canXMode (Extreme)

Ability to enter X-Mode using spikes by unmorphing frame perfectly before knockback ends with X-Ray ready to activate. This can be used to charge a shinespark or to slowly move forward by armpumping. Walking into a solid tile while in X-Mode will crash the game.

Dev note: A flash suit can be used while in X-Mode, but any unused flash suit will be lost when X-Ray is released. Using a flash suit during X-Mode should be represented by a `useFlashSuit` immediately before `canXMode`.

Difficulty filter

Strats ()

From: 1
Top Left Door
To: 1
Top Left Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canShinechargeMovement"
"canUseIFrames"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 110
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 3
Bottom Left Door
To: 3
Bottom Left Door

With some dash speed, bounce into the opening of the spikeway, and enter X-mode. The spike knockback will push Samus back out of the spikeway.

By holding an angle button, it is possible turn around in X-mode without losing dash speed. Arm pumps can be used to get close to the ledge before shinecharging, to leave with more frames remaining.

Requires:

"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 60
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

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:

{
  "obstaclesCleared": [
    "A"
  ]
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 62,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}
From: 1
Left Door
To: 1
Left Door

Jump into the large patch of thorns from below.

Requires:

"canXMode"
"h_XModeThornHit"
"h_XModeThornHit"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 130
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Three thorns hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Top Right Door
To: 1
Top Right Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"h_shinechargeMaxRunway"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canShinechargeMovement"
{
  "shineChargeFrames": 80
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Left Door
To: 1
Left Door

A very precise bounce is needed in order to enter X-mode with dash speed. Neutral knockback or a damage boost can be used to reach the door more quickly.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"h_destroyBombWalls"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canBeVeryPatient"
{
  "shineChargeFrames": 110
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 1
Left Door
To: 1
Left Door

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"
{
  "enemyKill": {
    "enemies": [
      [
        "Yapping Maw"
      ]
    ],
    "explicitWeapons": [
      "Super"
    ]
  }
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 75
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

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"
{
  "enemyKill": {
    "enemies": [
      [
        "Yapping Maw"
      ]
    ],
    "explicitWeapons": [
      "Super"
    ]
  }
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 65
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 2
Right Door
To: 1
Left Door

Use X-mode to gain a shinecharge on the right side of the room, and use it to spark across to the left side of the room. Bumping a solid tile before activating X-Mode will remove dash state, preventing shinecharging.

Requires:

"canMidairShinespark"
"canXMode"
{
  "spikeHits": 2
}
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
{
  "shinespark": {
    "frames": 105,
    "excessFrames": 6
  }
}

Dev note: Omitting leniency spikeHits, since the firefleas provide an opportunity to farm after a failed attempt.

From: 2
Right Door
To: 2
Right Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 95
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 3
Safe Block in the Middle of the Room
To: 1
Left Door

Use the spikes in the center of the room to gain a shinecharge with X-Mode. Then arm pump until Samus reaches the middle Yapping Maw. Exit X-mode, gain run speed, and use Space Jump to reach the door.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"SpaceJump"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
{
  "shineChargeFrames": 160
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Dev note: Unlocking the door is free since obstacle A being cleared implies it was already unlocked earlier if needed.

From: 3
Safe Block in the Middle of the Room
To: 1
Left Door

Use the spikes in the center of the room to gain a shinecharge with X-Mode. Then arm pump until Samus reaches the middle Yapping Maw. Exit X-mode, gain run speed, and jump toward the door and shinespark out.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 20
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

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

Dev note: Unlocking the door is free since obstacle A being cleared implies it was already unlocked earlier if needed.

From: 3
Safe Block in the Middle of the Room
To: 1
Left Door

Enter X-mode facing left and release forward to allow Samus to walk to the left. Samus' progress can be tracked using the mini-map. When Samus begins to scroll across the screen, this indicates the camera has locked on the left side of the room. At this point (or slightly before), hold forward again to stop Samus' movement. Spin jump and release X-Ray to exit X-mode and jump onto the platform.

Requires:

"canXMode"
"h_XModeSpikeHit"
From: 1
Left Door
To: 1
Left Door

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"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 145
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 2
Right Door
To: 2
Right Door

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"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 70
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 1
Left Door
To: 1
Left Door

A very precise bounce is needed in order to enter X-mode with dash speed.

Requires:

"canXMode"
{
  "thornHits": 2
}
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 110
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two thorn hits are expected. Lenience is not included because there is a farm available.

From: 3
Bottom Right Door
To: 3
Bottom Right Door

A very precise bounce is needed in order to enter X-mode with dash speed.

Requires:

"canXMode"
{
  "thornHits": 2
}
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 155
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two thorn hits are expected. Lenience is not included because there is a farm available.

From: 1
Left Door
To: 1
Left Door

If Kraid is alive, use X-mode on the thorns to gain blue speed. Hold an angle button to turn around while retaining blue. If needed, arm pump to get close to the ledge without touching it. 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:

"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 22,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "not": "f_DefeatedKraid"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
"canShinechargeMovement"
{
  "shineChargeFrames": 45
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "h_XModeThornHit",
        {
          "shineChargeFrames": 20
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: If Kraid is alive, leaving with a horizontal damage boost is also possible, but not easy to model.

From: 2
Right Door
To: 2
Right Door

If Kraid is alive, use X-mode on the thorns to gain blue speed. Hold an angle button to turn around while retaining blue. If needed, arm pump to get close to the ledge without touching it. 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:

"h_KraidCameraFix"
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 22,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "not": "f_DefeatedKraid"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
"canShinechargeMovement"
{
  "shineChargeFrames": 45
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "h_XModeThornHit",
        {
          "shineChargeFrames": 20
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: If Kraid is alive, leaving with a horizontal damage boost is also possible, but not easy to model.

From: 8
Bottom Right Item
To: 9
Main Junction

Requires:

"canXMode"
"canBounceBall"
"canLateralMidAirMorph"
"canShinechargeMovement"
"h_shinechargeMaxRunway"
"h_XModeSpikeHitLeniency"
"h_XModeSpikeHitLeniency"
{
  "shinespark": {
    "frames": 6
  }
}
From: 3
Right Door
To: 3
Right Door

Jump into the spikes and try to bounce on the crumble blocks moving towards the door.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"HiJump"
{
  "heatFrames": 480
}
{
  "shineChargeFrames": 140
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: It is possible to do this with two, is it reasonable?

From: 3
Right Door
To: 3
Right Door

Jump into the spikes and try to bounce on the crumble blocks moving towards the door.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canWalljump"
"h_shinechargeMaxRunway"
{
  "heatFrames": 540
}
{
  "shinespark": {
    "frames": 5
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 3
Right Door
To: 4
Item

A short hop from the door can bounce on the crumbles. Just be careful of being pushed back onto the crumble blocks by the spikes.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canTrickyJump"
"canMidairShinespark"
"h_shinechargeMaxRunway"
{
  "heatFrames": 400
}
{
  "shinespark": {
    "frames": 12,
    "excessFrames": 4
  }
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 4
Item
To: 3
Right Door

A short hop from the ledge can bounce on the crumbles and into the spikes. Just be careful of being pushed back onto the crumble blocks by the spikes.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canTrickyJump"
"canUseIFrames"
"canMidairShinespark"
"h_shinechargeMaxRunway"
{
  "heatFrames": 480
}
{
  "shinespark": {
    "frames": 11,
    "excessFrames": 4
  }
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Left Door
To: 2
Right Door

Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping.

Requires:

"Gravity"
"canXMode"
"h_XModeSpikeHit"
{
  "heatFrames": 200
}
{
  "lavaFrames": 15
}
From: 2
Right Door
To: 1
Left Door

Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping.

Requires:

"Gravity"
"canXMode"
"h_XModeSpikeHit"
{
  "heatFrames": 200
}
{
  "lavaFrames": 15
}
From: 5
Firefleas Bottom Left Platform Junction
To: 7
Fireflea Statue's Claw Junction

Requires:

"canXMode"
"h_shinechargeMaxRunway"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "shinespark": {
    "frames": 14,
    "excessFrames": 9
  }
}
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door

Clear the Alcoon then bounce into the spike patch.

