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`.
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canShinechargeMovement" "canUseIFrames" "h_canShineChargeMaxRunway" { "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: 1
Left Door
To: 1
Left Door
Requires: "canXMode" "h_XModeThornHit" "h_XModeThornHit" "h_XModeThornHit" "h_canShineChargeMaxRunway" "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_canShineChargeMaxRunway" "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). |
Use the Spikes in the center of the room to build a Shinespark with X-Mode. There are sections of the room where using more complex movement can be used to save a Spike hit when X-Moding. Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canUseIFrames" { "or": [ "SpaceJump", "h_XModeSpikeHit" ] } "h_canShineChargeMaxRunway" { "shinespark": { "frames": 50 } } Exit condition: { "leaveWithSpark": {} } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
Jump from the runway near the right door to bounce onto spikes for X-Mode. Store a spark in X-Mode and use that to shinepark across the room. Bumping a solid tile before activating X-Mode will remove dash state, preventing shinecharging. The left door must have been opened previously, in order to shinespark through it. Requires: { "obstaclesCleared": [ "A" ] } "canMidairShinespark" "canXMode" { "spikeHits": 2 } "h_canShineChargeMaxRunway" { "or": [ { "shinespark": { "frames": 146 } }, { "and": [ "SpaceJump", { "shinespark": { "frames": 50 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["ammo"],"requires":[],"useImplicitRequires":false} Dev note: Omitting leniency spikeHits, since the firefleas provide an opportunity to farm after a failed attempt. Unlocking the door is free since obstacle A being cleared implies it was already unlocked earlier if needed. |
Jump from the runway near the right door to bounce onto spikes for X-Mode. Store a spark in X-Mode and use that to shinepark across the room. Bumping a solid tile before activating X-Mode will remove dash state, preventing shinecharging. Requires: "canMidairShinespark" "canXMode" { "spikeHits": 2 } "h_canShineChargeMaxRunway" { "shinespark": { "frames": 146, "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_canShineChargeMaxRunway" "canShinechargeMovement" { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } |
Requires: "canXMode" "canBounceBall" "canLateralMidAirMorph" "canShinechargeMovement" "h_canShineChargeMaxRunway" "h_XModeSpikeHitLeniency" "h_XModeSpikeHitLeniency" { "shinespark": { "frames": 6 } } |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_canShineChargeMaxRunway" "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? |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "canWalljump" "h_canShineChargeMaxRunway" { "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). |
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_canShineChargeMaxRunway" { "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). |
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_canShineChargeMaxRunway" { "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). |
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 } |
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_canShineChargeMaxRunway" "h_XModeSpikeHit" "h_XModeSpikeHit" { "shinespark": { "frames": 14, "excessFrames": 9 } } |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
Requires: "h_canShineChargeMaxRunway" "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: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "canUseIFrames" "h_canShineChargeMaxRunway" "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). |
Requires: "canXMode" "h_XModeSpikeHit" |
Requires: "f_DefeatedPhantoon" "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "Gravity" "h_canShineChargeMaxRunway" "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: "f_DefeatedPhantoon" "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "Gravity" "h_canShineChargeMaxRunway" "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: 1
Right Door
To: 1
Right Door
Requires: "canXMode" "h_XModeThornHit" "h_XModeThornHit" "SpaceJump" "HiJump" "canShinechargeMovementComplex" "h_canShineChargeMaxRunway" { "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. |
Requires: "h_canShineChargeMaxRunway" "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). |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_canShineChargeMaxRunway" "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). |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" { "or": [ "h_XModeSpikeHit", "canStationarySpinJump" ] } "Gravity" "canShinechargeMovementComplex" "h_canShineChargeMaxRunway" { "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: 2
Right Door
To: 4
Top Right Ledge Junction
Requires: "Gravity" "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" { "or": [ "h_XModeSpikeHit", "canStationarySpinJump" ] } "h_canShineChargeMaxRunway" { "shinespark": { "frames": 25, "excessFrames": 5 } } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |