The ability to use the dash button to gain run speed.
Dev note: This is ability is very simple, but it is useful to model since dashing may not be possible in some contexts, such as while carrying a blue suit.
From: 2
Bottom Left Door
To: 5
Bottom Junction (Right of Boyons)
Jump at the last tile to make it through all of the Boyons. Requires: "ScrewAttack"
{
"or": [
"canCarefulJump",
"SpaceJump",
"h_speedDash"
]
} |
From: 5
Bottom Junction (Right of Boyons)
To: 2
Bottom Left Door
Jump at the last tile to make it through all of the Boyons. Requires: "ScrewAttack"
{
"or": [
"canCarefulJump",
"SpaceJump",
"h_speedDash"
]
} |
|
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner at the start of runway. Requires: "h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 38,
"openEnd": 0
},
"obstruction": [
5,
2
]
}
}Dev note: Max extra run speed $6.5. Using the full runway, the momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround has a 2-frame window for the jump, and either a 3-frame or 5-frame for the turnaround (with the last-frame jump giving the larger window for the turnaround); again the windows can be more narrow depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
|
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, avoid backing into the corner at the start of runway; instead press against it and turn around, to put Samus into a better position. An even better position is obtained by backing up an additional 8 to 12 pixels from the runway start (again, pressing forward into the corner, not backing into it), or equivalently, pressing and releasing an angle button 4 to 6 times to arm pump while running. Requires: "h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 38,
"openEnd": 0
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $6.1. Using the full runway (either backing into the corner or turning around from it), the momentum-conserving morph has a 5-frame window for the jump, and either a 2-frame window or 3-frame window for the morph depending on the jump timing; these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround requires a frame-perfect (last-frame) jump and a frame-perfect turnaround. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
From: 3
Top Right Door
To: 1
Top Left Door
Gain speed using the long runway at the top-right of room, do a big jump across the room into a mockball or speedball, then use controlled bounces to make it through the top-left door. Requires: {
"obstaclesCleared": [
"A",
"C"
]
}
"h_speedDash"
"canInsaneJump"Exit condition: {
"leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 31,
"openEnd": 1,
"steepUpTiles": 9
},
"landingRunway": {
"length": 3,
"openEnd": 1
},
"minExtraRunSpeed": "$4.9",
"movementType": "controlled"
}
}Unlocks doors: {"types":["ammo"],"requires":[],"useImplicitRequires":false}Dev note: Unlocking doors would be done ahead-of-time when the door is opened, i.e. when obstacle 'C' is set. |
|
It is possible to save a small amount of energy by jumping from the upper right ledge, instead of from the plateau. Use the cues in the background to spark at a precise height. Requires: "canDash"
"canInsaneJump"
"canHorizontalShinespark"
{
"useFlashSuit": {}
}
{
"or": [
{
"shinespark": {
"frames": 95,
"excessFrames": 34
}
},
{
"and": [
"HiJump",
{
"shinespark": {
"frames": 90,
"excessFrames": 34
}
}
]
}
]
}Clears obstacles: A Dev note: This is only useful without SpeedBooster and without a way to refill at the ship - i.e. without wall jump to get back up. |
From: 4
Bottom Right Door
To: 1
Top Left Door
Requires: "h_storedSpark"
"canDash"
"canHorizontalShinespark"
{
"or": [
{
"shinespark": {
"frames": 103,
"excessFrames": 34
}
},
{
"and": [
"HiJump",
{
"shinespark": {
"frames": 99,
"excessFrames": 34
}
}
]
}
]
}Clears obstacles: A |
|
Requires: "Morph"
"Missile"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 930
}
{
"or": [
"canDash",
{
"cycleFrames": 270
}
]
}Resets obstacles: A Farm cycle drops: 8 Grey Space Pirate (standing), 2 Grey Space Pirate (wall) |
|
This strat is slower but only requires one of the two doors to be unlocked. Requires: "Morph"
"Missile"
{
"or": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"resetRoom": {
"nodes": [
2
]
}
}
]
}
{
"cycleFrames": 930
}
{
"or": [
"canDash",
{
"cycleFrames": 160
}
]
}Resets obstacles: A Farm cycle drops: 4 Grey Space Pirate (standing), 1 Grey Space Pirate (wall) |
|
Requires: {
"or": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 60
}
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 330
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 355
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 355
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 360
}
]
},
{
"cycleFrames": 390
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 530
}
]
}
]
}Farm cycle drops: 1 Reo, 3 Mellow |
From: 1
Left Door
To: 4
Middle Junction (Left of Morph Tunnel)
Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
{
"or": [
"ScrewAttack",
{
"obstaclesCleared": [
"A",
"B"
]
}
]
}Clears obstacles: A, B |
From: 1
Left Door
To: 4
Middle Junction (Left of Morph Tunnel)
Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
"h_useMorphBombs"Clears obstacles: A, B |
From: 1
Left Door
To: 4
Middle Junction (Left of Morph Tunnel)
Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
{
"or": [
{
"and": [
"Morph",
{
"ammo": {
"type": "PowerBomb",
"count": 2
}
}
]
},
{
"obstaclesCleared": [
"A"
]
}
]
}
{
"or": [
"h_usePowerBomb",
{
"obstaclesCleared": [
"B"
]
}
]
}Clears obstacles: A, B |
From: 1
Left Door
To: 4
Middle Junction (Left of Morph Tunnel)
Requires: "h_usePowerBomb"
"canDash"
{
"useFlashSuit": {}
}
{
"or": [
{
"and": [
"canHorizontalShinespark",
{
"shinespark": {
"frames": 28,
"excessFrames": 0
}
}
]
},
{
"and": [
"h_additionalBomb",
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
}
]
}
]
}Clears obstacles: A, B |
From: 4
Middle Junction (Left of Morph Tunnel)
To: 1
Left Door
Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
{
"or": [
"ScrewAttack",
{
"and": [
{
"obstaclesCleared": [
"A"
]
},
{
"obstaclesCleared": [
"B"
]
}
]
}
]
}Clears obstacles: A, B |
From: 4
Middle Junction (Left of Morph Tunnel)
To: 1
Left Door
After destroying a single bomb block, Samus can spin jump into its spot to quickly escape the acid. To avoid the acid completely, morph quickly at the right height and place a bomb. Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
"h_useMorphBombs"
{
"or": [
"canTrickyJump",
{
"and": [
"canCarefulJump",
"canBombHorizontally",
{
"acidFrames": 35
}
]
},
{
"acidFrames": 100
}
]
}
{
"or": [
{
"and": [
"canTrickyJump",
"canTrickyWalljump"
]
},
{
"and": [
"canCarefulJump",
{
"acidFrames": 35
}
]
},
{
"acidFrames": 100
}
]
}
"h_complexToCarryFlashSuit"Clears obstacles: A, B |
From: 4
Middle Junction (Left of Morph Tunnel)
To: 1
Left Door
Requires: "canDash"
{
"or": [
"canCarefulJump",
{
"acidFrames": 35
}
]
}
"Morph"
{
"ammo": {
"type": "PowerBomb",
"count": 3
}
}Clears obstacles: A, B |
From: 4
Middle Junction (Left of Morph Tunnel)
To: 1
Left Door
Requires: "h_usePowerBomb"
"canHorizontalShinespark"
{
"useFlashSuit": {}
}
{
"or": [
{
"shinespark": {
"frames": 58,
"excessFrames": 21
}
},
{
"and": [
"h_additionalBomb",
"canDash",
{
"shinespark": {
"frames": 30,
"excessFrames": 27
}
}
]
}
]
}Clears obstacles: A, B |
|
Requires: {
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"canDash",
"ScrewAttack",
"canDodgeWhileShooting",
{
"cycleFrames": 600
}
]
},
{
"and": [
"canDash",
"h_bombThings",
"canTrickyDodgeEnemies",
{
"cycleFrames": 850
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 660
}
]
}
]
}Resets obstacles: A Farm cycle drops: 2 Waver Dev note: There is a third Waver on the right side of the room, but generally it would not be worthwhile to cross the room for it. |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
"canDodgeWhileShooting"
{
"or": [
{
"and": [
"canDash",
"ScrewAttack",
{
"cycleFrames": 420
}
]
},
{
"and": [
"canDash",
"h_bombThings",
"canTrickyDodgeEnemies",
{
"cycleFrames": 630
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 620
}
]
}
]
}Resets obstacles: A Farm cycle drops: 1 Waver |
From: 4
Bottom Right Door
To: 2
Middle Right Door
Requires: "canDash"
"canUseIFrames"
"canTrickyJump"
{
"enemyDamage": {
"enemy": "Green Space Pirate (standing)",
"type": "contact",
"hits": 3
}
}Dev note: A shinespark could be used to kill the bottom two pirates. |
|
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway; it helps to use an arm pump to advance a single pixel while running. This can be done by holding an angle button before starting to move forward, then releasing angle while running. Requires: "h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $7.0. Using the full runway with a single-pixel arm pump, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
|
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway. Requires: "h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $7.0. The momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump. |
|
Requires: {
"or": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 60
}
]
}
]
}
{
"or": [
{
"and": [
{
"or": [
"Wave",
"Spazer",
"Plasma"
]
},
{
"cycleFrames": 960
}
]
},
{
"cycleFrames": 1110
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 400
}
]
}Farm cycle drops: 6 Geemer (blue), 3 Waver |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 270
}
{
"or": [
{
"and": [
"Gravity",
{
"or": [
"canDash",
{
"cycleFrames": 175
}
]
}
]
},
{
"cycleFrames": 270
}
]
}
{
"or": [
"Grapple",
{
"and": [
"Wave",
{
"cycleFrames": 50
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 50
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 80
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 150
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 180
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 270
}
]
},
{
"cycleFrames": 420
}
]
}Farm cycle drops: 3 Sciser |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1,
2
]
}
},
"canCameraManip"
]
},
{
"resetRoom": {
"nodes": [
3
]
}
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"ScrewAttack",
{
"cycleFrames": 720
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 770
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 1000
}
]
},
{
"and": [
"canUseGrapple",
{
"cycleFrames": 1020
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 1050
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 1080
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 1170
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1440
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 1010
}
]
}
]
}Farm cycle drops: 2 Sciser, 2 Kihunter (green) |
|
Requires: "Gravity"
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 410
}
]
},
{
"and": [
"canUseGrapple",
{
"cycleFrames": 440
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 460
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 540
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 730
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 710
}
]
}
]
}Farm cycle drops: 4 Choot |
|
Requires: "canDodgeWhileShooting"
{
"cycleFrames": 215
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 40
}
]
}
]
}Farm cycle drops: 1 Choot |
|
Farm 3 Choots using Grapple to collect the drops, without dipping into the water. Requires: "canUseGrapple"
{
"cycleFrames": 330
}
{
"or": [
"canDash",
{
"cycleFrames": 90
}
]
}Farm cycle drops: 3 Choot |
|
Requires: "Gravity"
{
"cycleFrames": 270
}
{
"or": [
"canDash",
{
"cycleFrames": 90
}
]
}
{
"or": [
"HiJump",
{
"and": [
"canWalljump",
{
"cycleFrames": 45
}
]
}
]
}
{
"or": [
"Plasma",
{
"and": [
"canUseGrapple",
{
"cycleFrames": 15
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 15
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 35
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 40
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 55
}
]
},
{
"cycleFrames": 105
}
]
}Farm cycle drops: 1 Choot |
From: 1
Left Door
To: 1
Left Door
Requires: {
"resetRoom": {
"nodes": [
1
]
}
}
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"ScrewAttack",
{
"cycleFrames": 990
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 620
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 920
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 1010
}
]
},
{
"and": [
{
"or": [
"canDodgeWhileShooting",
"Ice"
]
},
{
"cycleFrames": 1740
}
]
},
{
"and": [
"canUseGrapple",
{
"cycleFrames": 740
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 1160
}
]
}
]
}Farm cycle drops: 6 Waver, 6 Choot |
From: 1
Left Door
To: 1
Left Door
Requires: {
"resetRoom": {
"nodes": [
1,
2
]
}
}
{
"cycleFrames": 100
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"ScrewAttack",
{
"cycleFrames": 495
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 310
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 460
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 505
}
]
},
{
"and": [
{
"or": [
"canDodgeWhileShooting",
"Ice"
]
},
{
"cycleFrames": 870
}
]
},
{
"and": [
"canUseGrapple",
{
"cycleFrames": 370
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 580
}
]
}
]
}Farm cycle drops: 3 Waver, 3 Choot Dev note: The 100 extra cycleFrames is an average extra time needed to return back to the entry door rather than continuing to the opposite door. For simplicity, the weapon-specific cycleFrames are exactly half those in the 'Both Doors' variant, even though technically some weapons may be affected slightly more than others by having to use a specific door. |
|
Requires: "canDash" "canDisableEquipment" Collects items: 3 |
|
Requires: {
"or": [
"Grapple",
"SpaceJump",
{
"and": [
"Gravity",
"canDash"
]
},
"canGravityJump"
]
}Collects items: 3 |
|
Execution of this strat is non-trivial, and failing will lead to falling into the pit. Depending on item loadout, that could be a softlock. Requires: "canDash"
"canDisableEquipment"
"canCarefulJump"
{
"or": [
{
"doorUnlockedAtNode": 2
},
"canTrickyJump",
"canLateralMidAirMorph",
