Performing a stutter water shinecharge in a situation requiring a precise stutter, for example if not much runway is available in one or both of the rooms.
Dependencies: canWaterShineCharge, canSuitlessMaridia, canStutterWaterShineCharge
From: 2
Bottom Left Door
To: 1
Middle Left Door
With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "h_usePowerBomb" "canPreciseStutterWaterShineCharge" "canInsaneJump" "canShinechargeMovementTricky" "h_shinechargeMaxRunway" { "or": [ { "shinespark": { "frames": 25, "excessFrames": 11 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 22, "excessFrames": 11 } } ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only 1 tile of runway, this requires a single-frame stutter (release forward then repress on the next frame), on the last possible frame. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canShinechargeMovementComplex" "canPreciseStutterWaterShineCharge" "canInsaneJump" "h_shinechargeMaxRunway" { "or": [ { "shinespark": { "frames": 12 } }, { "and": [ "canShinechargeMovementTricky", { "shinespark": { "frames": 3 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Right Door
To: 4
Right Door
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Right Door
To: 4
Right Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 4
Right Door
To: 4
Right Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 4
Right Door
To: 4
Right Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Right Door
To: 4
Right Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Right Door
To: 4
Right Door
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" { "shinespark": { "frames": 15 } } 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: { "comeInStutterShinecharging": { "minTiles": 1 } } Requires: "Morph" "canPreciseStutterWaterShineCharge" { "shinespark": { "frames": 8 } } |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
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: 1
Left Door
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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: { "doorUnlockedAtNode": 2 } "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":2,"types":["missiles","super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 1
Left Door
To: 1
Left Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 1
Left Door
To: 1
Left Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
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, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away. 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: 2
Right Door
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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: { "doorUnlockedAtNode": 1 } "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":1,"types":["missiles","super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 2
Right Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 2
Right Door
To: 2
Right Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 2
Right Door
To: 2
Right Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 2
Right Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
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": 1 }, "canInsaneJump" ] } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":1,"types":["super","missiles"],"requires":[]} {"nodeId":1,"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, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away. 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
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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: { "doorUnlockedAtNode": 2 } "canPreciseStutterWaterShineCharge" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canInsaneJump" "canBeVeryPatient" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":2,"types":["missiles","super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 1
Left Door
To: 1
Left Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 1
Left Door
To: 1
Left Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 4
Bottom Right Shinecharged
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2.4375 } } Requires: "canPreciseStutterWaterShineCharge" { "shineChargeFrames": 0 } { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } Dev note: FIXME: comeInShinecharging strats (with Gravity or a regular water shinecharge) can also be possible, but dealing with the crab seems difficult and dependent on run speed. |
From: 1
Left Door
To: 4
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 } { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } 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: 4
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 } { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } 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: 2
Right Door
With only 1 tile of runway in the other room, Samus should ideally start 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. Starting with X subpixels of $7FFF can also work (e.g., by simply backing against the door ledge, then jumping and turning around mid-air); in this case, Samus must advance 1 or 2 pixels with an arm pump before the transition (e.g., firing a shot or pressing and/or releasing an angle button), and the shinecharge will be gained slightly further away from the door. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Ideal subpixels ($3FFF) can be achieved using one of several methods: 1) press forward 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 forward 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: { "doorUnlockedAtNode": 1 } "canPreciseStutterWaterShineCharge" "canInsaneJump" "canBeVeryPatient" "canShinechargeMovementTricky" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":1,"types":["missiles","super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 2
Right Door
With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 150 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping. |
From: 2
Right Door
To: 2
Right Door
With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 3 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 145 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application. |
From: 2
Right Door
To: 2
Right Door
With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 4 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 140 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 10 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 2
Right Door
With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Entrance condition: { "comeInStutterShinecharging": { "minTiles": 5 } } Requires: "canPreciseStutterWaterShineCharge" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 130 } { "or": [ "canBeVeryPatient", { "shineChargeFrames": 15 } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 3
Bottom Left Shinecharged
Entrance condition: { "comeInStutterShinecharging": { "minTiles": 2.4375 } } Requires: "canPreciseStutterWaterShineCharge" { "shineChargeFrames": 0 } |
From: 2
Right Door
To: 3
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": 1 }, "canInsaneJump" ] } { "shineChargeFrames": 0 } Unlocks doors: {"nodeId":1,"types":["super","missiles"],"requires":[]} {"nodeId":1,"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: 3
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. |