heatFrames": 2000}Sets flags: f_DefeatedGoldenTorizo |
|
Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"Charge",
"Ice",
"Wave",
"Spazer",
{"heatFrames": 4000}Sets flags: f_DefeatedGoldenTorizo |
|
Stand in the safe spot and fire Charge shots into GT. Requires: {"or": [
{"notable": "Safe Spot Kill"},
{"and": [
{"notable": "Safe Spot Kill (Lenient)"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}
]}
]},
"Charge",
{"heatFrames": 6500},
{"or": [
{"and": [
"Ice",
"Wave"
]},
{"and": [
"Ice",
"Spazer"
]},
{"and": [
"Wave",
"Spazer"
]}
]}Sets flags: f_DefeatedGoldenTorizo |
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Requires: "h_navigateHeatRooms", {"heatFrames": 1200}, {"ammo": {"type": "Super", "count": 30}}, {"enemyDamage": {"enemy": "Golden Torizo", "type": "super", "hits": 4}}, {"or": [ "canDodgeWhileShooting", {"ammo": {"type": "Super", "count": 5}}, {"and": [ {"enemyDamage": {"enemy": "Golden Torizo", "type": "super", "hits": 2}}, {"heatFrames": 200} ]} ]} Sets flags: f_DefeatedGoldenTorizo Dev note: No farming expected because that would change the heat frames. Supers count hard-coded because of GT's inherent 'dodging' ability. We could use an enemyKill if this were integrated into the enemy definition. It actually takes 29 supers but giving 1 extra in leniency since it's easy to miss |
|
Killing Golden Torizo only with missiles using enemy state manipulation to get missiles to connect. This can be done by rolling under GT, triggering the sit attack, and then shooting missiles during the stand up animation. By pushing GT to the door and rolling into the door during a jump back, the sit can reliably be manipulated. But this setup is subpixel dependant and harder to setup again if GT moves unexpectidly. Use of the safe spot is expected. Keep missiles below 32 to control the fight. This fight takes multiple minutes. Requires: {"notable": "Safe Spot Kill"},
{"notable": "Missiles Only Kill"},
"h_heatProof",
"Morph",
{"resourceCapacity": [{"type": "Missile", "count": 15}]},
{"or": [
{"resourceCapacity": [{"type": "RegularEnergy", "count": 199}]},
{"resourceCapacity": [{"type": "ReserveEnergy", "count": 100}]}
]},
"canBeVeryPatient"Sets flags: f_DefeatedGoldenTorizo Dev note: It is easy to make mistakes with this strat, so some capacity is given for leniency. Samus can farm up resources readily enough. |
|
Stand a specific distance away from Golden Torizo so that it takes a step before jumping backwards. When it uses the eye lazer attack, it will not be able to avoid missiles. Farm drops following every jump backwards. At low health Golden Torizo will do a bird attack and that must be interuppted preemptively because it is difficult to dodge. Requires: {"notable": "Safe Spot Kill"},
{"notable": "Missiles Only Kill"},
"h_heatProof",
{"resourceCapacity": [{"type": "Missile", "count": 5}]},
"canBeExtremelyPatient"Sets flags: f_DefeatedGoldenTorizo |
|
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms", {"heatFrames": 1800}, "Charge", "Ice", "Wave", "Plasma", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}, {"or": [ {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 3}}, {"and": [ "canDodgeWhileShooting", {"or": [ "ScrewAttack", "Morph" ]} ]} ]} Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms", {"heatFrames": 2150}, "Charge", "Wave", "Plasma", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 2}}, {"or": [ {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 3}}, {"and": [ "canDodgeWhileShooting", {"or": [ "ScrewAttack", "Morph" ]} ]} ]} Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms", {"heatFrames": 3600}, "Charge", "Plasma", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 2}}, {"or": [ {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 6}}, {"and": [ "canDodgeWhileShooting", {"or": [ "ScrewAttack", "Morph" ]} ]} ]} Sets flags: f_DefeatedGoldenTorizo |
|
This is an estimate of the net damage taken, including farmed energy. Requires: "h_heatProof", "Charge", "Ice", "Wave", "Spazer", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 4}}, {"or": [ {"and": [ "canDodgeWhileShooting", {"or": [ "Morph", "ScrewAttack", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 6}} ]} ]}, {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 13}} ]} Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Wait long enough for the flag to be set, then Samus can then leave the room without exiting G-mode. Entrance condition: "comeInWithGMode": {