"h_speedDash"
]
}Collects items: 3 Dev note: Could use a failure definition? |
|
Requires: "Gravity"
{
"or": [
{
"and": [
"canTrickySpringBallJump",
{
"or": [
"canLateralMidAirMorph",
"canTrickyJump"
]
}
]
},
{
"and": [
"HiJump",
"canWalljump",
{
"or": [
"canDash",
"canTrickyJump"
]
}
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
}
]
}
{
"obstaclesNotCleared": [
"A",
"B",
"C"
]
} |
From: 13
Bottom Junction
To: 5
Lower Section - Bottom Right Door
Requires: "canDash"
{
"or": [
"canCarefulJump",
"canConsecutiveWalljump"
]
} |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"Gravity",
"canDash",
{
"cycleFrames": 790
}
]
},
{
"and": [
"canDash",
{
"cycleFrames": 1380
}
]
},
{
"and": [
"Gravity",
{
"cycleFrames": 1220
}
]
},
{
"cycleFrames": 1785
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
4
]
}
},
{
"or": [
{
"and": [
"Gravity",
"SpaceJump",
{
"cycleFrames": 750
},
{
"or": [
"canDash",
{
"cycleFrames": 185
}
]
}
]
},
{
"and": [
"Gravity",
"canWalljump",
{
"cycleFrames": 650
},
{
"or": [
"canDash",
{
"and": [
"canGravityJump",
{
"cycleFrames": 150
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 1390
},
{
"or": [
"canDash",
{
"cycleFrames": 530
}
]
}
]
},
{
"and": [
"canDash",
"canWalljump",
{
"cycleFrames": 1420
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"or": [
{
"and": [
"Gravity",
"SpaceJump",
{
"cycleFrames": 690
},
{
"or": [
"canDash",
{
"cycleFrames": 355
}
]
}
]
},
{
"and": [
"Gravity",
"canDash",
"canWalljump",
{
"cycleFrames": 820
}
]
},
{
"and": [
"Gravity",
"canDash",
{
"cycleFrames": 1110
}
]
},
{
"and": [
"canGravityJump",
{
"cycleFrames": 1120
}
]
},
{
"and": [
"canDash",
{
"cycleFrames": 1600
}
]
}
]
}
]
}
]
}
{
"or": [
{
"and": [
"ScrewAttack",
"Gravity"
]
},
{
"haveBlueSuit": {}
},
{
"and": [
"Plasma",
{
"cycleFrames": 50
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 160
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 200
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 290
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 290
}
]
},
{
"cycleFrames": 500
}
]
}Resets obstacles: A, B, R-Mode Farm cycle drops: 2 Skultera |
|
It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up. Requires: "canDash"
"canPreciseWalljump"
"canTrickyJump"
{
"or": [
{
"spikeHits": 1
},
"h_backIntoCorner"
]
} |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "h_ZebesIsAwake"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"cycleFrames": 400
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 80
}
]
}
]
}Resets obstacles: A, B, C Farm cycle drops: 2 Geemer (blue), 2 Skree, 1 Reo |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed between $5.2 and $5.4 and aiming down through the transition. For the first two methods, avoid backing into the corner; instead press against it and turn around, to put Samus into a better position. For the third method, use only the part of the runway in front of the Power Bomb blocks, or about a tile less. Requires: {
"obstaclesCleared": [
"C"
]
}
"h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 42,
"openEnd": 0
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $6.8. Using the full runway, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-frame and 6-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); The momentum-conserving turnaround has a 2-frame window for the jump, and either a 1-frame or 5-frame window for the turnaround depending on the jump (with the last-frame jump giving the larger window for the turnaround). |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping and aiming down through the transition. To maximize the lenience for the jump, back into the Power Bomb block corner, and while running perform a single-pixel arm pump (e.g. by firing a shot); this only matters in certain situations, but in all cases it won't hurt. Requires: "h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 31,
"openEnd": 0
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $5.4. The momentum-conserving morph has a 3-frame window for the jump, and between a 3-frame and 8-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows can be more narrow depending on what is required in the next room. The momentum-conserving turnaround has a 2-frame window for the jump: if jumping on the second-to-last possible frame, then there is a 4-frame window for the turnaround, while if jumping on the last frame, there is a 5-frame window for turning around before the transition or it can be buffered through the transition (or the turnaround could not be performed at all, to maintain forward and upward momentum by simply aiming down). |
From: 2
Top Left Door
To: 2
Top Left Door
Requires: {
"notable": "Return Through Crumble Blocks"
}
"h_ZebesIsAwake"
"Morph"
{
"or": [
"ScrewAttack",
{
"and": [
"h_useMorphBombs",
{
"cycleFrames": 80
}
]
},
{
"haveBlueSuit": {}
}
]
}
{
"or": [
"canConsecutiveWalljump",
{
"and": [
"SpaceJump",
{
"cycleFrames": 250
}
]
}
]
}
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 1210
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 50
}
]
}
]
}Clears obstacles: A, B Resets obstacles: C Farm cycle drops: 2 Geemer (blue), 2 Skree, 1 Reo Dev note: Returning with an IBJ or frozen Geemer would also be possible, but these are probably too slow to model in a farm strat. |
|
Requires: {
"obstaclesCleared": [
"C"
]
}
"h_speedDash"
"canInsaneJump"
"canMomentumConservingMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 25,
"openEnd": 0
},
"obstruction": [
4,
0
]
}
}Dev note: Max extra run speed $4.A. Using the full runway, this requires a last-frame jump, followed by a 2-frame window for the morph. |
|
The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down. Requires: {
"obstaclesNotCleared": [
"A"
]
}
{
"or": [
"h_speedDash",
"canMockball",
{
"and": [
"canCrouchGateClip",
{
"or": [
"canXRayTurnaround",
"canMoonwalk"
]
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["ammo"],"requires":[]} |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
"h_speedDash"Clears obstacles: A |
|
Requires: "h_speedDash" "canTrickyJump" "canLateralMidAirMorph" "can4HighMidAirMorph" |
|
Build up some run speed and then extend the Grapple Beam through the Blue Gate, while jumping, to open it from the wrong side. Requires: {
"notable": "Grapple Gate Glitch"
}
"canPreciseGrapple"
"h_speedDash"
"canTrickyJump"Clears obstacles: B |
|
Open the gate (Wave Beam or gate glitch) and clear the Small Sidehoppers for a runway. Use respawning Geegas for energy. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"or": [
"Wave",
"h_blueGateGlitch",
{
"and": [
{
"notable": "Grapple Gate Glitch"
},
"canPreciseGrapple",
"h_speedDash",
"canTrickyJump"
]
}
]
}
{
"refill": [
"Energy"
]
}
{
"canShineCharge": {
"usedTiles": 30,
"openEnd": 0
}
}
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Clears obstacles: B |
|
Requires: "h_speedDash" "canMomentumConservingMorph" Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 20,
"openEnd": 0
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $3.F. |
|
Use a Fireflea (or two) to quickly boost to the left, to be able to catch the Waver and boost off it on its first cycle, to cross the first gap. Take one or two more hits from the Wavers for i-frames; take the last hit close to the ground while holding forward. Then gain speed using Speed Booster to jump across the second gap. If the jump is slightly short, a wall jump can be used to get up. Using the second Waver cycle leads to a bad pattern at the end, where the path of the speedy jump will be blocked by a Waver, which can still be avoided but only with great difficulty. Requires: "canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
"h_speedDash"
{
"or": [
"canInsaneJump",
{
"and": [
"canTrickyDodgeEnemies",
{
"enemyDamage": {
"enemy": "Fireflea",
"type": "contact",
"hits": 1
}
}
]
},
{
"enemyDamage": {
"enemy": "Fireflea",
"type": "contact",
"hits": 2
}
}
]
}
{
"or": [
{
"and": [
"canInsaneJump",
{
"enemyDamage": {
"enemy": "Waver",
"type": "contact",
"hits": 2
}
}
]
},
{
"enemyDamage": {
"enemy": "Waver",
"type": "contact",
"hits": 3
}
}
]
}
{
"or": [
"canWalljump",
"canTrickyDodgeEnemies"
]
}Dev note: FIXME: Patiently waiting for a different Waver cycle could be another way to avoid Fireflea damage. FIXME: gaining a shinecharge on the spikes (and hero shot sparking out the left door) is possible though extremely precise. |
|
Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, avoid backing into the corner at the start of runway; instead press against it and turn around, to put Samus into a better position. Requires: {
"obstaclesCleared": [
"A"
]
}
"h_speedDash"
{
"or": [
"canMomentumConservingMorph",
"canInsaneJump"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $7.0. Using the full runway, there is a 4-frame window for the jump, then between a 1-frame and 4-frame window for the morph depending on the jump (with later jumps giving more frames for the morph). If there is a solid tile on the ceiling in the next room past the door frame, then the windows for the jump and morph are tighter. The momentum-conserving turnaround has a 3-frame window for the jump, and between a 1-frame or 4-frame for the turnaround (with later jumps giving a larger window for the turnaround); again the windows can be more narrow depending on what is required in the next room. |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
"h_speedDash"
"canInsaneJump"
"canMomentumConservingMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
4,
0
]
}
}Dev note: Max extra run speed $7.0. Press against the overhang left of the ceiling spikes, then perform 4 arm pumps to advance 8 pixels while running. There is a 2-frame window for the jump and a 2-frame window for the morph. These windows can be more narrow depending on what is required in the next room. |
|
Requires: {
"or": [
"f_DefeatedKraid",
{
"obstaclesCleared": [
"f_DefeatedKraid"
]
}
]
}
"h_speedDash"
"canInsaneJump"
"canMomentumConservingMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 24,
"openEnd": 0
},
"obstruction": [
4,
0
]
}
}Dev note: Max extra run speed $4.4. Using the full runway, there is a 2-frame window for the jump, then a 1-frame or 2-frame window for the morph depending on the jump (with a last-frame jump giving a 2-frame morph window). |
|
Requires: {
"or": [
"f_DefeatedKraid",
{
"obstaclesCleared": [
"f_DefeatedKraid"
]
}
]
}
"h_speedDash"
"canInsaneJump"
"canMomentumConservingMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 24,
"openEnd": 0
},
"obstruction": [
4,
0
]
}
}Dev note: Max extra run speed $4.4. Using the full runway, there is a 2-frame window for the jump, then a 1-frame or 2-frame window for the morph depending on the jump (with a last-frame jump giving a 2-frame morph window). |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"cycleFrames": 300
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 260
}
]
}
]
}Resets obstacles: A Farm cycle drops: 3 Skree |
|
Enter the room with a Missile selected on auto-cancel, holding angle-up. Fire a Missile shot to kill the first Skree, then run right and immediately fire a beam shot to destroy the shot block. Run off the edge and down-grab onto the next platform. Run and jump directly up where the shot block used to be, moving quickly enough to dodge the Skree projectiles by going under them. Use a wall jump, HiJump, or a mid-air spring ball jump to make it up. Requires: "canDash"
"canAutoCancelWeapon"
{
"ammo": {
"type": "Missile",
"count": 1
}
}
"canTrickyDodgeEnemies"
"canInsaneJump"
{
"or": [
{
"and": [
"HiJump",
{
"heatFrames": 160
}
]
},
{
"and": [
"canWalljump",
{
"heatFrames": 180
}
]
},
{
"and": [
"canTrickySpringBallJump",
{
"heatFrames": 195
}
]
}
]
}Dev note: FIXME: this can be done without a Missile (only Power Beam) with only about 5 more heat frames. |
|
Requires: "canDash"
{
"or": [
"canWalljump",
"HiJump",
"SpaceJump",
"canSpringBallJumpMidAir"
]
}
{
"heatFrames": 350
} |
|
Requires: {
"or": [
"canDash",
{
"haveBlueSuit": {}
}
]
}
"canTrickyUseFrozenEnemies"
{
"heatFrames": 260
}
"h_complexToCarryFlashSuit" |
|
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be. Requires: "canDash"
"canPreciseWalljump"
"canTrickyJump"
{
"heatFrames": 220
} |
|
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be. Requires: "canDash"
"HiJump"
"canTrickyJump"
{
"heatFrames": 200
} |
|
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be, performing a mid-air spring ball jump to make it up to the ledge. Requires: "canDash"
"canTrickySpringBallJump"
"canTrickyJump"
{
"heatFrames": 240
} |
|
Requires: {
"heatFrames": 50
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"doorUnlockedAtNode": 1
}
"canDash"
"canTrickyJump"
"canCameraManip" |
|
Requires: "h_speedDash"
"canCarefulJump"
{
"or": [
{
"doorUnlockedAtNode": 1
},
"canTrickyJump"
]
}
{
"or": [
"canCameraManip",
{
"and": [
"canNeutralDamageBoost",
{
"enemyDamage": {
"enemy": "Cacatac",
"type": "contact",
"hits": 1
}
}
]
}
]
} |
|
Requires: "canDash"
"canWalljump"
"canCarefulJump"
{
"or": [
"canCameraManip",
"canTrickyWalljump",
{
"and": [
"canNeutralDamageBoost",
{
"enemyDamage": {
"enemy": "Cacatac",
"type": "contact",
"hits": 1
}
}
]
}
]
} |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
4
]
}
},
{
"cycleFrames": 155
},
{
"or": [
"canDash",
{
"cycleFrames": 15
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"cycleFrames": 220
}
]
}
]
}Resets obstacles: A Farm cycle drops: 1 Sova |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"Grapple",
{
"cycleFrames": 300
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 390
}
]
},
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump",
{
"cycleFrames": 690
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
6
]
}
},
{
"cycleFrames": 370
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
7
]
}
},
{
"cycleFrames": 360
}
]
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 20
}
]
}Resets obstacles: A Farm cycle drops: 1 Cacatac, 1 Waver |
|
Starting from the platform near the door to the left, run and jump to the right wall and wall jump twice to get to the top. Requires: "canDash" "HiJump" "canCarefulJump" "canWalljump" |
|
Requires: {
"or": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"cycleFrames": 60
}
]
}
]
}
{
"or": [
{
"and": [
"SpaceJump",
{
"cycleFrames": 600
}
]
},
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump",
{
"cycleFrames": 660
}
]
}
]
}Resets obstacles: A Farm cycle drops: 1 Cacatac, 2 Waver |
|
Requires: {
"noBlueSuit": {}
}
"ScrewAttack"
{
"or": [
"canWalljump",
"HiJump",
"SpaceJump",
{
"and": [
"canSpringBallJumpMidAir",
"h_doubleEquipmentScreenCycleFrames",
{
"cycleFrames": 20
}
]
},
{
"and": [
"canIBJ",
{
"cycleFrames": 600
}
]
}
]
}
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"SpaceJump",
{
"cycleFrames": 1050
}
]
},
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump",
{
"cycleFrames": 970
}
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir",
{
"cycleFrames": 970
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 840
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"cycleFrames": 960
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
4
]
}
},
{
"cycleFrames": 1800
},
"h_useMorphBombs"
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"cycleFrames": 1800
},
"h_useMorphBombs"
]
}
]
}Resets obstacles: A Farm cycle drops: 1 Ripper 2 (red), 1 Waver |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"SpaceJump",
{
"cycleFrames": 1500
}
]
},
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump",
{
"cycleFrames": 1320
}
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir",
{
"cycleFrames": 1320
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 1140
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"cycleFrames": 1140
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
4
]
}
},
{
"cycleFrames": 720
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"cycleFrames": 730
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
6
]
}
},
{
"cycleFrames": 1770
},
{
"or": [
"SpaceJump",
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump"
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
7
]
}
},
{
"cycleFrames": 1740
},
{
"or": [
"SpaceJump",
{
"and": [
"canDash",
"HiJump",
"canTrickyWalljump"
]
}
]
}
]
}
]
}
"h_useMorphBombs"Resets obstacles: A Farm cycle drops: 3 Sova |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 660
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"cycleFrames": 720
}
]
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 60
}
]
}Resets obstacles: A Farm cycle drops: 2 Waver |
|
Cross the room while killing Sovas and a Geruta and then jumping through their drops. Killing a Geruta with a PowerBomb will leave 2 drops. Requires: "canDash"
"canFarmWhileShooting"
"canTrickyJump"
{
"or": [
"h_usePowerBomb",
"Spazer",
"Plasma",
"Wave"
]
}
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFramesWithEnergyDrops": {
"frames": 240,
"drops": [
{
"enemy": "Geruta",
"count": 1
},
{
"enemy": "Sova",
"count": 1
}
]
}
}
{
"heatFrames": 160
}Dev note: The PowerBomb farm treats a Geruta drop as similar to a Sova drop. |
|
Requires: {
"heatFrames": 300
}
{
"or": [
"canDash",
{
"heatFrames": 40
}
]
} |
|
Requires: "canDash"
"SpaceJump"
{
"heatFrames": 180
} |
|
Requires: "canDash"
"canTrickyJump"
{
"heatFrames": 200
} |
|
Cross the room while killing Sovas and a Geruta and then jumping through their drops. Killing a Geruta with a PowerBomb will leave 2 drops and it may be better to detour to the second Geruta for more drops. Requires: "canDash"
"canFarmWhileShooting"
"canTrickyJump"
{
"or": [
{
"and": [
"h_usePowerBomb",
{
"heatFrames": 60
}
]
},
"Spazer",
"Plasma",
"Wave"
]
}
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFramesWithEnergyDrops": {
"frames": 315,
"drops": [
{
"enemy": "Geruta",
"count": 1
},
{
"enemy": "Sova",
"count": 1
}
]
}
}
{
"heatFrames": 85
}Dev note: This is an approximation. PBs can collect 4 geruta drops with a detour. Beams may prefer 2 Sovas. |
|
Requires: "canDash"
"canTrickyJump"
{
"or": [
"ScrewAttack",
{
"and": [
"canDodgeWhileShooting",
{
"or": [
"Wave",
"Spazer",
"Plasma",
"canPseudoScrew",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
},
{
"heatFrames": 5
}
]
}
{
"heatFrames": 190
} |
|
Place a Power Bomb near below the Sova to kill both Gerutas, resulting in 4 drops. Requires: "canDash"
"canFarmWhileShooting"
"canTrickyJump"
"h_usePowerBomb"
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFramesWithEnergyDrops": {
"frames": 270,
"drops": [
{
"enemy": "Geruta",
"count": 4
}
]
}
}
{
"or": [
"canInsaneJump",
{
"heatFrames": 30
}
]
} |
|
Requires: "canDash"
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"ScrewAttack",
"canPseudoScrew",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
},
{
"heatFrames": 270
}
]
},
{
"and": [
{
"or": [
"h_usePowerBomb",
"Ice",
"Wave",
"Spazer",
{
"ammo": {
"type": "Missile",
"count": 2
}
}
]
},
{
"heatFrames": 300
}
]
},
{
"and": [
{
"or": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Geruta",
"type": "contact",
"hits": 1
}
}
]
},
{
"heatFrames": 390
}
]
}
]
}Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":50}]}Dev note: FIXME: Powerbomb kill would also unlock the door. |
|
Requires: "canDash"
"canCarefulJump"
"canDodgeWhileShooting"
{
"heatFrames": 200
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":25}]} |
|
Requires: "canDash"
{
"heatFrames": 250
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
{
"heatFrames": 240
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 0,
"gentleDownTiles": 2,
"startingDownTiles": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
"canTrickyJump"
{
"heatFrames": 160
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 4
Junction Above Item
To: 2
Right Door
Requires: "canDash"
"canTrickyJump"
{
"heatFrames": 150
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 0,
"gentleDownTiles": 2,
"startingDownTiles": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
"Morph"
{
"heatFrames": 210
}
{
"or": [
{
"enemyKill": {
"enemies": [
[
"Geruta"
]
],
"explicitWeapons": [
"Super",
"Missile",
"PowerBomb",
"ScrewAttack",
"Plasma",
"Spazer",
"Wave",
"PseudoScrew"
]
}
},
{
"and": [
"canDodgeWhileShooting",
{
"heatFrames": 100
}
]
},
{
"and": [
{
"enemyDamage": {
"enemy": "Geruta",
"type": "contact",
"hits": 1
}
},
{
"heatFrames": 200
}
]
}
]
}
{
"or": [
{
"and": [
"canInsaneJump",
{
"lavaFrames": 20
}
]
},
{
"and": [
{
"lavaFrames": 70
},
{
"heatFrames": 50
}
]
},
{
"and": [
"Gravity",
{
"lavaFrames": 40
},
{
"heatFrames": 20
}
]
}
]
} |
|
Requires: "h_heatProof"
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"cycleFrames": 1080
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 1230
}
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Plasma",
"Wave",
{
"and": [
"ScrewAttack",
{
"cycleFrames": 150
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 60
}
]
},
{
"cycleFrames": 700
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 540
}
]
}
]
}Farm cycle drops: 4 Sova, 3 Geruta |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"HiJump",
"canWalljump",
{
"cycleFrames": 450
}
]
},
{
"and": [
"canPreciseWalljump",
{
"cycleFrames": 600
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 660
}
]
},
{
"and": [
"h_useSpringBall",
{
"cycleFrames": 650
}
]
},
{
"and": [
"h_useMorphBombs",
{
"cycleFrames": 720
}
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Plasma",
"Spazer",
"Wave",
{
"and": [
"Ice",
{
"cycleFrames": 130
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 100
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 130
}
]
},
{
"and": [
"canTrickyJump",
{
"cycleFrames": 160
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 260
}
]
}
]
}Resets obstacles: R-Mode Farm cycle drops: 2 Sova, 2 Sm. Dessgeega |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"HiJump",
{
"cycleFrames": 550
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 610
}
]
},
{
"and": [
"h_useSpringBall",
"h_doubleEquipmentScreenCycleFrames",
{
"cycleFrames": 600
}
]
},
{
"and": [
"canIBJ",
{
"cycleFrames": 1220
}
]
},
{
"and": [
"canJumpIntoIBJ",
{
"cycleFrames": 830
}
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Plasma",
{
"and": [
"Spazer",
{
"cycleFrames": 50
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 50
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 260
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 80
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 160
}
]
},
{
"and": [
"canTrickyJump",
{
"cycleFrames": 540
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 260
}
]
}
]
}Resets obstacles: R-Mode Farm cycle drops: 2 Sova, 2 Sm. Dessgeega |
|
Manipulate the movement of the Sm. Dessgeegas by entering the room in a specific way. Multiple setups are possible: A relatively safe method is to walk into the room (with no dash speed, and any amount of base speed or none at all), walk off the ledge, and press against the opposite ledge to align with it. After landing, wait a moment, then run off the edge and across the room. If successful, the first Sm. Dessgeega should have hopped to the right, out of Samus' way, and the second Sm. Dessgeega should do a big hop while Samus runs under it. A more aggressive method involves walking into the room, and holding dash starting when Samus is about 1 tile from falling off the ledge; start holding forward again slightly before landing on the small floating platform, while continuing to hold dash. Rooms containing hopper-type enemies (including Sm. Dessgeegas) reset RNG on entry, which makes it possible to manipulate their movement in a deterministic way. It also means the Sova drop can be manipulated by killing it on specific frames relative to room entry. Because the Sova is global, its position can be used as a cue for when to kill it. If Samus is full on Missiles, there are several 3-frame windows of where it can be killed to obtain a big energy. The exact timing required for the shot will depend on the weapon used. Requires: "canDash"
{
"notable": "Dessgeega Dodge (Right-to-Left)"
}
"canTrickyDodgeEnemies"
"canInsaneJump"
{
"heatFramesWithEnergyDrops": {
"frames": 295,
"drops": [
{
"enemy": "Sova",
"count": 1
}
]
}
}Dev note: Manipulating the second Sm. Dessgeega is much more precise than manipulating the first. The way the strat is written, manipulating the Sova drop isn't technically expected, though in practice getting a big energy is required to make it through the room tankless. |
|
Requires: {
"heatFrames": 100
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"or": [
{
"and": [
"canPreciseWalljump",
{
"heatFrames": 150
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 210
}
]
},
{
"and": [
"HiJump",
"canWalljump",
{
"heatFrames": 180
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
"canCarefulJump",
{
"heatFrames": 100
}
]
}
]
}
{
"or": [
"canHeroShot",
{
"and": [
{
"heatFrames": 100
},
"h_midAirShootUp"
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"enemyKill": {
"enemies": [
[
"Sm. Dessgeega",
"Sm. Dessgeega"
]
],
"explicitWeapons": [
"Missile",
"Super"
]
}
}
{
"heatFrames": 95
} |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"or": [
"Wave",
"Spazer"
]
}
{
"heatFrames": 95
}
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"heatFrames": 75
}
]
},
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
}
]
} |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
"Plasma"
{
"heatFrames": 95
} |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"heatFrames": 350
}
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
}
]
},
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 2
}
}
]
} |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
"ScrewAttack"
{
"heatFrames": 135
} |
|
Requires: "canDash"
{
"heatFrames": 115
}
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
} |
|
Requires: "canDash"
{
"heatFrames": 100
} |
|
Requires: {
"or": [
{
"and": [
"HiJump",
{
"heatFrames": 110
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 150
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: "canDash"
"canDodgeWhileShooting"
{
"heatFrames": 350
} |
|
Requires: "canDash"
{
"heatFrames": 160
}
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
} |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"enemyKill": {
"enemies": [
[
"Sm. Dessgeega",
"Sm. Dessgeega"
]
],
"explicitWeapons": [
"Missile",
"Super"
]
}
}
{
"heatFrames": 100
} |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"or": [
"Wave",
"Spazer"
]
}
{
"heatFrames": 140
}
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"heatFrames": 60
}
]
},
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
}
]
} |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
"Plasma"
{
"heatFrames": 100
} |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
{
"heatFrames": 350
}
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 1
}
}
]
},
{
"enemyDamage": {
"enemy": "Sm. Dessgeega",
"type": "contact",
"hits": 2
}
}
]
} |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "canDash"
"ScrewAttack"
{
"heatFrames": 140
} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "Morph"
{
"or": [
"SpaceJump",
{
"and": [
"canPreciseGrapple",
"canUseEnemies"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
"canDash",
"HiJump",
"canWalljump",
"canTrickyJump"
]
},
{
"and": [
"canWalljump",
"canUseIFrames",
{
"spikeHits": 1
},
"h_spikeJumpWithActiveEnemies"
]
},
{
"and": [
"h_IBJFromSpikes",
"h_spikeJumpWithActiveEnemies"
]
}
]
}
"h_heatedGModeOpenDifferentDoor" |
|
With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
"canTrickySpringBallJump",
{
"and": [
"canWalljump",
{
"or": [
"canDash",
"HiJump",
{
"and": [
"canBlueSuitSpikeJump",
{
"spikeHits": 1
}
]
}
]
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
}
]
}
"h_heatedGModeOpenDifferentDoor" |
|
Requires: {
"heatFrames": 220
}
{
"or": [
{
"noFlashSuit": {}
},
"canComplexCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma",
{
"heatFrames": 300
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 90
}
]
}Clears obstacles: A |
|
Wall jump up the left wall, perform a delayed wall jump on the Fune to reach the door. Entrance condition: {
"comeInJumping": {
"speedBooster": "any",
"minTiles": 0
}
}Requires: "canPrepareForNextRoom"
"canTrickyWalljump"
"canConsecutiveWalljump"
"canTrickyJump"
"canFastWalljumpClimb"
"canUseEnemies"
{
"heatFrames": 120
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Dev note: This differs from the canPrepareForNextRoom option of the previous strat only in requiring an air entry. FIXME: canFastWalljumpClimb is for difficulty placement. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInJumping": {
"speedBooster": "any",
"minTiles": 0
}
}Requires: "canPrepareForNextRoom"
"HiJump"
"SpaceJump"
{
"heatFrames": 120
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Dev note: This differs from the canPrepareForNextRoom option of the previous strat only in requiring an air entry. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Spin jump into the room with at least 1 tile of run speed. Then perform a mid-air Spring Ball jump to reach the ledge above. Entrance condition: {
"comeInJumping": {
"speedBooster": "any",
"minTiles": 0
}
}Requires: "HiJump"
"canPrepareForNextRoom"
"canSpringBallJumpMidAir"
{
"heatFrames": 110
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Entrance condition: {
"comeInJumping": {
"speedBooster": "any",
"minTiles": 0
}
}Requires: "canPrepareForNextRoom"
"SpaceJump"
{
"heatFrames": 200
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
}Dev note: This differs from the canPrepareForNextRoom option of the previous strat only in requiring an air entry. |
|
Requires: "canTrickyWalljump"
"canConsecutiveWalljump"
"canTrickyJump"
"canUseEnemies"
{
"or": [
{
"heatFrames": 190
},
{
"and": [
"canPrepareForNextRoom",
{
"heatFrames": 135
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: "HiJump"
"SpaceJump"
{
"heatFrames": 150
}
{
"or": [
"canPrepareForNextRoom",
{
"heatFrames": 70
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: "HiJump"
"canSpringBallJumpMidAir"
{
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: {
"or": [
{
"and": [
"canLongIBJ",
{
"heatFrames": 1450
}
]
},
{
"and": [
"canJumpIntoIBJ",
{
"heatFrames": 960
}
]
},
{
"and": [
"HiJump",
"canJumpIntoIBJ",
{
"heatFrames": 620
}
]
},
{
"and": [
"canDoubleBombJump",
{
"heatFrames": 560
}
]
},
{
"and": [
"HiJump",
"canDoubleBombJump",
{
"heatFrames": 490
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 30
}
]
} |
|
Requires: "SpaceJump"
{
"heatFrames": 220
}
{
"or": [
"canPrepareForNextRoom",
{
"heatFrames": 100
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
} |
|
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. It is possible to freeze or kill the Fune with a Super or Power Bomb to make things easier. Requires: {
"notable": "Walljump Climb Using the Kamer"
}
"canTrickyWalljump"
"canConsecutiveWalljump"
"canUseEnemies"
{
"or": [
{
"and": [
"canDodgeWhileShooting",
{
"heatFrames": 360
}
]
},
{
"and": [
"canTrickyJump",
{
"heatFrames": 240
}
]
},
{
"and": [
{
"or": [
"canUseFrozenEnemies",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
},
{
"heatFrames": 432
}
]
},
{
"and": [
{
"ammo": {
"type": "PowerBomb",
"count": 1
}
},
{
"heatFrames": 456
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. Requires: {
"notable": "Walljump Climb Using the Kamer"
}
"HiJump"
"canUseEnemies"
"canPreciseWalljump"
{
"or": [
{
"heatFrames": 360
},
{
"and": [
"canTrickyJump",
{
"heatFrames": 230
}
]
}
]
}
{
"or": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Fune",
"type": "fireball",
"hits": 1
}
},
{
"and": [
"canUseFrozenEnemies",
{
"heatFrames": 70
}
]
},
{
"and": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"heatFrames": 70
}
]
},
{
"and": [
{
"ammo": {
"type": "PowerBomb",
"count": 1
}
},
{
"heatFrames": 90
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
From: 2
Bottom Left Door
To: 3
Right Door
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "Morph"
{
"or": [
"SpaceJump",
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
"canDash",
"HiJump",
"canWalljump",
"canTrickyJump"
]
},
{
"and": [
"canWalljump",
"canUseIFrames",
{
"spikeHits": 1
},
"h_spikeJumpWithActiveEnemies"
]
},
{
"and": [
"h_IBJFromSpikes",
"h_spikeJumpWithActiveEnemies"
]
}
]
}
"h_heatedGModeOpenDifferentDoor" |
|
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark, then Grapple the Ripper or ceiling blocks. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
"canTrickySpringBallJump",
{
"and": [
"canWalljump",
{
"or": [
"canDash",
"HiJump",
{
"and": [
"canBlueSuitSpikeJump",
{
"spikeHits": 1
}
]
}
]
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
{
"and": [
"canTrickyDashJump",
"canPreciseGrapple"
]
},
{
"and": [
"canPreciseGrapple",
{
"canShineCharge": {
"usedTiles": 28,
"gentleUpTiles": 3,
"gentleDownTiles": 3,
"openEnd": 0
}
},
"canMidairShinespark",
{
"shinespark": {
"frames": 17,
"excessFrames": 4
}
}
]
}
]
}
"h_heatedGModeOpenDifferentDoor" |
|
Wall jump up the left wall, perform a delayed wall jump on the Fune. Entrance condition: {
"comeInJumping": {
"speedBooster": "any",
"minTiles": 0
}
}Requires: "canPrepareForNextRoom"
"canTrickyWalljump"
"canConsecutiveWalljump"
"canTrickyJump"
"canUseEnemies"
"canPrepareForNextRoom"
{
"heatFrames": 300
}
{
"or": [
{
"noFlashSuit": {}
},
"canComplexCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma",
{
"heatFrames": 300
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 50
}
]
}Dev note: This differs from the canPrepareForNextRoom option of the previous strat only in requiring an air entry. |
|
Wall jump up the left wall, perform a delayed wall jump on the Fune. Requires: "canTrickyWalljump"
"canConsecutiveWalljump"
"canTrickyJump"
"canUseEnemies"
"canPrepareForNextRoom"
{
"heatFrames": 315
}
{
"or": [
{
"noFlashSuit": {}
},
"canComplexCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma",
{
"heatFrames": 300
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 50
}
]
} |
|
Requires: "HiJump"
"SpaceJump"
{
"heatFrames": 250
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
{
"heatFrames": 30
},
{
"or": [
"canComplexCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma"
]
}
]
},
{
"heatFrames": 300
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 50
}
]
}Clears obstacles: A |
|
Requires: "HiJump"
"canSpringBallJumpMidAir"
{
"heatFrames": 250
}
{
"or": [
"canDash",
{
"heatFrames": 40
}
]
}Clears obstacles: A |
|
Run to the right, wait a moment for the platforms to come down, then wall jump off the second platform from the right. Alternatively, wall jump off the wall to the right to reach the platform sooner, to wall jump off of it. Requires: "HiJump"
"canWalljump"
"canTrickyJump"
{
"or": [
{
"and": [
"canHeroShot",
{
"heatFrames": 270
},
"canInsaneWalljump",
"h_trickyToCarryFlashSuit",
"canBeVeryPatient"
]
},
{
"and": [
{
"heatFrames": 360
},
{
"or": [
"h_complexToCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma",
{
"heatFrames": 300
}
]
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 120
}
]
}Clears obstacles: A |
|
Requires: "SpaceJump"
{
"heatFrames": 310
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
{
"heatFrames": 60
},
{
"or": [
"canComplexCarryFlashSuit",
"Ice",
"Wave",
"Spazer",
"Plasma"
]
}
]
},
{
"heatFrames": 300
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}Clears obstacles: A |
|
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
},
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: This is only for strats that can't go to 7 - variants without Morph, or without a way to get back up after going down. |
From: 3
Right Door
To: 2
Bottom Left Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
},
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: This is only for strats that can't go to 7 - variants without Morph. |
|
Requires: "canDash"
"HiJump"
"canInsaneJump"
"canCrumbleJump"
"canWalljump"
{
"heatFrames": 340
} |
|
Pause while crumble jumping, and quickly mid-air morph and equip Spring Ball, to obtain a boost in horizontal speed before mid-air Spring Ball jumping. Requires: "canCrumbleJump"
"canTrickySpringBallJump"
"canSpringFling"
"h_trickyToCarryFlashSuit"
{
"heatFrames": 270
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
"canInsaneJump",
{
"heatFrames": 190
}
]
}
]
} |
|
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
{
"and": [
"canStaggeredIBJ",
"canDoubleBombJump",
"canBombHorizontally"
]
},
{
"and": [
"canDash",
{
"or": [
"canTrickySpringBallJump",
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
"h_IBJFromSpikes"
]
}
]
},
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
}
]
}
{
"heatFrames": 0
}Dev note: FIXME: some more of these options may be possible with a blue suit, with greater difficulty. |
|
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. In indirect G-mode, stand where the gate will spawn and exit G-mode to open the gate. In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canComplexGMode"
"h_heatedGMode"
{
"or": [
"SpaceJump",
{
"and": [
"canStaggeredIBJ",
"canDoubleBombJump",
"canBombHorizontally"
]
},
{
"and": [
"canDash",
{
"or": [
"canTrickySpringBallJump",
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
"h_IBJFromSpikes"
]
}
]
},
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
}
]
}
{
"heatFrames": 35
}Clears obstacles: A Dev note: The canComplexGMode is only used here to describe opening the gate in direct G-mode without gate glitching. However, the indirect variant still requires canHeatedGMode or Varia - with Varia, indirect strats can instead be used to go to the top left door and return. FIXME: some more of these options may be possible with a blue suit, with greater difficulty. |
|
Requires: "Grapple"
{
"heatFrames": 155
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 35
}
]
},
{
"heatFrames": 80
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
} |
|
Requires: "canDash"
"canUseIFrames"
{
"or": [
{
"spikeHits": 1
},
{
"and": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Ripper 2 (green)",
"type": "contact",
"hits": 1
}
},
{
"heatFrames": 20
}
]
}
]
}
"canWalljump"
"HiJump"
{
"heatFrames": 230
} |
|
Jump into the spike pit, hitting the Ripper to avoid spike damage. Climb the left wall while avoiding falling onto the spikes or through the crumble blocks. The ledge is the same size of that in writg. Requires: "canDash"
{
"notable": "HiJumpless Wall Jump"
}
"h_heatProof"
"canInsaneWalljump"
"canHorizontalDamageBoost"
{
"or": [
"canUseIFrames",
"canCrumbleJump"
]
}
{
"enemyDamage": {
"enemy": "Ripper 2 (green)",
"type": "contact",
"hits": 1
}
}Dev note: FIXME: a blue suit version of this could be possible, but would probably need to take spike hits. |
|
Requires: "SpaceJump"
{
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 135
}
]
} |
|
Requires: "canDash"
"h_heatedIBJFromSpikes"
{
"heatFrames": 1100
}Dev note: FIXME: Refine these heat frames. A crumble jump into IBJ is also possible. |
|
Requires: "canDash"
"canUseIFrames"
{
"or": [
{
"spikeHits": 1
},
{
"and": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Ripper 2 (green)",
"type": "contact",
"hits": 1
}
},
{
"heatFrames": 20
}
]
}
]
}
"canSpringBallJumpMidAir"
{
"heatFrames": 240
} |
|
Requires: {
"heatFrames": 180
}
{
"or": [
"canDash",
{
"heatFrames": 100
}
]
}
{
"or": [
{
"spikeHits": 1
},
{
"and": [
"canTrickyJump",
{
"or": [
"canDash",
{
"disableEquipment": "HiJump"
}
]
}
]
},
"canInsaneJump"
]
} |
From: 3
Right Door
To: 6
G-Mode, Remote Acquire Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "canRemoteAcquire"
{
"or": [
"SpaceJump",
"canCeilingBombJump",
{
"and": [
"canBombHorizontally",
"canIBJ",
"h_usePowerBomb"
]
},
{
"and": [
"canStaggeredIBJ",
"canDoubleBombJump",
"canBombHorizontally"
]
},
{
"and": [
"canPreciseGrapple",
"canUseEnemies"
]
},
{
"and": [
"canDash",
{
"or": [
"canTrickySpringBallJump",
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
"h_IBJFromSpikes"
]
}
]
}
]
}
{
"heatFrames": 0
} |
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: "Morph"
{
"or": [
"SpaceJump",
"canCeilingBombJump",
{
"and": [
"canStaggeredIBJ",
"canDoubleBombJump",
"canBombHorizontally"
]
},
{
"and": [
"canBombHorizontally",
"canIBJ",
"h_usePowerBomb"
]
},
{
"and": [
"canDash",
{
"or": [
"canTrickySpringBallJump",
"canInsaneWalljump",
{
"and": [
"HiJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
"h_IBJFromSpikes"
]
}
]
},
{
"and": [
"canPreciseGrapple",
{
"or": [
"canDash",
"canUseEnemies",
"canInsaneJump"
]
}
]
}
]
}
{
"heatFrames": 0
}Dev note: With Grapple, Morph isn't needed, but there's no reason to go there without Morph. |
|
Requires: {
"heatFrames": 215
}
{
"or": [
{
"and": [
"Wave",
{
"heatFrames": 35
}
]
},
{
"obstaclesCleared": [
"A"
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 85
}
]
}Clears obstacles: A |
|
Requires: {
"heatFrames": 250
}
"h_heatedBlueGateGlitch"
{
"or": [
"canDash",
{
"heatFrames": 85
}
]
}Clears obstacles: A |
|
Requires: {
"heatFrames": 155
}
{
"or": [
{
"and": [
"Wave",
{
"heatFrames": 60
}
]
},
{
"obstaclesCleared": [
"A"
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 100
}
]
}Clears obstacles: A |
|
Pause while crumble jumping, and quickly mid-air morph and equip Spring Ball, to obtain a boost in horizontal speed before mid-air Spring Ball jumping. Requires: "canCrumbleJump"
"canTrickySpringBallJump"
"canSpringFling"
"canInsaneJump"
"h_trickyToCarryFlashSuit"
{
"heatFrames": 280
}
{
"or": [
"canDash",
{
"heatFrames": 80
}
]
}Dev note: Compared to the other direction, this direction requires traveling one more tile horizontally, which makes it more difficult. |
|
Requires: "Grapple"
{
"heatFrames": 165
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 20
}
]
},
{
"heatFrames": 90
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Requires: "canDash"
"Grapple"
{
"heatFrames": 145
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 20
}
]
},
{
"heatFrames": 90
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: "SpaceJump"
