Room ID: 69
|
Exit condition: "leaveWithRunway": {
"length": 1,
"openEnd": 1
} |
|
Exit condition: "leaveWithSidePlatform": {
"height": 1,
"runway": {
"length": 4,
"openEnd": 1
},
"obstruction": [1, 0]
}Dev note: Max extra run speed $1.5 |
|
Requires: "SpaceJump" Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 4,
"openEnd": 2
}
} |
|
Requires: "SpaceJump" Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 4,
"openEnd": 2
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
} |
|
Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 4,
"openEnd": 2
},
"landingRunway": {
"length": 1,
"openEnd": 1
},
"movementType": "any"
} |
|
Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 4,
"openEnd": 2
}
} |
|
Requires: "Gravity" Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 5,
"openEnd": 1
}
} |
|
Requires: "Gravity" Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
} |
From: 1
Left Door
To: 1
Left Door
Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
},
"movementType": "any"
} |
From: 1
Left Door
To: 1
Left Door
Entrance condition: "comeInShinecharged": {}Requires: "Gravity",
{"shineChargeFrames": 155},
{"thornHits": 1},
"h_spikeSuitThornHitLeniency",
"canPatientSpikeSuit",
{"shinespark": {"frames": 7, "excessFrames": 7}} |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity", "h_thornXModeShinecharge", "h_thornXModeFramePerfectExtraLeniency", {"shineChargeFrames": 145} Exit condition: "leaveShinecharged": {} |
|
Requires: "h_CrystalFlash" |
|
Requires: {"or": [
"canDash",
{"disableEquipment": "HiJump"},
{"and": [
"HiJump",
"h_underwaterCrouchJumpDownGrab"
]},
"canWallJump",
"Gravity",
"SpaceJump",
{"and": [
"canSpringBallBombJump",
"canResetFallSpeed"
]},
"canBombJumpWaterEscape"
]} |
From: 1
Left Door
To: 2
Right Door
Run and jump onto the platform in the middle of the room. Fire a shot and activate the shinespark wind-up. Wait until the shot hits the door before sparking. Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 110},
"canShinechargeMovementComplex",
{"shinespark": {"frames": 26, "excessFrames": 0}}Exit condition: "leaveWithSpark": {}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
|
Run and jump, fire a shot mid-air, and activate the shinespark wind-up. Wait until the shot is at a specific position before sparking. Sparking too late will cause the shot to despawn before reaching the door. Sparking too early will cause Samus to bonk the door as it will not yet be open. A beam shot, Missile, or Super can be used. Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 45},
"canShinechargeMovementTricky",
"canHeroShot",
{"shinespark": {"frames": 38, "excessFrames": 0}}Exit condition: "leaveWithSpark": {}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: "comeInJumping": {
"speedBooster": "any",
"minTiles": 5
}Requires: "canPreciseSpaceJump" Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}Dev note: FIXME: This is a specific length needed for the Ice Beam Gate Room mockball; when the schema allows it, represent the possible runways more generally. |
From: 1
Left Door
To: 2
Right Door
Entrance condition: "comeInSpinning": {
"speedBooster": "any",
"unusableTiles": 0,
"minExtraRunSpeed": "$1.A"
}Requires: "canPreciseSpaceJump" Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}Dev note: FIXME: This is a specific length needed for the Ice Beam Gate Room mockball; when the schema allows it, represent the possible runways more generally. |
|
|
From: 2
Right Door
To: 1
Left Door
Run and jump onto the platform in the middle of the room, using Screw Attack to avoid being knocked back by the Skrees. Fire a shot and activate the shinespark wind-up. Wait until the shot hits the door before sparking. Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 110},
"ScrewAttack",
"canShinechargeMovementComplex",
{"shinespark": {"frames": 26, "excessFrames": 0}}Exit condition: "leaveWithSpark": {}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
|
Run and jump, fire a shot mid-air, and activate the shinespark wind-up. Wait until the shot is at a specific position before sparking. Sparking too late will cause the shot to despawn before reaching the door. Sparking too early will cause Samus to bonk the door as it will not yet be open. A beam shot, Missile, or Super can be used. Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 45},
"canShinechargeMovementTricky",
"canHeroShot",
{"enemyDamage": {"enemy": "Skree", "type": "contact", "hits": 1}},
{"shinespark": {"frames": 38, "excessFrames": 0}}Exit condition: "leaveWithSpark": {}Unlocks doors: {"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]} |
|
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 |
From: 2
Right Door
To: 1
Left Door
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Bypasses door shell: true |
|
Requires: {"or": [
{"and": [
{"resetRoom": {"nodes": [1]}},
{"cycleFrames": 380}
]},
{"and": [
{"resetRoom": {"nodes": [2]}},
{"cycleFrames": 220}
]}
]}Farm cycle drops: 2 Skree |
|
Exit condition: "leaveWithRunway": {
"length": 1,
"openEnd": 1
} |
|
Exit condition: "leaveWithSidePlatform": {
"height": 1,
"runway": {
"length": 4,
"openEnd": 1
},
"obstruction": [1, 0]
}Dev note: Max extra run speed $1.5 |
|
Requires: "SpaceJump" Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 4,
"openEnd": 2
}
} |
|
Requires: "SpaceJump" Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 4,
"openEnd": 2
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
} |
|
Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 4,
"openEnd": 2
},
"landingRunway": {
"length": 1,
"openEnd": 1
},
"movementType": "any"
} |
|
Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 4,
"openEnd": 2
}
} |
From: 2
Right Door
To: 2
Right Door
Shoot the Skree closest to the door, and horizontal damage boost using one of the particles that it spawns. Requires: {"enemyDamage": {"enemy": "Skree", "type": "particle", "hits": 1}}Exit condition: "leaveWithDamageBoost": {
"iFramesRemaining": 80
} |
From: 2
Right Door
To: 2
Right Door
Entrance condition: "comeInShinecharged": {}Requires: "Gravity",
{"shineChargeFrames": 60},
{"thornHits": 1},
"h_spikeSuitThornHitLeniency",
"canPatientSpikeSuit",
{"shinespark": {"frames": 7, "excessFrames": 7}} |
From: 2
Right Door
To: 2
Right Door
Requires: "Gravity", "h_thornXModeSpikeSuit", "h_thornXModeFramePerfectExtraLeniency", {"shinespark": {"frames": 7, "excessFrames": 7}} |
From: 2
Right Door
To: 2
Right Door
Entrance condition: "comeInShinecharged": {}Requires: "Gravity",
{"shineChargeFrames": 125},
{"thornHits": 1},
"h_thornXModeFramePerfectExtraLeniency",
"h_thornXModeBlueSuit",
{"shinespark": {"frames": 0, "excessFrames": 0}} |
|
Requires: "Gravity", "h_thornDoubleXModeBlueSuit", "h_thornDoubleXModeFramePerfectExtraLeniency", {"shinespark": {"frames": 1}} |
|
While in X-mode on the thorns, Samus' will be flashing as i-frames periodically refresh; by timing the shinecharge and X-Ray release to happen soon after i-frames refresh, a second thorn hit can be avoided. Requires: "Gravity", "h_thornXModeShinecharge", "h_thornXModeFramePerfectExtraLeniency", {"shineChargeFrames": 70} Exit condition: "leaveShinecharged": {} |