canStutterWaterShineCharge (Very Hard)

Performing a water shinecharge in a shorter runway by using a stutter that is greatly extended by the water slowdown. Perform a stutter shortly before entering water, typically through a door transition, by briefly releasing and then repressing forward before, but as close to, the transition as possible while continuing the dash. This carries the stutter into the water where Samus will run in place while building the shinecharge, Allowing Samus to enter the water with little momentum. After entering the water, dash should be held the entire time. With Gravity Suit it is possible to do this without leaving water, with or without a room transition, by removing the suit just after stuttering. The same technique is applicable with acid.

To gain the shortcharge in the shortest distance and with the greatest amount of lenience, it is best to use approximately 5 tiles of runway. If fewer than 5 runway tiles are available, use the full runway length.

Dependencies: canSuitlessMaridia, canWaterShineCharge

Difficulty filter

Strats ()

From: 1
Left Door
To: 1
Left Door

If Phantoon is defeated, start at least 2 tiles from the water line, and stutter just before entering it in order to charge a spark in room.

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    {
      "canShineCharge": {
        "usedTiles": 21,
        "steepUpTiles": 3,
        "openEnd": 0
      }
    }
  ]
}
"canStutterWaterShineCharge"
"canShinechargeMovementTricky"
"canWalljump"
{
  "or": [
    "canSpaceJumpWaterBounce",
    "HiJump"
  ]
}
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 29
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: Using the dry runway and leaving with shinecharged would require canRiskPermanentLossOfAccess.

From: 1
Left Door
To: 1
Left Door

If Phantoon is defeated, start at least 2 tiles from the water line, and stutter just before entering it in order to charge a spark in room.

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    {
      "canShineCharge": {
        "usedTiles": 21,
        "steepUpTiles": 3,
        "openEnd": 0
      }
    }
  ]
}
"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 20
  }
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "bottom"
  }
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: Using the dry runway and leaving with shinecharged would require canRiskPermanentLossOfAccess.

If possible (and applicable), kill the Bull ahead of time, and do a shinecharge to gain temporary blue. Otherwise, shoot the Bull to get it out of the way; then, after getting blue speed with a stutter water shinecharge, jump directly into a spring ball jump rather than shinecharging first.

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Bull"
          ]
        ]
      }
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    "canTrickyJump"
  ]
}
"canStutterWaterShineCharge"
"h_getBlueSpeedMaxRunway"
"canTrickySpringBallJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 2
Right Door

If Phantoon is defeated, start at least 2 tiles from the water line, and stutter just before entering it in order to charge a spark in room.

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 7,
    "excessFrames": 2
  }
}
From: 1
Left Door
To: 2
Right Door

If Phantoon is defeated, start at least 2 tiles from the water line, and stutter just before entering it in order to shinecharge in room.

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    {
      "canShineCharge": {
        "usedTiles": 20,
        "steepDownTiles": 3,
        "openEnd": 0
      }
    }
  ]
}
"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"canWalljump"
"HiJump"
"h_canShineChargeMaxRunway"
{
  "shineChargeFrames": 105
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: Using the dry runway and leaving with shinecharged with more frames would require canRiskPermanentLossOfAccess.

From: 1
Left Door
To: 2
Right Door

If Phantoon is defeated, start at least 2 tiles from the water line, and stutter just before entering it in order to shinecharge in room.

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    {
      "canShineCharge": {
        "usedTiles": 20,
        "steepDownTiles": 3,
        "openEnd": 0
      }
    }
  ]
}
"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"canWalljump"
"canSpaceJumpWaterBounce"
"h_canShineChargeMaxRunway"
{
  "shineChargeFrames": 150
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Dev note: Using the dry runway and leaving with shinecharged with more frames would require canRiskPermanentLossOfAccess.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canShinechargeMovementTricky"
"canStutterWaterShineCharge"
{
  "shineChargeFrames": 170
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canShinechargeMovementComplex"
"canStutterWaterShineCharge"
{
  "shinespark": {
    "frames": 3
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

{
  "notable": "Stutter Shinecharge Through The Gate"
}
"canShinechargeMovementComplex"
"canStutterWaterShineCharge"
"canDodgeWhileShooting"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "shineChargeFrames": 95
        }
      ]
    },
    {
      "shineChargeFrames": 110
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

{
  "notable": "Stutter Shinecharge Through The Gate"
}
"canShinechargeMovementComplex"
"canStutterWaterShineCharge"
"canDodgeWhileShooting"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Middle Right Door
To: 2
Bottom Right Door

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  }
}

Requires:

"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 14,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Middle Right Door
To: 3
Middle Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 19
  }
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "bottom"
  }
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Middle Right Door
To: 3
Middle Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 9
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Middle Right Door
To: 3
Middle Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementTricky"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 11
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Middle Right Door
To: 6
Speed Blocked Item

This can be done with only a door-frame runway in the adjacent room.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canStutterWaterShineCharge"
"canMidairShinespark"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 62,
    "excessFrames": 2
  }
}

Clears obstacles: A

Dev note: It can technically be done without a stutter, but it's not really easier.

