Room ID: 26
|
Exit condition: "leaveWithRunway": {
"length": 3,
"openEnd": 1
} |
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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 to use the full runway; it helps to use an arm pump to advance a single pixel while running. This can be done by holding an angle button before starting to move forward, then releasing angle while running. Requires: "h_speedJump", {"or": [ "canMomentumConservingMorph", "canInsaneJump" ]} Exit condition: "leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [3, 0]
}Dev note: Max extra run speed $7.0. Using the full runway with a single-pixel arm pump, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-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 will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less 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. |
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Requires: "canShinechargeMovement", "h_shinechargeMaxRunway", {"shineChargeFrames": 40} Exit condition: "leaveShinecharged": {} |
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Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"minExtraRunSpeed": "$1.3"
} |
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Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
}
} |
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Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
},
"movementType": "uncontrolled"
} |
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Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 45,
"openEnd": 1
}
} |
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Requires: "h_shinechargeMaxRunway", "canChainTemporaryBlue" Exit condition: "leaveWithTemporaryBlue": {} |
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Requires: "h_CrystalFlash" |
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Requires: "h_shinechargeMaxRunway", "h_CrystalSpark" |
|
|
|
|
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Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12], [3, 13]]
}Bypasses door shell: true |
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Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Bypasses door shell: true |
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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 to use the full runway. Requires: "h_speedJump", {"or": [ "canMomentumConservingMorph", "canInsaneJump" ]} Exit condition: "leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [3, 0]
}Dev note: Max extra run speed $7.0. 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 will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less 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. |
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Requires: "canShinechargeMovement", "h_shinechargeMaxRunway", {"shineChargeFrames": 40} Exit condition: "leaveShinecharged": {} |
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Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"minExtraRunSpeed": "$1.3"
} |
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Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
}
} |
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Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 45,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
},
"movementType": "uncontrolled"
} |
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Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 45,
"openEnd": 1
}
} |
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Requires: "h_shinechargeMaxRunway", "canChainTemporaryBlue" Exit condition: "leaveWithTemporaryBlue": {} |