"mode": "direct",
"morphed": false
}Requires: "h_heatedGMode", {"notable": "Safe Spot Kill"}, {"or": [ {"resourceAtMost": [{"type": "Missile", "count": 31}]}, "canComplexGMode" ]}, {"or": [ {"ammo": {"type": "Super", "count": 30}}, {"and": [ "Charge", {"or": [ "canBeVeryPatient", {"and": [ "canBePatient", "Wave" ]}, {"and": [ "canBePatient", "Spazer" ]}, "Plasma", {"and": [ "canBePatient", {"ammo": {"type": "Super", "count": 15}} ]} ]} ]} ]}, {"heatFrames": 0} Exit condition: "leaveWithGMode": {
"morphed": false
}Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. Pause abuse and jump to collect the drops on G-mode exit. Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": false
}Requires: {"notable": "Safe Spot Kill"},
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
{"or": [
{"ammo": {"type": "Super", "count": 30}},
{"and": [
"Charge",
{"or": [
"canBeVeryPatient",
{"and": [
"canBePatient",
"Wave"
]},
{"and": [
"canBePatient",
"Spazer"
]},
"Plasma",
{"and": [
"canBePatient",
{"ammo": {"type": "Super", "count": 15}}
]}
]}
]}
]},
{"or": [
"h_heatedIndirectGModeOpenSameDoor",
"h_heatedGModePauseAbuse"
]}Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Having GT start with his laser attack will also make it so there are no drops which can be collected at the end of the fight. Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": false
}Requires: {"notable": "Safe Spot Kill"},
"canComplexGMode",
{"or": [
{"ammo": {"type": "Super", "count": 30}},
{"and": [
"Charge",
{"or": [
"canBeVeryPatient",
{"and": [
"canBePatient",
"Wave"
]},
{"and": [
"canBePatient",
"Spazer"
]},
"Plasma",
{"and": [
"canBePatient",
{"ammo": {"type": "Super", "count": 15}}
]}
]}
]}
]},
"h_heatedIndirectGModeOpenSameDoor"Sets flags: f_DefeatedGoldenTorizo |
From: 2
Right Door
To: 2
Right Door
Manipulate into the GT Safe Spot and farm for energy. Keep Missile count below 32 to force the attack pattern that has drops. Taking damage to get ready for the interrupt may require leaving the safe spot. Leave enough to survive one hit from GT. Push GT back into the corner, run into and through to get a shinecharge. Come back and interrupt using whatever attack pattern is happening. After gaining blue suit, use any standard kill strategy. Blue suit will not help with defeating GT except for invulnerability. Entrance condition: "comeInWithRMode": {}Requires: {"not": "f_DefeatedGoldenTorizo"},
"canRiskPermanentLossOfAccess",
{"heatFrames": 540},
{"notable": "Safe Spot Kill"},
{"or": [
"h_heatProof",
{"resourceMaxCapacity": [{"type": "Missile", "count": 30}]}
]},
{"refill": ["Energy"]},
{"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}},
"canUseIFrames",
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
{"autoReserveTrigger": {"maxReserveEnergy": 95}},
"canRModeSparkInterrupt" |
From: 2
Right Door
To: 2
Right Door
At any point during the fight, use a Crystal Flash. Then damage down enough to survive one hit. Run into and through GT, turn around, and start down the runway. Get shinecharged, come back and interrupt using whatever attack pattern is ongoing. Then finish the fight. Blue suit will give invulnerability but otherwise does not help to defeat Golden Torizo. Entrance condition: "comeInWithRMode": {}Requires: "h_heatProof", {"not": "f_DefeatedGoldenTorizo"}, "canRiskPermanentLossOfAccess", {"notable": "Crystal Flash During Fight"}, "h_heatedCrystalFlashForReserveEnergy", {"enemyDamage": {"enemy": "Golden Torizo", "type": "contact", "hits": 1}}, "canUseIFrames", {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, {"autoReserveTrigger": {"maxReserveEnergy": 95}}, "canRModeSparkInterrupt" Sets flags: f_DefeatedGoldenTorizo Dev note: FIXME: Evaluate heated fight options. |
|
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": true
}Requires: "h_heatedGMode", "h_artificialMorphLongIBJ", {"or": [ "f_DefeatedGoldenTorizo", {"and": [ "canTrickyDodgeEnemies", {"or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "canInsaneJump" ]} ]} ]}, {"heatFrames": 0} |
|