Requires:

"h_shinechargeMaxRunway"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Alcoon"
              ]
            ],
            "explicitWeapons": [
              "Plasma",
              "Wave+Spazer",
              "ScrewAttack",
              "Missile",
              "Super"
            ]
          }
        },
        {
          "heatFrames": 420
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Alcoon"
              ]
            ],
            "explicitWeapons": [
              "Spazer",
              "Wave",
              "PseudoScrew",
              "PowerBomb"
            ]
          }
        },
        {
          "heatFrames": 530
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Alcoon"
              ]
            ],
            "explicitWeapons": [
              "PowerBeam"
            ]
          }
        },
        {
          "heatFrames": 620
        }
      ]
    }
  ]
}
{
  "shineChargeFrames": 90
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 4
Junction Above Bomb Blocks
To: 2
Bottom Left Door

Starting from approximately the center of the floating platform, run and jump to the left, and perform a lateral mid-air morph to hit the spike from below (landing on the Namihe) and enter X-mode. Hold an angle button to turn around to the right while retaining dash speed. Arm pump a tile or two to the right, so that the Namihe is no longer below Samus. Gain a shinecharge and continue holding down while exiting X-mode to obtain temporary blue, and use it to break the bomb blocks below while falling through them.

Requires:

{
  "notable": "X-Mode Temporary Blue"
}
"canLateralMidAirMorph"
"canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canTemporaryBlue"
{
  "heatFrames": 290
}
From: 2
Middle Left Door
To: 2
Middle Left Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 80
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

Move in X-Mode until the Chozo Statue becomes visible and then jump before releasing XRay.

Requires:

"canXMode"
"h_XModeSpikeHit"
From: 6
Bowling Chozo Statue
To: 1
Top Left Door

Use X-mode to gain a shinecharge near the Chozo statue. Jump onto the Chozo statue, press against the wall, and shinespark into it to clip in; then X-Ray climb up.

A second spike hit can be avoided by holding an angle button to turn around while in X-mode; arm pump to move out of the spikes before activating the shinecharge and exiting X-mode.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canShinesparkSlopeClip"
"canXRayClimb"
{
  "or": [
    {
      "getBlueSpeed": {
        "usedTiles": 16,
        "steepDownTiles": 4,
        "openEnd": 0
      }
    },
    "can4HighMidAirMorph"
  ]
}

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

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

Dev note: The leaveNormally is to ensure it won't be required to do the Speed block moondance blind up there.

From: 1
Left Door
To: 1
Left Door

Jumping from the door and bouncing on the platform enemy works pretty well.

Requires:

"f_DefeatedPhantoon"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"Gravity"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 100
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Right Door
To: 2
Right Door

Jumping from the door and bouncing on the platform enemy works pretty well.

Requires:

"f_DefeatedPhantoon"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"Gravity"
"h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 100
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

Requires:

"canXMode"
"h_XModeThornHit"
"h_XModeThornHit"
"SpaceJump"
"HiJump"
"canShinechargeMovementComplex"
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 21
  }
}
{
  "or": [
    "Gravity",
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Two thorn hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: There is likely a fast wall jump climb strat with more spark frames.

From: 1
Left Door
To: 1
Left Door

Requires:

"h_shinechargeMaxRunway"
"canShinechargeMovementComplex"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump",
    "canTrickyJump"
  ]
}
"Gravity"
{
  "or": [
    {
      "and": [
        "HiJump",
        "SpaceJump",
        {
          "shineChargeFrames": 130
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canPreciseWalljump",
        {
          "shineChargeFrames": 160
        }
      ]
    },
    {
      "and": [
        "SpaceJump",
        "canPreciseWalljump",
        {
          "shineChargeFrames": 160
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Left Door
To: 1
Left Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canShinechargeMovementTricky"
"canTrickyJump"
"Gravity"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canTrickyDashJump"
      ]
    },
    {
      "and": [
        "canFastWalljumpClimb",
        "canPreciseWalljump"
      ]
    },
    {
      "and": [
        "SpaceJump",
        "canInsaneJump",
        {
          "shinespark": {
            "frames": 3
          }
        }
      ]
    }
  ]
}
"canMidairShinespark"
{
  "shinespark": {
    "frames": 5
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Right Door
To: 2
Right Door

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump"
  ]
}
"Gravity"
"canShinechargeMovementComplex"
"h_shinechargeMaxRunway"
{
  "shineChargeFrames": 65
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires:

"Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
{
  "or": [
    "h_XModeSpikeHit",
    "canStationarySpinJump"
  ]
}
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 25,
    "excessFrames": 5
  }
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction

Requires:

"Gravity"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 17,
    "excessFrames": 12
  }
}