{
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 140
}
]
} |
|
Requires: "canDash"
"SpaceJump"
{
"heatFrames": 140
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: "h_speedDash"
"canMomentumConservingMorph"
"canSpringFling"
{
"heatFrames": 190
} |
|
Requires: "canDash"
"h_heatedIBJFromSpikes"
{
"heatFrames": 1100
}Dev note: FIXME: refine these heat frames. A crumble jump into IBJ is also possible. |
|
Requires: "canDash"
"canUseIFrames"
{
"or": [
{
"spikeHits": 1
},
{
"and": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Ripper 2 (green)",
"type": "contact",
"hits": 1
}
},
{
"heatFrames": 10
}
]
}
]
}
"canSpringBallJumpMidAir"
{
"heatFrames": 260
} |
|
Requires: "canDash"
"canWalljump"
{
"heatFrames": 205
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 1
}
}Collects items: 4 Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: "canDash"
"canWalljump"
{
"heatFrames": 225
}Collects items: 4 |
|
Requires: {
"heatFrames": 135
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}
{
"or": [
"canCarefulJump",
{
"spikeHits": 1
}
]
} |
|
Requires: "Morph"
{
"heatFrames": 170
}
{
"or": [
"canDash",
{
"heatFrames": 45
}
]
} |
|
Requires: "h_heatProof"
"Morph"
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"SpaceJump",
{
"cycleFrames": 1060
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"cycleFrames": 940
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 830
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"or": [
{
"and": [
"SpaceJump",
{
"cycleFrames": 1160
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"or": [
"Grapple",
"canWalljump"
]
},
{
"cycleFrames": 1190
}
]
}
]
}
]
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 120
}
]
}Resets obstacles: A, R-Mode Farm cycle drops: 1 Kago Dev note: FIXME: There are more possible item combinations. |
From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph"
{
"or": [
"SpaceJump",
"canSpringBallJumpMidAir",
"canWalljump",
{
"and": [
"HiJump",
"canSpeedyJump"
]
},
"canTrickyDashJump",
{
"and": [
{
"canShineCharge": {
"usedTiles": 28,
"gentleUpTiles": 3,
"gentleDownTiles": 3,
"openEnd": 0
}
},
"canMidairShinespark",
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
}
]
}
]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"
"canDash"Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. |
|
Kill the Beetoms with Screw Attack or by freezing and using Bombs or Power Bombs. Requires: {
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"ScrewAttack",
{
"cycleFrames": 370
}
]
},
{
"and": [
"Ice",
"h_useMorphBombs",
{
"cycleFrames": 480
}
]
},
{
"and": [
"Morph",
{
"resourceAvailable": [
{
"type": "Energy",
"count": 50
}
]
},
"h_usePowerBomb",
{
"cycleFrames": 460
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 570
}
]
}
]
}Farm cycle drops: 3 Beetom Dev note: Health Bomb ends at 50 energy. One ammo can be used to gain a power bomb and then power bombs can be used to farm more power bombs. |
|
Requires: "h_heatProof"
"Grapple"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"cycleFrames": 300
}
{
"or": [
"Plasma",
"Spazer",
"Ice",
"Wave",
{
"cycleFrames": 90
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 20
}
]
}Farm cycle drops: 1 Geruta |
|
Requires: "h_heatProof"
"canMidAirMorph"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"cycleFrames": 320
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Plasma",
{
"and": [
"Spazer",
{
"cycleFrames": 20
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 40
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 15
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 30
}
]
},
{
"cycleFrames": 200
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 50
}
]
}
]
}Collects items: 3 Farm cycle drops: 1 Geruta |
|
Requires: "canDash"
"Morph"
{
"heatFrames": 170
}
{
"enemyKill": {
"enemies": [
[
"Geruta"
]
],
"explicitWeapons": [
"Super",
"Missile",
"Plasma"
]
}
} |
|
Requires: "canDash"
"Morph"
{
"heatFrames": 300
} |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
{
"or": [
"ScrewAttack",
"Plasma"
]
},
{
"cycleFrames": 90
}
]
},
{
"and": [
{
"or": [
"Ice",
"Spazer",
"Wave",
"canPseudoScrew"
]
},
{
"cycleFrames": 110
}
]
},
{
"and": [
"h_lavaProof",
{
"cycleFrames": 210
}
]
},
{
"and": [
"canTrickyJump",
{
"cycleFrames": 270
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 110
}
]
}
]
}Farm cycle drops: 1 Geruta |
|
Requires: "canDash"
{
"heatFrames": 130
} |
|
Requires: "canDash"
"canPrepareForNextRoom"
{
"enemyKill": {
"enemies": [
[
"Geruta"
]
],
"explicitWeapons": [
"Super",
"Missile",
"Plasma",
"ScrewAttack"
]
}
}
{
"heatFrames": 80
} |
|
Requires: {
"or": [
"canTrivialMidAirMorph",
"h_useSpringBall",
{
"and": [
"h_usePowerBomb",
{
"heatFrames": 260
}
]
},
{
"and": [
"Morph",
"Wave",
{
"heatFrames": 180
}
]
}
]
}
{
"heatFrames": 175
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
}Collects items: 3 Dev note: The Wave and Power Bomb options ride the rising tower, to avoid a mid-air morph. |
|
Requires: {
"heatFrames": 105
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
}Collects items: 3 Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":80}]} |
|
Requires: "canDash"
{
"heatFrames": 90
}Exit condition: {
"leaveWithRunway": {
"length": 3,
"openEnd": 1
}
}Collects items: 3 Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":80}]} |
|
Requires: {
"heatFrames": 85
}
{
"or": [
"canDash",
{
"heatFrames": 30
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
From: 1
Top Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: {
"heatFrames": 100
}
{
"or": [
"canDash",
{
"heatFrames": 35
}
]
} |
|
Requires: "h_heatProof"
"Morph"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"Wave",
"Spazer"
]
},
{
"cycleFrames": 630
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 680
}
]
},
{
"cycleFrames": 770
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 810
}
]
}
]
}Resets obstacles: A, R-Mode Farm cycle drops: 4 Viola |
|
Requires: "Morph"
{
"heatFrames": 225
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"heatFrames": 10
},
"canMockball",
{
"obstaclesCleared": [
"A"
]
}
]
}
]
},
{
"heatFrames": 15
}
]
}Clears obstacles: A Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 2
Middle Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: "Morph"
{
"heatFrames": 165
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"heatFrames": 10
},
"canMockball",
{
"obstaclesCleared": [
"A"
]
}
]
}
]
},
{
"heatFrames": 25
}
]
}Clears obstacles: A |
|
Requires: "h_heatProof"
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1,
4
]
}
},
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"Wave",
"Spazer"
]
},
{
"cycleFrames": 450
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 530
}
]
},
{
"cycleFrames": 660
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 565
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"Wave",
"Spazer"
]
},
{
"cycleFrames": 450
}
]
},
{
"cycleFrames": 500
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 570
}
]
}
]
}
]
}
]
}Resets obstacles: A, R-Mode Farm cycle drops: 4 Viola |
From: 3
Bottom Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: {
"heatFrames": 120
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"heatFrames": 85
}
{
"or": [
"canDash",
{
"heatFrames": 30
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
From: 4
Top Right Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: {
"heatFrames": 85
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 1
Top Left Door
Requires: {
"heatFrames": 140
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph"
{
"heatFrames": 150
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
{
"and": [
"Wave",
{
"heatFrames": 30
}
]
},
{
"obstaclesCleared": [
"A"
]
}
]
}
]
},
{
"heatFrames": 65
}
]
}Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph"
{
"heatFrames": 150
}
"h_heatedBlueGateGlitch"
{
"or": [
"canDash",
{
"heatFrames": 65
}
]
}Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "canDash"
"Morph"
{
"heatFrames": 150
}
{
"or": [
{
"and": [
"Wave",
{
"heatFrames": 30
}
]
},
{
"obstaclesCleared": [
"A"
]
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 11,
"openEnd": 0,
"gentleDownTiles": 4
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":70}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "canDash"
"Morph"
{
"heatFrames": 150
}
"h_heatedBlueGateGlitch"Exit condition: {
"leaveWithRunway": {
"length": 11,
"openEnd": 0,
"gentleDownTiles": 4
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":90}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Requires: {
"heatFrames": 115
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Requires: "canDash"
{
"heatFrames": 160
}Exit condition: {
"leaveWithRunway": {
"length": 14,
"openEnd": 0
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "Gravity"
{
"or": [
{
"lavaFrames": 280
},
{
"and": [
"SpaceJump",
{
"lavaFrames": 240
}
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
},
{
"or": [
{
"notable": "Thread the Needle Entry"
},
{
"heatFrames": 20
}
]
}
]
},
{
"lavaFrames": 100
}
]
}
"h_heatedGModeOpenDifferentDoor" |
|
Perform a Crystal Flash in order to refill reserves. Position Samus below the 2-tile space of the ceiling Morph tunnel. Jump as Samus reaches 4 Energy, and mid-air morph, timed so that reserves trigger while Samus still has upward momentum just before Samus would hit the ceiling. If done properly, the R-mode standup will cause Samus to clip into the ceiling Morph tunnel. If successful, Samus will end up crouched in the tunnel; press down to morph, then roll out to the right to exit the room. With a mid-air morph, this has a 4-frame window for the jump. It is also an option to pause abuse: instead of jumping at a precise Energy value, set reserves to manual, wait until Samus is close to zero Energy, then press pause and wait a moment before jumping (firing a shot when pausing may help create a visual cue), so that Samus is at 0 Energy and in position just below the ceiling when the pause hits. Then set reserves to auto (and re-equip Varia if available) and unpause. Entrance condition: {
"comeInWithRMode": {}
}Requires: "h_heatedCrystalFlash"
"canRModeStandupClip"
"canInsaneJump"
{
"heatFrames": 140
}
{
"disableEquipment": "Varia"
}
{
"autoReserveTrigger": {}
}
{
"heatFrames": 275
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
}Dev note: Jumping using Spring Ball is also possible, which simplifies the movement by avoiding the need for a mid-air morph; it still has a 4-frame window for the jump timing. Jumping and aiming down is also possible but only gives a 2-frame window for the jump. |
|
Requires: {
"heatFrames": 90
}
{
"or": [
"canDash",
{
"heatFrames": 50
}
]
} |
|
Gain a specifc amount of speed by running from a standstill, starting slightly more than 3 tiles from the edge of the Ridley statue jaw. Jump on the last possible frame (second-to-last frame may also work, depending on subpixels). If successful, Samus will avoid bonking the wall and will land directly in front of the Namihe. Requires: {
"notable": "Thread the Needle Entry"
}
{
"or": [
"canSuitlessLavaDive",
"Gravity"
]
}
"canDash"
"canInsaneJump"
{
"heatFrames": 200
}
{
"lavaFrames": 60
}Dev note: Starting horizontal positions between $F2 and $FB will work consistently with a last-frame jump. Positions further left can also work but may require an earlier jump. Gravity only makes about 1 or 2 frames of difference here, which we ignore. |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: {
"lavaFrames": 210
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
}
]
},
{
"lavaFrames": 60
}
]
}
"canSuitlessLavaDive"
"canGravityJump"
{
"or": [
{
"and": [
"HiJump",
{
"gravitylessLavaFrames": 115
}
]
},
{
"and": [
"canTrickyWalljump",
"canTrickyJump",
{
"gravitylessLavaFrames": 175
}
]
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: FIXME: Many strats without Gravity have been skipped for now. |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "Gravity"
"SpaceJump"
{
"lavaFrames": 280
}
{
"or": [
{
"and": [
{
"disableEquipment": "SpeedBooster"
},
"canDash"
]
},
{
"lavaFrames": 80
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: FIXME: GT Max Suitless climb could be added, but is likely not reasonable. |
|
Wall jump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Pausing early in order to get more horizontal distance by equiping Spring Ball may help. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: {
"notable": "HiJump"
}
"Gravity"
"canSpringwall"
"HiJump"
"canUseEnemies"
{
"lavaFrames": 390
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
}
]
},
{
"lavaFrames": 150
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: This strat is not useful unless Samus has lava proof but not heat proof. Otherwise, the non-G-mode variant can be used. FIXME: These lava frames are lenient, they are what it would take without Gravity (the non-G-mode variant also doesnt account for Gravity). |
|
Samus will be slowed by lava if Speed Booster is equipped, even with Gravity. Requires: {
"or": [
"h_lavaProof",
"canSuitlessLavaDive"
]
}
"Gravity"
"SpaceJump"
{
"heatFrames": 340
}
{
"lavaFrames": 280
}
{
"or": [
{
"and": [
{
"disableEquipment": "SpeedBooster"
},
"canDash"
]
},
{
"and": [
{
"heatFrames": 120
},
{
"lavaFrames": 120
}
]
}
]
} |
|
Requires: "Gravity"
{
"or": [
"h_lavaProof",
"canSuitlessLavaDive"
]
}
"canDash"
{
"disableEquipment": "SpeedBooster"
}
{
"useFlashSuit": {}
}
{
"shinespark": {
"frames": 23
}
}
{
"heatFrames": 425
}
{
"lavaFrames": 275
}Dev note: FIXME: a version with SpeedBooster equipped is possible, with more energy usage. |
From: 2
Right Door
To: 3
Above Lava Junction
Use a flash suit to shinespark out of the lava. A diagonal spark is slightly better though Samus will barely move horizontally. Requires: "canSuitlessLavaDive"
"canDash"
{
"disableEquipment": "SpeedBooster"
}
{
"useFlashSuit": {}
}
{
"or": [
{
"and": [
"canBounceBall",
{
"lavaFrames": 270
},
{
"shinespark": {
"frames": 32
}
},
{