Requires: "h_usePowerBomb", {"or": [ "canTrivialMidAirMorph", "h_useSpringBall" ]}, {"or": [ {"and": [ "canPreciseWallJump", {"heatFrames": 230} ]}, {"and": [ "SpaceJump", {"heatFrames": 310} ]}, {"and": [ "HiJump", "canSpeedyJump", {"heatFrames": 320} ]}, {"and": [ "HiJump", "SpaceJump", {"heatFrames": 200} ]}, {"and": [ "HiJump", "canWallJump", {"heatFrames": 200} ]}, {"and": [ "HiJump", "canSpringBallJumpMidAir", {"heatFrames": 340} ]} ]} |
|
Requires: "SpaceJump",
"ScrewAttack",
{"or": [
{"heatFrames": 200},
{"and": [
"HiJump",
{"heatFrames": 150}
]}
]} |
|
Requires: "HiJump", "canSpeedyJump", "ScrewAttack", {"heatFrames": 200} |
|
This is kind of tricky because Screw off a walljump can only break bomb blocks if Samus changes directions before bonking. Requires: "ScrewAttack", "canPreciseWallJump", "canMidairWiggle", {"heatFrames": 160}, {"or": [ "canInsaneJump", "h_heatProof" ]} |
|
Requires: {"haveBlueSuit": {}},
{"or": [
{"and": [
"canPreciseWallJump",
{"heatFrames": 150}
]},
{"and": [
"SpaceJump",
{"heatFrames": 200}
]},
{"and": [
"HiJump",
"SpaceJump",
{"heatFrames": 150}
]},
{"and": [
"HiJump",
"canWallJump",
{"heatFrames": 125}
]},
{"and": [
"HiJump",
"canSpringBallJumpMidAir",
{"heatFrames": 150}
]}
]} |
From: 2
Right Door
To: 4
Hidden Right Item
One vertical spark is needed to open up the area directly above. Then, a second horizontal spark is performed where those blocks were cleared. Try to aim for the seam between tiles to break more blocks. And the left side of the opening may be slightly easier. Requires: {"notable": "Right Item Double Shinespark"},
"f_DefeatedGoldenTorizo",
"canShinechargeMovementComplex",
"canPreciseWallJump",
"canConsecutiveWallJump",
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
{"heatFrames": 900},
{"shinespark": {"frames": 12, "excessFrames": 2}} |
From: 2
Right Door
To: 4
Hidden Right Item
One vertical spark is needed to open up the area directly above. A running jump is used to jump high enough into the revealed hole for a horizontal spark. Requires: {"notable": "Right Item Double Shinespark"},
"f_DefeatedGoldenTorizo",
"canShinechargeMovementComplex",
"HiJump",
"canSpeedyJump",
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
{"heatFrames": 900},
{"shinespark": {"frames": 11, "excessFrames": 3}} |
|
Requires: "f_DefeatedGoldenTorizo",
{"or": [
{"and": [
"canLongIBJ",
{"heatFrames": 3000}
]},
{"and": [
"canJumpIntoIBJ",
{"heatFrames": 1860}
]},
{"and": [
"HiJump",
"canJumpIntoIBJ",
{"heatFrames": 1300}
]},
{"and": [
"canJumpIntoIBJ",
"canDoubleBombJump",
{"heatFrames": 1180}
]},
{"and": [
"HiJump",
"canJumpIntoIBJ",
"canDoubleBombJump",
{"heatFrames": 900}
]},
{"and": [
"canJumpIntoIBJ",
"canDoubleBombJump",
"canBombAboveIBJ",
{"heatFrames": 890}
]},
{"and": [
"HiJump",
"canJumpIntoIBJ",
"canDoubleBombJump",
"canBombAboveIBJ",
{"heatFrames": 700}
]}
]} |
|
Requires: "f_DefeatedGoldenTorizo",
{"haveBlueSuit": {}},
{"or": [
{"and": [
"canJumpIntoIBJ",
{"heatFrames": 690}
]},
{"and": [
"HiJump",
"canJumpIntoIBJ",
{"heatFrames": 500}
]},
{"and": [
"canJumpIntoIBJ",
"canDoubleBombJump",
{"heatFrames": 450}
]},
{"and": [
"HiJump",
"canJumpIntoIBJ",
"canDoubleBombJump",
{"heatFrames": 315}
]}
]} |
From: 2
Right Door
To: 4
Hidden Right Item
Walljump up to reach the left ledge below the bomb blocks then perform an instant morph to place a bomb. Walljump up a second time and again instant morph off that left ledge to enter the 1 tile hole created by the bomb. Requires: "h_useMorphBombs", "can3HighWallMidAirMorph", "canConsecutiveWallJump", {"heatFrames": 650} |
|
Uses a Springwall to put a bomb on the left corner bomb block, then a second one to get in there. Then clears the rest of the bomb blocks normally. It winds up costing less heat frames than IBJ, if Samus falls. Requires: "h_useMorphBombs", "h_heatedSpringwall", {"heatFrames": 630} |
From: 2
Right Door
To: 4
Hidden Right Item
Perform a momentum conserving morph through the transition. After the transition, quickly unmorph and continue holding up to retain temporary blue and break the bomb blocks. It may help (but is not required) to pause buffer the morph input. Entrance condition: "comeInWithSidePlatform": {
"platforms": [
{
"minHeight": 2,
"maxHeight": 2,
"minTiles": 27.4375,
"speedBooster": "yes",
"obstructions": [[1, 0]],
"note": ["This applies to Dust Torizo Room and Noob Bridge."]
