Maridia Elevator Room: Side Platform Cross Room Jump

Room ID: 215

Wiki
From: 1
Bottom Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 1,
        "maxHeight": 1,
        "minTiles": 7.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [],
        "note": [
          "This applies to Warehouse Entrance."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 8.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [],
        "note": [
          "This applies to Ridley Tank Room, Halfie Climb Room, and Dust Torizo Room."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 8.4375,
        "speedBooster": true,
        "obstructions": [
          [
            2,
            0
          ]
        ],
        "requires": [
          "canMomentumConservingMorph"
        ],
        "note": [
          "This applies to Early Supers Room and Waterway Energy Tank Room."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 20.4375,
        "speedBooster": true,
        "obstructions": [
          [
            2,
            0
          ]
        ],
        "requires": [
          "canMomentumConservingTurnaround"
        ],
        "note": [
          "This applies to Waterway Energy Tank Room."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 19.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            0
          ]
        ],
        "requires": [
          "canMomentumConservingMorph"
        ],
        "note": [
          "This applies to Noob Bridge, Metroid Room 1, and Statues Hallway."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 29.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            0
          ]
        ],
        "requires": [
          {
            "or": [
              "canMomentumConservingMorph",
              "canInsaneJump"
            ]
          }
        ],
        "note": [
          "This applies to Flyway."
        ],
        "detailNote": [
          "This can be done most easily with a momentum-conserving morph:",
          "to reduce Samus' horizontal momentum, avoid holding either forward or backward through the transition.",
          "Otherwise, position the start of the run about 30 tiles from the runway end (8 tiles from the runway start),",
          "to gain an extra run speed of $5.2 and $5.3 with a last-frame jump and aim down,",
          "and buffer a turnaround through the transition.",
          "Using the full runway and doing a momentum-conserving turnaround before the transition is also possible but not recommended,",
          "as it requires a last-frame jump and frame-perfect turnaround."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 23.4375,
        "speedBooster": true,
        "obstructions": [
          [
            4,
            0
          ]
        ],
        "requires": [
          "canMomentumConservingMorph",
          "canInsaneJump"
        ],
        "note": [
          "This applies to Kraid Room and Baby Kraid Room."
        ],
        "detailNote": [
          "To reduce Samus' horizontal momentum, avoid holding either forward or backward through the transition.",
          "If coming from Baby Kraid Room, it is easiest to use only a small part of the available runway."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 39.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            2
          ]
        ],
        "requires": [
          "canTrickyJump"
        ],
        "note": [
          "This applies to Metal Pirates Room."
        ],
        "detailNote": [
          "Fire a shot to break spin soon after the transition, to stop Samus' rightward momentum."
        ]
      }
    ]
  }
}

Dev note: This is mainly useful as an alternative to crouch-jump down-grab in order to preserve a flash suit.