"heatFrames": 420
}
]
},
{
"and": [
{
"lavaFrames": 375
},
{
"shinespark": {
"frames": 27
}
},
{
"heatFrames": 525
}
]
}
]
} |
|
Samus will be slowed by lava if Speed Booster is equipped, even with Gravity. Requires: {
"or": [
"h_lavaProof",
"canSuitlessLavaDive"
]
}
"Gravity"
{
"heatFrames": 250
}
{
"lavaFrames": 190
}
{
"or": [
{
"and": [
{
"disableEquipment": "SpeedBooster"
},
"canDash"
]
},
{
"and": [
{
"heatFrames": 50
},
{
"lavaFrames": 50
}
]
}
]
} |
|
Requires: {
"heatFrames": 104
}
{
"or": [
"canDash",
{
"heatFrames": 50
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":10}]} |
|
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: {
"or": [
{
"and": [
"Gravity",
{
"heatFrames": 180
},
{
"lavaFrames": 180
}
]
},
{
"and": [
"Gravity",
{
"disableEquipment": "SpeedBooster"
},
"canDash",
{
"heatFrames": 140
},
{
"lavaFrames": 140
}
]
},
{
"and": [
{
"heatFrames": 210
},
{
"lavaFrames": 210
}
]
}
]
} |
|
Requires: "Gravity"
{
"or": [
"h_lavaProof",
"canSuitlessLavaDive"
]
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
},
{
"heatFrames": 270
},
{
"lavaFrames": 220
}
]
},
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
},
"SpaceJump",
"canCarefulJump",
{
"heatFrames": 225
},
{
"lavaFrames": 180
}
]
},
{
"and": [
{
"heatFrames": 330
},
{
"lavaFrames": 300
}
]
}
]
} |
|
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: {
"or": [
{
"and": [
"Gravity",
{
"heatFrames": 195
},
{
"lavaFrames": 195
}
]
},
{
"and": [
"Gravity",
"canDash",
{
"disableEquipment": "SpeedBooster"
},
{
"heatFrames": 150
},
{
"lavaFrames": 150
}
]
},
{
"and": [
{
"heatFrames": 200
},
{
"lavaFrames": 200
}
]
}
]
} |
|
Requires: {
"heatFrames": 50
}
{
"or": [
"canDash",
{
"heatFrames": 25
}
]
} |
|
Requires: {
"heatFrames": 180
}
{
"or": [
"canDash",
{
"heatFrames": 120
}
]
} |
|
Requires: {
"heatFrames": 40
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: {
"heatFrames": 175
}
{
"or": [
"canDash",
{
"heatFrames": 105
}
]
} |
|
Requires: {
"heatFrames": 75
}
{
"or": [
"canDash",
{
"heatFrames": 25
}
]
} |
|
Requires: "canDash"
{
"heatFrames": 10
}Exit condition: {
"leaveWithRunway": {
"length": 14,
"openEnd": 1
}
}Unlocks doors: {"types":["ammo"],"requires":[]} |
|
Requires: {
"heatFrames": 205
}
{
"or": [
"canDash",
{
"heatFrames": 135
}
]
}Unlocks doors: {"types":["missiles"],"requires":[]} |
From: 4
Gamet Farm Junction
To: 2
Right Door
Requires: "canDash"
{
"heatFrames": 440
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["missiles","powerbomb"],"requires":["never"]}
{"types":["super"],"requires":[]}Dev note: FIXME: with Ice, this could be done dashless. |
|
Requires: "canDash"
{
"heatFrames": 155
}Exit condition: {
"leaveWithRunway": {
"length": 14,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":40}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"heatFrames": 210
}
{
"or": [
"h_trickyToCarryFlashSuit",
{
"heatFrames": 40
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 110
}
]
} |
|
Bring a Gamet from the farm and freeze it at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. Requires: {
"or": [
"canDash",
"h_heatProof"
]
}
{
"heatFrames": 560
}
"h_iceClip"Bypasses door shell: true Dev note: FIXME: This could be done dashless without heat protection. |
|
Requires: {
"heatFrames": 220
}
{
"or": [
"canDash",
{
"heatFrames": 110
}
]
}Exit condition: {
"leaveWithDoorFrameBelow": {
"height": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"heatFrames": 220
}
{
"or": [
"canDash",
{
"heatFrames": 110
}
]
}Exit condition: {
"leaveWithPlatformBelow": {
"height": 9,
"leftPosition": -7.5,
"rightPosition": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 4
Gamet Farm Junction
To: 3
Top Door
Position below the door, jump when Samus reaches 7 Energy, and mid-air morph, timed so that reserves trigger while Samus still has upward momentum just before Samus would hit the door. If done properly, the R-mode standup will cause Samus to clip past the door shell. With a mid-air morph, this has a 5-frame window for the jump. Otherwise, with a jump aim-down it has a 3-frame window. If Spring Ball is available, jumping in Spring Ball increases the window to 6 frames. In any case, it may help to pause abuse: instead of jumping at a precise Energy value, set reserves to manual, wait until Samus is close to zero Energy, and press pause a moment before jumping, so that Samus is at 0 energy and in position just below the door when the pause hits. Then set reserves to auto (and re-equip Varia if available), and unpause. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
"canDash"
"canRModeStandupClip"
"canInsaneJump"
{
"or": [
"canMidAirMorph",
"canBeVeryPatient"
]
}
{
"heatFrames": 210
}
{
"disableEquipment": "Varia"
}
{
"autoReserveTrigger": {}
}
{
"heatFrames": 5
}Bypasses door shell: true |
From: 1
Left Door
To: 2
Right Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Damage boost towards then freeze the Leftmost enemy as it extends. Morph and unmorph while above the middle Yapping Maw to land on it just above the lava line. Ignore the rightmost Yapping Maw. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: {
"notable": "Frozen Maw Platforms"
}
"canDash"
"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
"or": [
{
"and": [
{
"notable": "Suitless Damage Boosts"
},
"canHorizontalDamageBoost"
]
},
{
"and": [
{
"spikeHits": 2
},
{
"lavaFrames": 30
},
{
"heatFrames": 240
}
]
}
]
}
"canUseIFrames"
{
"spikeHits": 2
}
{
"lavaFrames": 35
}
{
"heatFrames": 520
}
"h_complexToCarryFlashSuit" |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canDash"
{
"or": [
{
"and": [
{
"lavaFrames": 150
},
{
"spikeHits": 7
}
]
},
{
"and": [
{
"notable": "Suitless Damage Boosts"
},
{
"lavaFrames": 80
},
{
"spikeHits": 3
},
"canUseIFrames",
"canHorizontalDamageBoost"
]
},
{
"and": [
"Gravity",
{
"disableEquipment": "SpeedBooster"
},
{
"lavaFrames": 100
},
{
"spikeHits": 2
},
{
"or": [
"canUseIFrames",
"canHorizontalDamageBoost"
]
}
]
},
{
"and": [
{
"notable": "Frozen Maw Platforms"
},
"canResetFallSpeed",
"canTrickyUseFrozenEnemies",
"canTrickyJump",
"canHorizontalDamageBoost",
"canUseIFrames",
{
"spikeHits": 2
},
{
"lavaFrames": 15
}
]
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. Blue suit damage boost options could also be added. |
|
Pause abuse the spike and lava damage to cross the room while losing minimal Energy. Requires: "canDash"
{
"noFlashSuit": {}
}
{
"notable": "Pause Abuse Damage Boosts"
}
{
"or": [
{
"and": [
{
"disableEquipment": "SpeedBooster"
},
"Gravity"
]
},
{
"and": [
"canInsaneJump",
{
"notable": "Suitless Damage Boosts"
}
]
}
]
}
"canHorizontalDamageBoost"
"canPauseAbuse"
{
"resourceAvailable": [
{
"type": "RegularEnergy",
"count": 99
},
{
"type": "ReserveEnergy",
"count": 100
}
]
}
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 1
}
]
}
{
"lavaFrames": 30
}
{
"heatFrames": 340
}Dev note: Energy ineffeciency is necessary and is represented by extra heatFrames. |
|
Requires: "SpaceJump"
{
"heatFrames": 390
}
{
"or": [
"canDash",
{
"heatFrames": 300
}
]
} |
|
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: "canDash"
{
"notable": "Suitless Damage Boosts"
}
{
"heatFrames": 460
}
{
"lavaFrames": 60
}
{
"spikeHits": 3
}
"canUseIFrames"
"canHorizontalDamageBoost" |
|
Requires: "canDash"
{
"heatFrames": 820
}
{
"lavaFrames": 150
}
{
"spikeHits": 7
} |
|
Requires: "canDash"
"Gravity"
{
"disableEquipment": "SpeedBooster"
}
{
"heatFrames": 330
}
{
"lavaFrames": 90
}
{
"spikeHits": 2
}
{
"or": [
"canUseIFrames",
{
"and": [
{
"spikeHits": 2
},
{
"heatFrames": 50
}
]
}
]
}
{
"or": [
"canHorizontalDamageBoost",
{
"and": [
{
"heatFrames": 20
},
{
"lavaFrames": 20
}
]
}
]
} |
From: 2
Right Door
To: 1
Left Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Morph and unmorph while above the rightmost Yapping Maw to land on it just above the lava line. Ignore the second Yapping Maw. Freeze the Leftmost enemy as it extends. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: "canDash"
{
"notable": "Frozen Maw Platforms"
}
"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
"or": [
{
"and": [
{
"notable": "Suitless Damage Boosts"
},
"canHorizontalDamageBoost"
]
},
{
"and": [
{
"spikeHits": 1
},
{
"lavaFrames": 20
},
{
"heatFrames": 240
}
]
}
]
}
"canUseIFrames"
{
"spikeHits": 2
}
{
"lavaFrames": 35
}
{
"heatFrames": 520
}
"h_complexToCarryFlashSuit" |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canDash"
{
"or": [
{
"and": [
{
"lavaFrames": 150
},
{
"spikeHits": 7
}
]
},
{
"and": [
{
"notable": "Suitless Damage Boosts"
},
{
"lavaFrames": 80
},
{
"spikeHits": 3
},
"canUseIFrames",
"canHorizontalDamageBoost"
]
},
{
"and": [
"Gravity",
{
"disableEquipment": "SpeedBooster"
},
{
"lavaFrames": 100
},
{
"spikeHits": 2
},
{
"or": [
"canUseIFrames",
"canHorizontalDamageBoost"
]
}
]
},
{
"and": [
{
"notable": "Frozen Maw Platforms"
},
"canResetFallSpeed",
"canTrickyUseFrozenEnemies",
"canTrickyJump",
"canHorizontalDamageBoost",
"canUseIFrames",
{
"spikeHits": 2
},
{
"lavaFrames": 15
}
]
}
]
}
"h_heatedGModeOpenDifferentDoor"Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. |
|
Pause abuse the spike and lava damage to cross the room while losing minimal Energy. Requires: "canDash"
{
"noFlashSuit": {}
}
{
"notable": "Pause Abuse Damage Boosts"
}
{
"or": [
{
"and": [
{
"disableEquipment": "SpeedBooster"
},
"Gravity"
]
},
{
"and": [
"canInsaneJump",
{
"notable": "Suitless Damage Boosts"
}
]
}
]
}
"canHorizontalDamageBoost"
"canPauseAbuse"
{
"resourceAvailable": [
{
"type": "RegularEnergy",
"count": 99
},
{
"type": "ReserveEnergy",
"count": 100
}
]
}
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 1
}
]
}
{
"lavaFrames": 30
}
{
"heatFrames": 340
}Dev note: Energy ineffeciency is necessary and is represented by extra heatFrames. |
|
Requires: "SpaceJump"
{
"heatFrames": 390
}
{
"or": [
"canDash",
{
"heatFrames": 300
}
]
} |
From: 2
Right Door
To: 1
Left Door
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: "canDash"
{
"notable": "Suitless Damage Boosts"
}
{
"heatFrames": 460
}
{
"lavaFrames": 60
}
{
"spikeHits": 3
}
"canUseIFrames"
"canHorizontalDamageBoost" |
|
Requires: "canDash"
{
"heatFrames": 820
}
{
"lavaFrames": 150
}
{
"spikeHits": 7
} |
|
Requires: "canDash"
"Gravity"
{
"disableEquipment": "SpeedBooster"
}
{
"heatFrames": 330
}
{
"lavaFrames": 90
}
{
"spikeHits": 2
}
{
"or": [
"canUseIFrames",
{
"and": [
{
"spikeHits": 2
},
{
"heatFrames": 50
}
]
}
]
}
{
"or": [
"canHorizontalDamageBoost",
{
"and": [
{
"heatFrames": 20
},
{
"lavaFrames": 20
}
]
}
]
} |
|
Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Requires: "canDash"
{
"heatFrames": 10
}Exit condition: {
"leaveWithRunway": {
"length": 13,
"openEnd": 0
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}Dev note: The 10 heat frames are for moonwalking back against the door on entry. FIXME: heat frames to unlock the door could be reduced. |
|
Requires: "canDash"
{
"doorUnlockedAtNode": 1
}
{
"heatFrames": 65
}Exit condition: {
"leaveWithRunway": {
"length": 14,
"openEnd": 0
}
}Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}Dev note: The 65 heat frames are for shooting open the door and moonwalking back into the doorway. FIXME: heat frames to unlock the door could be reduced. |
From: 1
Left Door
To: 2
Right Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Requires: {
"heatFrames": 30
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Requires: "canDash"
{
"heatFrames": 10
}Exit condition: {
"leaveWithRunway": {
"length": 13,
"openEnd": 0
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}Dev note: The 10 heat frames are for moonwalking back against the door on entry. FIXME: heat frames to unlock the door could be reduced. |
|
Requires: "canDash"
{
"doorUnlockedAtNode": 2
}
{
"heatFrames": 65
}Exit condition: {
"leaveWithRunway": {
"length": 14,
"openEnd": 0
}
}Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":1,"types":["super"],"requires":[]}
{"nodeId":1,"types":["powerbomb"],"requires":[{"heatFrames":110}]}Dev note: The 65 heat frames are for shooting open the door and moonwalking back into the doorway. FIXME: heat frames to unlock the door could be reduced. |
From: 2
Right Door
To: 1
Left Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: {
"heatFrames": 55
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Requires: {
"heatFrames": 30
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"heatFrames": 45
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
|
Requires: {
"or": [
{
"heatFrames": 440
},
{
"and": [
{
"heatFrames": 340
},
{
"or": [
"canTrickyJump",
{
"and": [
{
"heatFrames": 50
},
"canDodgeWhileShooting",
{
"or": [
"Plasma",
"Wave",
"Spazer",
"ScrewAttack",
"canPseudoScrew",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 130
}
]
}
]
} |
|
The Magdollite flames can be killed for drops. The left Multiviola will be in the way and should be killed too. Requires: "canDash"
"canFarmWhileShooting"
{
"heatFramesWithEnergyDrops": {
"frames": 240,
"drops": [
{
"enemy": "Multiviola",
"count": 1
},
{
"enemy": "Magdollite",
"count": 3
}
]
}
}
{
"heatFramesWithEnergyDrops": {
"frames": 180,
"drops": [
{
"enemy": "Magdollite",
"count": 5
}
]
}
}
{
"heatFrames": 110
} |
|
Requires: "canDash"
"SpaceJump"
{
"or": [
"ScrewAttack",
{
"and": [
"canPrepareForNextRoom",
"canPseudoScrew"
]
}
]
}
{
"heatFrames": 300
} |
|
Requires: {
"or": [
{
"heatFrames": 420
},
{
"and": [
{
"heatFrames": 325
},
{
"or": [
"canInsaneJump",
{
"and": [
"canDodgeWhileShooting",
{
"or": [
"Plasma",
"Wave",
"Spazer",
"ScrewAttack",
"canPseudoScrew",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
}
]
},
{
"and": [
{
"heatFrames": 360
},
"canTrickyJump"
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 175
}
]
}
]
} |
|
Requires: "canDash"
"canFarmWhileShooting"
{
"heatFramesWithEnergyDrops": {
"frames": 150,
"drops": [
{
"enemy": "Magdollite",
"count": 5
}
]
}
}
{
"heatFramesWithEnergyDrops": {
"frames": 280,
"drops": [
{
"enemy": "Magdollite",
"count": 3
}
]
}
}
{
"heatFrames": 80
} |
|