},
{
"minHeight": 3,
"maxHeight": 3,
"minTiles": 28.2472,
"speedBooster": "yes",
"obstructions": [[1, 0]],
"note": ["This applies to Double Chamber."]
},
{
"minHeight": 1,
"maxHeight": 1,
"minTiles": 28.2472,
"speedBooster": "yes",
"obstructions": [[3, 0]],
"environment": "water",
"requires": [
"canGravityJump"
],
"note": ["This applies to Below Botwoon Energy Tank and Botwoon Energy Tank Room."]
},
{
"minHeight": 2,
"maxHeight": 2,
"minTiles": 31,
"speedBooster": "yes",
"obstructions": [[3, 0]],
"requires": [
"canInsaneMidAirMorph"
],
"note": ["This applies to Metroid Room 1, Statues Hallway, and Baby Kraid Room."]
},
{
"minHeight": 3,
"maxHeight": 3,
"minTiles": 41.4375,
"speedBooster": "yes",
"obstructions": [[3, 0]],
"requires": [
"canInsaneMidAirMorph"
],
"note": [
"This applies to Blue Brinstar Energy Tank Room (Power Bomb blocks broken), Bowling Alley (middle, power off), and Basement (power on)."
]
},
{
"minHeight": 3,
"maxHeight": 3,
"minTiles": 39.4375,
"speedBooster": "yes",
"obstructions": [[3, 2]],
"note": ["This applies to Metal Pirates Room."]
},
{
"minHeight": 3,
"maxHeight": 3,
"minTiles": 37.4375,
"speedBooster": "yes",
"obstructions": [[5, 2]],
"requires": [
"canInsaneMidAirMorph"
],
"note": ["This applies to Flyway."]
}
]
}Requires: "f_DefeatedGoldenTorizo",
"HiJump",
{"getBlueSpeed": {"usedTiles": 24, "openEnd": 1}},
"h_blueJump",
"canMomentumConservingMorph",
"canInsaneJump",
{"heatFrames": 120}Dev note: FIXME: This could maybe be possible without HiJump? If so, it would be significantly more difficult. The getBlueSpeed requirement could be refined to vary by platform geometry. |
|
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Get GT to jump away then again jump into IBJ and climb to the right item. Note that Samus can roll under GT, but when it attacks, it places stationary invisible projectiles, which may block Samus' path. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": true
}Requires: "h_heatedGMode", "h_artificialMorphLongIBJ", {"or": [ "f_DefeatedGoldenTorizo", {"and": [ "canInsaneJump", "h_artificialMorphJumpIntoIBJ" ]}, {"and": [ "canTrickyGMode", "h_artificialMorphDoubleBombJump" ]} ]}, {"or": [ {"and": [ "h_artificialMorphPowerBomb", {"heatFrames": 70} ]}, {"and": [ "h_useMorphBombs", {"heatFrames": 250} ]}, {"and": [ "ScrewAttack", {"heatFrames": 50} ]} ]} |
|
Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Requires: {"heatFrames": 0} |
From: 2
Right Door
To: 7
G-Mode Junction (Bottom of Room)
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. If GT starts with his laser attack, be sure to carefully jump over them before doing something else in the room. Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Requires: {"notable": "Safe Spot Kill"},
{"or": [
{"resourceAtMost": [{"type": "Missile", "count": 31}]},
"canComplexGMode"
]},
{"or": [
{"ammo": {"type": "Super", "count": 30}},
{"and": [
"Charge",
{"or": [
"canBeVeryPatient",
{"and": [
"canBePatient",
"Wave"
]},
{"and": [
"canBePatient",
"Spazer"
]},
"Plasma",
{"and": [
"canBePatient",
{"ammo": {"type": "Super", "count": 15}}
]}
]}
]}
]},
{"heatFrames": 0}Sets flags: f_DefeatedGoldenTorizo Dev note: This exists because Samus can kill GT and stay in G-mode to then do something else in the room. |
|
Requires: {"notable": "Crumble Jump"},
"canCrumbleJump",
{"heatFrames": 100},
{"or": [
"canDash",
{"heatFrames": 30}
]} |
|
Requires: {"notable": "Horizontal Bomb Jump"},
"canBombHorizontally",
{"heatFrames": 190} |
|
Requires: "h_useSpringBall", {"heatFrames": 140} |