From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks

This can be done with only a door-frame runway in the adjacent room.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canStutterWaterShineCharge"
"canMidairShinespark"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 35,
    "excessFrames": 3
  }
}

Dev note: This can technically be done without a stutter, but it's not really easier.

From: 4
Top Right Door
To: 6
Speed Blocked Item

Bring a Shinecharge from the top door to the speed blocks below the Missile item location. Be especially mindfull of the aquatic life during the descent. Line up directly below the speed blocks when jumping up, especially if using a SpringBall jump.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"canChainTemporaryBlue"
"canXRayTurnaround"
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}

Dev note: For other doors, a shinespark is more reasonable than a complex Temporary Blue Chain. And the enemies here are farmable for energy.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 9
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 2
Top Item

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovement"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 61,
        "excessFrames": 7
      }
    },
    {
      "and": [
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 56,
            "excessFrames": 7
          }
        }
      ]
    },
    {
      "and": [
        "canMidairShinespark",
        "HiJump",
        {
          "shinespark": {
            "frames": 52,
            "excessFrames": 7
          }
        }
      ]
    }
  ]
}

Clears obstacles: B

Dev note: This could have a few more excess frames if not getting on top of the block to go to 2.

From: 1
Left Door
To: 6
Top Right Junction

Requires at least 2 tiles in the adjacent room.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovement"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 47,
        "excessFrames": 5
      }
    },
    {
      "and": [
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 44,
            "excessFrames": 5
          }
        }
      ]
    },
    {
      "and": [
        "canMidairShinespark",
        "HiJump",
        {
          "shinespark": {
            "frames": 41,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Middle Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"h_canUsePowerBombs"
"canStutterWaterShineCharge"
"canShinechargeMovement"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 25,
    "excessFrames": 11
  }
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canShinechargeMovementComplex"
"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 12
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 5
Right Door
To: 1
Middle Left Door

Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed.

Requires:

{
  "notable": "Blue Space Jump"
}
"Gravity"
"canPreciseSpaceJump"
{
  "or": [
    {
      "and": [
        "canDisableEquipment",
        "h_stutterWaterGetBlueSpeed"
      ]
    },
    {
      "and": [
        {
          "getBlueSpeed": {
            "usedTiles": 20,
            "openEnd": 2
          }
        },
        {
          "or": [
            "HiJump",
            "canTrickyDashJump"
          ]
        }
      ]
    }
  ]
}

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 4
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"h_stutterWaterGetBlueSpeed"

Clears obstacles: A

From: 4
Right Door
To: 4
Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
{
  "or": [
    {
      "shinespark": {
        "frames": 12
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 4
Right Door
To: 6
Junction Right of Morph Passage

Shinespark diagonally over the zoa pit or run through the speed blocks and shinespark after turning around.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"Morph"
"canStutterWaterShineCharge"
{
  "shinespark": {
    "frames": 8
  }
}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 12
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 4
Platform Below Top Door

After storing the shinecharge, spin jump back to the left and spark aligned against the right side of the left shaft. At the top of the room, hold right in order to land on the platform below the door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 40,
    "excessFrames": 6
  }
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "shinespark": {
    "frames": 20,
    "excessFrames": 3
  }
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
"canXRayTurnaround"
"canChainTemporaryBlue"
"canGravityJump"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "shinespark": {
        "frames": 12
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 2
Bottom Left Door
To: 4
Top Right Door

Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "shinespark": {
    "frames": 39,
    "excessFrames": 4
  }
}
From: 2
Bottom Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
"canXRayTurnaround"
"HiJump"
"canGravityJump"
"canTrickySpringBallJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Bottom Left Door
To: 4
Bottom Right Shinecharged

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "shineChargeFrames": 0
}
From: 2
Bottom Left Door
To: 4
Bottom Right Shinecharged

With only a runway of 2 tiles (open end) in the other room, this requires a double-frame-perfect setup: release forward for exactly 3 frames, and repress forward on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
{
  "shineChargeFrames": 0
}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 1
Left Door
To: 8
Bottom Right Shinecharged

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "shineChargeFrames": 0
}
From: 1
Left Door
To: 8
Bottom Right Shinecharged

If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "doorUnlockedAtNode": 2
    },
    "canInsaneJump"
  ]
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 1
Left Door
To: 8
Bottom Right Shinecharged

With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $3FFF or less. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile.

Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $BFFF, moonwalk back for exactly 1 frame to end with subpixels $3FFF. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $3FFF.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
"canBeVeryPatient"
{
  "doorUnlockedAtNode": 2
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute.

From: 2
Right Door
To: 7
Bottom Left Shinecharged

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "shineChargeFrames": 0
}
From: 2
Right Door
To: 7
Bottom Left Shinecharged

If only 2 tiles of runway are available and it is not possible to unlock the opposite door, then this requires a double frame-perfect stutter: run toward the door, release forward for exactly 3 frames, pressing forward again on the last possible frame before the transition.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "doorUnlockedAtNode": 2
    },
    "canInsaneJump"
  ]
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":2,"types":["super","missiles"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":["never"]}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 2
Right Door
To: 7
Bottom Left Shinecharged

With only 1 tile of runway in the other room, this requires subpixel-precise positioning and a double frame-perfect stutter: At the start of the run, Samus must be on the last pixel of runway with X subpixels of $C000 or greater. Run toward the door, releasing forward for exactly 1 frame and pressing it again on the last possible frame before the transition. After the transition, shoot open the opposite door while running, to extend the runway by a tile.

Correct subpixels can be achieved using one of several methods: 1) press against the door ledge (or a wall aligned with it); jump, and while mid-air, tap forward for exactly 1 frame to land with subpixels $4000, moonwalk back for exactly 1 frame to end with subpixels $C000. 2) press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), and moonwalk back two pixels, then jump and mid-air turnaround onto the ledge; if Samus jumped from the correct pixel but does not land on the ledge, then it was needed to moonwalk back 1 more frame; in this case it is possible to retry by doing a mid-air turnaround back onto the platform, and moonwalking back for 1 frame. 3) if X-Ray is available, press against the door ledge (from a platform below, assuming one exists) turn around (while on the ground), then jump and mid-air turnaround toward the door, and use X-Ray to turnaround in place away from the door; repeat this sequence 3 more times: jump, mid-air turnaround, X-Ray turnaround; then do one more jump and mid-air turnaround, high enough to land on the door ledge, and Samus should be in the correct position with subpixels $C000.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 1
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
"canBeVeryPatient"
{
  "doorUnlockedAtNode": 1
}
{
  "shineChargeFrames": 0
}

Unlocks doors:

{"nodeId":1,"types":["super","missiles"],"requires":[]}
{"nodeId":1,"types":["powerbomb"],"requires":["never"]}

Dev note: The `canBeVeryPatient` is for difficulty placement; this could be improved with a more specific tech later, since it does not actually take a long time to execute.

From: 1
Left Door
To: 1
Left Door

Get the shinecharge while killing the crab, then move towards and shinespark out the left door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 9
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 2
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Get the shinecharge while killing the crab, then exit the right door with temporary blue.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 2
Right Door

Get the shinecharge while killing the crab, then exit the right door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
{
  "shineChargeFrames": 10
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}

Get blue speed and jump through the door immediately (rather than shinecharging) to avoid needing to kill the crab.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"h_getBlueSpeedMaxRunway"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"h_canShineChargeMaxRunway"
{
  "shineChargeFrames": 10
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}

Dev note: FIXME: This is a prime example for 3-room shinecharges, once the schema can model it.

From: 2
Right Door
To: 2
Right Door

Get the shinecharge, carefully jump over the crab and move towards then shinespark out the right door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
"canCarefulJump"
"h_canShineChargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 9
      }
    },
    {
      "and": [
        "canShinechargeMovementTricky",
        {
          "shinespark": {
            "frames": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Bottom of Shaft
To: 1
Left Door

Gain a shinecharge by running right-to-left at the bottom of the room, performing a stutter just before the acid reaches Samus' feet. Use spin jumps to minimize damage from the acid, and spark diagonally (to the left) mid-air to make it up the shaft.

Requires:

{
  "notable": "Suitless Acid Bath Shinespark"
}
"canStutterWaterShineCharge"
"canInsaneJump"
{
  "acidFrames": 215
}
"canShinechargeMovementTricky"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 83,
    "excessFrames": 2
  }
}