Without Screw or pseudo screw, it is possible to carefully space jump over the left Multiviola. Requires: "canDash"
"SpaceJump"
{
"or": [
"ScrewAttack",
{
"and": [
"canPrepareForNextRoom",
"canPseudoScrew"
]
},
"canPreciseSpaceJump"
]
}
{
"heatFrames": 310
} |
From: 2
Right Door
To: 2
Right Door
Requires: {
"heatFrames": 570
}
{
"or": [
"canTrickyDodgeEnemies",
{
"enemyDamage": {
"enemy": "Multiviola",
"type": "contact",
"hits": 1
}
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 30
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Dev note: Could save some heat frames by setting this up while crossing the room. |
From: 1
Right Door
To: 1
Right Door
Very quickly cross the room, collecting both items without falling into the lava. A Power Bomb in the middle of the room sets up the Sova drops and adds lag which makes the block item easier to collect with a Flatley jump. Farming the left sova and middle dragon increases the chances of getting enough health drops, but it may still not be possible with poor drop luck. Pause abuse can be useful for reaching the right side drops if the left side's luck was bad. Entrance condition: {
"comeInRunning": {
"speedBooster": "any",
"minTiles": 2
}
}Requires: "canDash"
{
"or": [
"Wave",
"Plasma",
"Spazer",
"canBeVeryPatient"
]
}
{
"enemyKill": {
"enemies": [
[
"Sova",
"Sova",
"Sova",
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
"canMockball"
"canPreciseWalljump"
"canInsaneJump"
"canPauseAbuse"
"canFarmWhileShooting"
"canBePatient"
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFrames": 392
}
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 1
}
]
}Collects items: 2, 3 Dev note: Not notable because it is safer to collect the items in separate trips. The first OR block is for farming the left sova for more consistency, or resetting to retry the strat multiple times. canBePatient indicates a chance of failure even if everything is performed correctly. |
|
Requires: "h_heatProof"
"h_lavaProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"cycleFrames": 300
},
{
"or": [
"ScrewAttack",
"Plasma",
{
"and": [
"canPseudoScrew",
{
"or": [
"Wave",
"Spazer",
{
"cycleFrames": 420
}
]
},
{
"cycleFrames": 390
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 410
}
]
}
]
}Clears obstacles: A Farm cycle drops: 3 Sova, 3 Dragon |
From: 1
Right Door
To: 1
Right Door
Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
],
[
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 2
}
}
"canFlatleyJump"
"canTrickyJump"
{
"or": [
{
"tech": "canUsePowerBombLag"
},
"canInsaneJump"
]
}
{
"heatFrames": 400
}
"h_trickyToCarryFlashSuit"Collects items: 3 |
|
Requires: "h_heatProof"
"canCarefulJump"
{
"or": [
{
"and": [
"canDash",
{
"cycleFrames": 110
},
{
"or": [
"Wave",
"Spazer",
"Plasma",
"Grapple",
{
"and": [
"canTrickyJump",
{
"cycleFrames": 50
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 190
}
]
}
]
}Resets obstacles: A Farm cycle drops: 1 Sova |
|
Requires: "h_heatProof"
{
"or": [
"h_lavaProof",
"canInsaneJump",
{
"and": [
"canDodgeWhileShooting",
"Plasma"
]
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Wave",
"Spazer",
"Plasma"
]
},
{
"cycleFrames": 470
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 650
}
]
}
]
}Resets obstacles: A Farm cycle drops: 3 Sova Dev note: Heat scaling makes up the difference in platforming ability. |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. While the item block is breaking, turn around to perform a Flatley jump to collect the item and jump to the ledge item in one motion. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canFlatleyJump"
"canTrickyDodgeEnemies"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
],
[
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 260
}
"h_trickyToCarryFlashSuit"Clears obstacles: A Collects items: 3 |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canTrickyJump"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
],
[
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 270
}
"h_trickyToCarryFlashSuit"Clears obstacles: A |
|
Requires: "SpaceJump"
{
"heatFrames": 180
}
{
"or": [
"canDash",
{
"heatFrames": 130
}
]
} |
From: 1
Right Door
To: 2
Chozo Ball Item
Clear the Dragons while moving towards the items with Space Jump and Screw Attack to make for a faster exit later. Requires: "canDash"
"SpaceJump"
"ScrewAttack"
"canTrickyJump"
{
"heatFrames": 180
}Clears obstacles: A |
|
Requires: "canDash"
"h_lavaProof"
{
"or": [
"h_heatProof",
{
"and": [
{
"obstaclesCleared": [
"A"
]
},
{
"heatFrames": 100
}
]
}
]
} |
|
Requires: "canDash"
{
"or": [
{
"and": [
"canTrickyDodgeEnemies",
{
"heatFrames": 35
}
]
},
"canInsaneJump",
{
"and": [
{
"obstaclesCleared": [
"A"
]
},
{
"heatFrames": 60
}
]
}
]
}
{
"heatFrames": 195
} |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: "canDash"
"canDodgeWhileShooting"
"canTrickyJump"
{
"or": [
"Spazer",
"Wave",
"Plasma",
"ScrewAttack"
]
}
{
"heatFrames": 210
} |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. A second Power Bomb will be needed to clear the remaining Dragons for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canTrickyJump"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 180
}
"h_trickyToCarryFlashSuit"Dev note: Would be better if we could model 1 PB consumed + dragons half-dead. |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: "SpaceJump"
{
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 150
}
]
} |
|
Return while collecting Sova drops. Requires: "canDash"
"canFarmWhileShooting"
"canTrickyJump"
{
"or": [
"Wave",
"Plasma",
"Spazer"
]
}
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFramesWithEnergyDrops": {
"frames": 130,
"drops": [
{
"enemy": "Sova",
"count": 3
}
]
}
}
{
"heatFrames": 80
} |
|
Requires: "SpaceJump"
{
"heatFrames": 210
}
{
"or": [
"canDash",
{
"heatFrames": 110
}
]
} |
|
Requires: "h_lavaProof"
{
"or": [
"h_heatProof",
{
"and": [
{
"obstaclesCleared": [
"A"
]
},
{
"heatFrames": 130
},
"canDash",
{
"disableEquipment": "SpeedBooster"
}
]
},
{
"and": [
{
"or": [
{
"haveBlueSuit": {}
},
{
"obstaclesCleared": [
"A"
]
}
]
},
{
"heatFrames": 180
}
]
}
]
} |
From: 4
Junction Above Hidden Platform Item
To: 1
Right Door
Return while collecting Sova drops. Requires: "canDash"
"canFarmWhileShooting"
{
"or": [
"Wave",
"Plasma",
"Spazer"
]
}
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
},
{
"type": "Super",
"count": 0
}
]
}
{
"heatFramesWithEnergyDrops": {
"frames": 120,
"drops": [
{
"enemy": "Sova",
"count": 2
}
]
}
}
{
"heatFrames": 40
} |
From: 4
Junction Above Hidden Platform Item
To: 2
Chozo Ball Item
Requires: {
"heatFrames": 60
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"heatFrames": 10
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: {
"heatFrames": 30
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Involves leaving some drops hanging after killing the Gamets so they don't respawn. Requires: "canDash"
"h_runOverRespawningEnemies"
{
"heatFrames": 0
}Exit condition: {
"leaveWithRunway": {
"length": 13,
"openEnd": 0,
"gentleUpTiles": 1,
"gentleDownTiles": 3
}
}Unlocks doors: {"types":["ammo"],"requires":[]}Dev note: Health drops are collected while using this runway, offsetting any heat frames used to get into position. |
|
Requires: {
"heatFrames": 115
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
{
"heatFrames": 105
}Exit condition: {
"leaveWithRunway": {
"length": 4,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: {
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Requires: {
"heatFrames": 135
}
"HiJump"
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: {
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
}Exit condition: {
"leaveWithDoorFrameBelow": {
"height": 3
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"heatFrames": 160
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
}Exit condition: {
"leaveWithPlatformBelow": {
"height": 9,
"leftPosition": 0,
"rightPosition": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"heatFrames": 135
}
"HiJump"
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Exit condition: {
"leaveWithPlatformBelow": {
"height": 9,
"leftPosition": 0,
"rightPosition": 2
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"heatFrames": 115
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
}Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
{
"heatFrames": 125
}Exit condition: {
"leaveWithRunway": {
"length": 13,
"openEnd": 0
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: {
"or": [
{
"heatFrames": 280
},
{
"and": [
"HiJump",
{
"heatFrames": 220
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
} |
|
Requires: {
"heatFrames": 135
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "HiJump"
{
"heatFrames": 115
}
{
"or": [
"canDash",
{
"heatFrames": 5
}
]
}Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
{
"heatFrames": 120
}Exit condition: {
"leaveWithRunway": {
"length": 4,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Requires: "canDash"
{
"resetRoom": {
"nodes": [
1
]
}
}
"h_heatProof"
"Plasma"
{
"or": [
{
"and": [
"h_lavaProof",
{
"or": [
{
"and": [
"Morph",
{
"cycleFrames": 1170
}
]
},
{
"cycleFrames": 1500
}
]
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 1440
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 1800
}
]
}
]
}Farm cycle drops: 5 Sova, 4 Dragon |
|
Partially cross the room until a Sova falls from the ceiling, follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the first Sova after the one that falls, while it is on the right side of it's platform. Requires: {
"or": [
"canDash",
{
"heatFrames": 60
}
]
}
{
"heatFrames": 1500
}
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"heatFrames": 2000
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
} |
|
Requires: "canDash"
"h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"cycleFrames": 680
}
{
"or": [
"SpaceJump",
{
"cycleFrames": 40
}
]
}
{
"or": [
"Wave",
"Spazer",
"Plasma",
{
"cycleFrames": 360
}
]
}Farm cycle drops: 4 Sova |
|
Requires: "canDash"
"h_heatProof"
"ScrewAttack"
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"cycleFrames": 340
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 900
},
{
"or": [
"SpaceJump",
{
"cycleFrames": 320
}
]
}
]
}
]
}Farm cycle drops: 2 Squeept Dev note: With a blue suit, Screw Attack does not work against the Squeepts. |
|
Requires: {
"or": [
"canDash",
{
"heatFrames": 60
}
]
}
{
"heatFrames": 1390
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Requires: "canDash"
{
"or": [
{
"and": [
"canTrickyJump",
{
"heatFrames": 540
}
]
},
{
"heatFrames": 660
}
]
} |
|
Entrance condition: {
"comeInNormally": {}
}Requires: "canDash"
"Morph"
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"enemyDamage": {
"enemy": "Dragon",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 480
} |
|
Building run speed can speed up the room a noticable amount. Requires: "canDash"
"SpaceJump"
{
"heatFrames": 460
} |
|
Cross more than half way across the room until a Sova falls from the ceiling then follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the Sova just before that, while it is on the right side of it's thin platform. Requires: {
"or": [
"canDash",
{
"heatFrames": 140
}
]
}
{
"heatFrames": 1780
}
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"heatFrames": 2050
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Build up run speed to travel farther when jumping. Requires: "canDash"
{
"heatFrames": 540
}
{
"or": [
"canTrickyJump",
{
"heatFrames": 160
}
]
} |
|
Entrance condition: {
"comeInNormally": {}
}Requires: "canDash"
"Gravity"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "contact",
"hits": 1
}
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 500
}
{
"lavaFrames": 360
} |
|
Requires: "canDash"
"SpaceJump"
{
"heatFrames": 450
} |
|
Requires: "canDash"
{
"resetRoom": {
"nodes": [
2
]
}
}
"h_heatProof"
"Plasma"
{
"or": [
{
"and": [
"h_lavaProof",
{
"or": [
{
"and": [
"Morph",
{
"cycleFrames": 930
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 1100
}
]
},
{
"cycleFrames": 1290
}
]
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 1230
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 1680
}
]
}
]
}Farm cycle drops: 5 Sova, 4 Dragon |
|
Cross more than half way across the room until a Sova falls from the ceiling. Alternatively, to save Energy, use a Super to knock off the second Sova from the right, while it is on the left side of it's platform. Requires: {
"or": [
"canDash",
{
"heatFrames": 140
}
]
}
{
"heatFrames": 1500
}
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"heatFrames": 320
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
} |
|
Requires: "canDash"
"h_heatProof"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 720
}
{
"or": [
"SpaceJump",
{
"cycleFrames": 30
}
]
}
{
"or": [
"Wave",
"Spazer",
"Plasma",
{
"and": [
"canFarmWhileShooting",
{
"cycleFrames": 30
}
]
}
]
}
{
"or": [
"canTrickyJump",
{
"cycleFrames": 60
}
]
}Farm cycle drops: 4 Sova Dev note: Add canTrickyJump for catching the Sovas on their first cycles. |
|
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: "canComplexGMode"
{
"heatFrames": 2100
}
{
"or": [
"h_heatProof",
"canCrumbleJump"
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 150
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
} |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"h_speedDash",
{
"cycleFrames": 225
}
]
},
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 790
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 1020
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 960
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 930
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 930
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1350
}
]
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
"canCrumbleJump",
{
"cycleFrames": 2160
}
]
}
]
}Resets obstacles: A Farm cycle drops: 3 Geruta |
|
Requires: "canDash"
"h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
"ScrewAttack"