|
Requires: "SpaceJump",
{"heatFrames": 90},
{"or": [
"canDash",
{"heatFrames": 30}
]} |
|
Requires: {"heatFrames": 170},
{"or": [
"canDash",
{"heatFrames": 30}
]} |
|
Requires: "canDash", {"heatFrames": 140} Exit condition: "leaveWithRunway": {
"length": 29,
"openEnd": 0
}Unlocks doors: {"types": ["gray", "super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
|
Requires: "h_heatedCrystalFlash" |
|
Requires: {"heatFrames": 120} |
|
Requires: "h_heatedCrystalFlash" |
From: 7
G-Mode Junction (Bottom of Room)
To: 1
Left Door
Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: "h_heatedGMode", {"or": [ "f_DefeatedGoldenTorizo", "canTrickyDodgeEnemies" ]}, {"or": [ "SpaceJump", {"and": [ "HiJump", {"or": [ "canTrickyWallJump", "canSpringBallJumpMidAir", "canSpeedyJump" ]} ]}, {"and": [ "canSpringBallJumpMidAir", "canSpeedyJump", {"or": [ "f_DefeatedGoldenTorizo", "canInsaneJump" ]} ]}, {"and": [ "f_DefeatedGoldenTorizo", "canTrickyDashJump", "canWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", "canConsecutiveWallJump", "canInsaneWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, {"or": [ {"and": [ "canWallJump", {"shinespark": {"frames": 9, "excessFrames": 4}} ]}, {"and": [ "canSpeedyJump", {"shinespark": {"frames": 9, "excessFrames": 4}} ]}, {"shinespark": {"frames": 32, "excessFrames": 4}} ]} ]} ]}, "h_heatedGModeOpenDifferentDoor" |
From: 7
G-Mode Junction (Bottom of Room)
To: 3
Top Left Item
Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: "h_heatedGMode", {"or": [ "f_DefeatedGoldenTorizo", "canTrickyDodgeEnemies" ]}, {"or": [ "SpaceJump", {"and": [ "HiJump", {"or": [ "canTrickyWallJump", "canSpringBallJumpMidAir", "canSpeedyJump" ]} ]}, {"and": [ "canSpringBallJumpMidAir", "canSpeedyJump", {"or": [ "f_DefeatedGoldenTorizo", "canInsaneJump" ]} ]}, {"and": [ "f_DefeatedGoldenTorizo", "canTrickyDashJump", "canWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", "canConsecutiveWallJump", "canInsaneWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, {"or": [ {"and": [ "canWallJump", {"shinespark": {"frames": 9, "excessFrames": 4}} ]}, {"and": [ "canSpeedyJump", {"shinespark": {"frames": 9, "excessFrames": 4}} ]}, {"shinespark": {"frames": 32, "excessFrames": 4}} ]} ]} ]}, {"heatFrames": 0} |
From: 7
G-Mode Junction (Bottom of Room)
To: 4
Hidden Right Item
Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the bomb blocks near the right item. A good jumping through them a single time is enough to overload PLMs. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, to overload PLMs as much as possible. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Requires: "h_heatedGMode", {"or": [ "f_DefeatedGoldenTorizo", "canTrickyDodgeEnemies" ]}, {"or": [ "SpaceJump", {"and": [ "HiJump", {"or": [ "canWallJump", "canSpringBallJumpMidAir", "canSpeedyJump" ]} ]}, {"and": [ "canSpringBallJumpMidAir", "canSpeedyJump", {"or": [ "f_DefeatedGoldenTorizo", "canInsaneJump" ]} ]}, {"and": [ "f_DefeatedGoldenTorizo", "canTrickyDashJump", "canWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", "canPreciseWallJump" ]}, {"and": [ "f_DefeatedGoldenTorizo", {"canShineCharge": {"usedTiles": 28, "openEnd": 0}}, {"or": [ {"and": [ "canSpeedyJump", {"shinespark": {"frames": 7, "excessFrames": 4}} ]}, {"shinespark": {"frames": 30, "excessFrames": 4}} ]} ]} ]}, {"or": [ {"and": [ "h_usePowerBomb", {"heatFrames": 70} ]}, {"and": [ "h_useMorphBombs", {"heatFrames": 250} ]}, {"and": [ "ScrewAttack", {"heatFrames": 50} ]} ]} |