{
"cycleFrames": 1140
}Resets obstacles: A Farm cycle drops: 2 Metaree, 3 Geruta |
|
Requires: "canDash"
{
"obstaclesNotCleared": [
"A"
]
}
{
"simpleHeatFrames": 560
}
{
"heatFrames": 60
}Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
|
Use a Crystal Flash after crossing 3 crumble block bridges, and a second Crystal Flash after crossing 3 more. In order to cross without tanks or Speed Booster, some arm pumping is helpful but not required. Requires: "canDash"
{
"simpleHeatFrames": 160
}
{
"heatFrames": 40
}
"h_heatedCrystalFlash"
{
"simpleHeatFrames": 140
}
{
"heatFrames": 40
}
"h_heatedCrystalFlash"
{
"simpleHeatFrames": 240
}
{
"heatFrames": 30
}Dev note: FIXME: A dashless variant could be possible. |
|
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: "canComplexGMode"
{
"heatFrames": 2200
}
{
"or": [
"h_heatProof",
"canCrumbleJump"
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 750
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["h_heatProof"]} |
|
Requires: "canDash"
{
"obstaclesNotCleared": [
"A"
]
}
{
"simpleHeatFrames": 560
}
{
"heatFrames": 60
}Exit condition: {
"leaveWithRunway": {
"length": 8,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
"h_speedDash"
{
"simpleHeatFrames": 310
}
{
"heatFrames": 40
}Clears obstacles: A |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
"h_speedDash"
"canHeroShot"
{
"simpleHeatFrames": 250
}
{
"heatFrames": 40
}Exit condition: {
"leaveWithRunway": {
"length": 45,
"openEnd": 1
}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Requires: "canDash"
{
"or": [
{
"and": [
{
"simpleHeatFrames": 560
},
{
"heatFrames": 60
}
]
},
{
"and": [
"h_speedDash",
{
"simpleHeatFrames": 310
},
{
"heatFrames": 40
}
]
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: "canDash"
{
"or": [
{
"and": [
{
"simpleHeatFrames": 560
},
{
"heatFrames": 60
}
]
},
{
"and": [
"h_speedDash",
{
"simpleHeatFrames": 310
},
{
"heatFrames": 40
}
]
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Requires: "canDash"
{
"obstaclesNotCleared": [
"A"
]
}
{
"simpleHeatFrames": 560
}
{
"heatFrames": 60
}Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
|
Requires: "canDash"
{
"obstaclesCleared": [
"A"
]
}
{
"or": [
"h_heatProof",
{
"and": [
{
"heatFrames": 690
},
{
"or": [
{
"ammo": {
"type": "Super",
"count": 3
}
},
{
"ammo": {
"type": "Missile",
"count": 6
}
},
"ScrewAttack",
"Plasma",
"Spazer",
"Wave"
]
}
]
}
]
}
{
"or": [
{
"and": [
"canCarefulJump",
{
"heatFrames": 420
}
]
},
{
"and": [
{
"heatFrames": 720
},
{
"lavaFrames": 60
}
]
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]}Dev note: This can be used for collecting the item without needing to reset the room. |
|
Use a Crystal Flash after crossing 4 crumble block bridges, and a second Crystal Flash in the middle of the large ramp in the center of the room. This allows crossing the room without tanks or Speed Booster. Requires: "h_SpeedBoosterHallNoRisingLava"
"canDash"
{
"obstaclesNotCleared": [
"A"
]
}
{
"simpleHeatFrames": 135
}
{
"heatFrames": 40
}
"h_heatedCrystalFlash"
{
"simpleHeatFrames": 130
}
{
"heatFrames": 40
}
"h_heatedCrystalFlash"
{
"simpleHeatFrames": 280
}
{
"heatFrames": 30
} |
|
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: "canDash"
"h_SpeedBoosterHallNoRisingLava"
"canComplexGMode"
{
"heatFrames": 2250
}
{
"or": [
"h_heatProof",
"canCrumbleJump"
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["h_heatProof"]}Dev note: FIXME: A dashless variant could be possible, either with very careful crumble block breaking, or with dipping in the lava. |
|
Requires: "canDash"
{
"obstaclesNotCleared": [
"A"
]
}
{
"simpleHeatFrames": 560
}
{
"heatFrames": 60
}Exit condition: {
"leaveWithRunway": {
"length": 8,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Entrance condition: {
"comeInNormally": {}
}Requires: {
"not": "f_ClearedSpeedBoosterLavaTrap"
}
{
"doorUnlockedAtNode": 1
}
{
"simpleHeatFrames": 310
}
{
"heatFrames": 40
}
"h_speedDash"Exit condition: {
"leaveNormally": {}
}Sets flags: f_ClearedSpeedBoosterLavaTrap Unlocks doors: {"nodeId":1,"types":["missiles","super"],"requires":[]}
{"nodeId":1,"types":["powerbomb"],"requires":[{"heatFrames":120}]} |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
"h_speedDash"
{
"simpleHeatFrames": 310
}
{
"heatFrames": 40
}Clears obstacles: A |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
"h_speedDash"
"canHeroShot"
{
"simpleHeatFrames": 250
}
{
"heatFrames": 40
}Exit condition: {
"leaveWithRunway": {
"length": 45,
"openEnd": 1
}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Requires: "canDash"
{
"or": [
{
"heatFrames": 650
},
{
"and": [
"h_speedDash",
{
"heatFrames": 360
}
]
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: "canDash"
{
"or": [
{
"heatFrames": 650
},
{
"and": [
"h_speedDash",
{
"heatFrames": 360
}
]
}
]
}Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: {
"or": [
"h_SpeedBoosterHallNoRisingLava",
"h_lavaProof"
]
}
"canComplexGMode"
{
"heatFrames": 2500
}
{
"or": [
"h_heatProof",
"canCrumbleJump"
]
}
{
"or": [
"canDash",
{
"and": [
"h_lavaProof",
{
"heatFrames": 1150
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Dev note: FIXME: A dashless variant without lava proof could be possible. |
|
Requires: "h_SpeedBoosterHallNoRisingLava"
"canDash"
"h_heatProof"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
"h_speedDash",
{
"cycleFrames": 170
}
]
}
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 790
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 1290
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 1140
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 1320
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 1140
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 1200
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1500
}
]
}
]
}
{
"or": [
"canInsaneJump",
{
"and": [
"canTrickyJump",
"canWalljump",
{
"cycleFrames": 60
}
]
},
{
"and": [
"h_lavaProof",
{
"cycleFrames": 180
}
]
}
]
}Resets obstacles: A Farm cycle drops: 3 Geruta Dev note: FIXME: Variants could be added for dashless and/or rising lava. |
|
Requires: {
"heatFrames": 65
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
}Dev note: There is no G-Mode strat added here, as it would require immobile and indirect to have enough energy and would only save a few frames. |
|
Requires: {
"heatFrames": 80
}
{
"or": [
"canDash",
{
"heatFrames": 25
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
|
Requires: "canDash"
{
"heatFrames": 60
}Exit condition: {
"leaveWithRunway": {
"length": 3.5,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
|
Ride the first Tripper, using Morph to avoid spike damage, then perform a Crystal Flash. The second Tripper will likely either be destroyed or in a bad pattern, making it necessary to jump through the lava to cross the rest of the room. It may help to use the Tripper to do a big jump past the shutter before doing the Crystal Flash; otherwise the shutter might end up closed and get in the way. Requires: "canDash"
"canSuitlessLavaDive"
{
"heatFrames": 425
}
"h_heatedCrystalFlash"
{
"heatFrames": 300
}
{
"lavaFrames": 70
}Dev note: FIXME: A dashless variant of this could be added. |
|
Spin-jump across both sets of lava, trying to minimize the time spent in lava. To get onto the first pillar, either use a wall jump off the pillar, or use the Tripper briefly as a platform by crouch jumping or down grabbing onto it. Requires: "canSuitlessLavaDive"
{
"heatFrames": 710
}
{
"lavaFrames": 120
}
{
"or": [
"canWalljump",
{
"and": [
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
},
{
"heatFrames": 110
},
{
"lavaFrames": 20
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"heatFrames": 70
},
{
"lavaFrames": 10
}
]
}
]
} |
|
Requires: "Gravity"
{
"heatFrames": 360
}
{
"lavaFrames": 130
}
{
"or": [
"canCarefulJump",
{
"heatFrames": 40
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
}
]
},
{
"and": [
{
"heatFrames": 170
},
{
"lavaFrames": 60
}
]
}
]
} |
|
Use the Tripper to cross the first lava pit while avoiding all damage from the spikes and lava. If you do not have Morph, this is tricky but can be done by carefully timing a jump against the pillar and releasing the d-pad inputs, to land on the Tripper as early as possible. This allows the Tripper to sink low enough that crouching on the Tripper is enough to avoid spike damage. From the Tripper, run and jump directly onto the first pillar past the shutter; it can help to moonwalk back left on the Tripper to maximize run speed for the jump. From the pillar, run and jump directly into the lava rather than waiting for the second Tripper. Perform quick spin jumps to minimize lava damage. Requires: {
"or": [
"canTrickyJump",
"Morph"
]
}
"canSuitlessLavaDive"
{
"heatFrames": 760
}
{
"lavaFrames": 60
}
{
"or": [
"canDash",
{
"heatFrames": 90
}
]
}Dev note: Wall jumps are not needed for this strat and would not be helpful. |
|
Requires: "Morph"
{
"heatFrames": 1010
}
{
"or": [
"canDash",
{
"heatFrames": 10
}
]
} |
|
Ride the first Tripper, using Morph to avoid spike damage, then perform a Crystal Flash. The second Tripper will likely either be destroyed or in a bad pattern, making it necessary to jump through the lava to cross the rest of the room. It may help to use the Tripper to do a big jump past the shutter before doing the Crystal Flash; otherwise the shutter might end up closed and get in the way. Requires: "canDash"
"canSuitlessLavaDive"
{
"heatFrames": 425
}
"h_heatedCrystalFlash"
{
"heatFrames": 300
}
{
"lavaFrames": 70
}Dev note: FIXME: A dashless variant of this could be added. |
|
Spin-jump across both sets of lava, trying to minimize the time spent in lava. To get onto the first pillar, either use a wall jump off the pillar, or use the Tripper briefly as a platform by crouch jumping or down grabbing onto it. Requires: "canSuitlessLavaDive"
{
"heatFrames": 710
}
{
"lavaFrames": 120
}
{
"or": [
"canWalljump",
{
"and": [
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
},
{
"heatFrames": 220
},
{
"lavaFrames": 70
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"heatFrames": 70
},
{
"lavaFrames": 10
}
]
}
]
} |
|
Requires: "Gravity"
{
"heatFrames": 360
}
{
"lavaFrames": 130
}
{
"or": [
"canCarefulJump",
{
"heatFrames": 40
}
]
}
{
"or": [
{
"and": [
"canDash",
{
"disableEquipment": "SpeedBooster"
}
]
},
{
"and": [
{
"heatFrames": 170
},
{
"lavaFrames": 60
}
]
}
]
} |
|
Wait for the Tripper to approach the right platform, then run onto and off its left side. Spin jump to the left one time, then jump up onto the right side of the Tripper. Run to the left and jump directly onto the first pillar after the shutter. Spin jump across the remaining lava, trying to minimize the time spent in lava. Requires: "canDash"
"canSuitlessLavaDive"
"canTrickyJump"
{
"heatFrames": 780
}
{
"lavaFrames": 100
}Dev note: Wall jumps are not needed for this strat. |
|
Ride the first Tripper, using Morph to avoid spike damage. From the Tripper, run and jump directly onto the first pillar after the shutter. Spin jump across the remaining lava, trying to minimize the time spent in lava. Requires: "canSuitlessLavaDive"
"Morph"
{
"heatFrames": 780
}
{
"lavaFrames": 60
}
{
"or": [
"canDash",
{
"heatFrames": 70
}
]
}Dev note: Wall jumps are not needed for this strat. |
|
Requires: "Morph"
{
"heatFrames": 1010
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"or": [
"SpaceJump",
{
"and": [
"HiJump",
"canSpeedyJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
{
"notable": "Spring Ball Bomb Boost"
},
"canSpringBallJumpMidAir",
"canUnmorphBombBoost",
"h_crouchJumpDownGrab",
{
"or": [
"canInsaneJump",
"h_additionalBomb"
]
}
]
},
{
"and": [
"canHorizontalShinespark",
{
"canShineCharge": {
"usedTiles": 15,
"openEnd": 2
}
},
{
"shinespark": {
"frames": 40,
"excessFrames": 18
}
}
]
},
{
"and": [
{
"notable": "Ceiling Mockball Spring Fling"
},
"h_speedDash",
"canInsaneJump",
"canMomentumConservingMorph",
"canSpringFling"
]
}
]
}
"h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 2
Right Door
Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "canRemoteAcquire"
{
"or": [
"SpaceJump",
{
"and": [
"HiJump",
"canSpeedyJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
{
"notable": "Spring Ball Bomb Boost"
},
"canSpringBallJumpMidAir",
"canUnmorphBombBoost",
"h_crouchJumpDownGrab",
"canInsaneJump"
]
},
{
"and": [
"canHorizontalShinespark",
{
"canShineCharge": {
"usedTiles": 15,
"openEnd": 2
}
},
{
"shinespark": {
"frames": 40,
"excessFrames": 18
}
}
]
},
{
"and": [
{
"notable": "Ceiling Mockball Spring Fling"
},
"h_speedDash",
"canInsaneJump",
"canMomentumConservingMorph",
"canSpringFling"
]
}
]
}
"h_heatedDirectGModeLeaveSameDoor"Collects items: 3 Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks) |
|
Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item. Requires: {
"notable": "Ceiling Mockball Spring Fling"
}
"h_speedDash"
"canInsaneJump"
{
"heatFrames": 500
}
"canMomentumConservingMorph"
"canSpringFling"
{
"or": [
"h_heatProof",
"canBeVeryPatient"
]
} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: "h_heatedGMode"
{
"or": [
"SpaceJump",
{
"and": [
"HiJump",
"canSpeedyJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
{
"notable": "Spring Ball Bomb Boost"
},
"canSpringBallJumpMidAir",
"canUnmorphBombBoost",
"h_crouchJumpDownGrab",
{
"or": [
"canInsaneJump",
"h_additionalBomb"
]
}
]
},
{
"and": [
"canHorizontalShinespark",
{
"canShineCharge": {
"usedTiles": 15,
"openEnd": 2
}
},
{
"shinespark": {
"frames": 40,
"excessFrames": 18
}
}
]
},
{
"and": [
{
"notable": "Ceiling Mockball Spring Fling"
},
"h_speedDash",
"canInsaneJump",
"canMomentumConservingMorph",
"canSpringFling"
]
}
]
}
{
"heatFrames": 90
}Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks) |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "h_heatedGMode"
{
"or": [
"SpaceJump",
{
"and": [
"HiJump",
"canSpeedyJump",
"canWalljump"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
{
"notable": "Spring Ball Bomb Boost"
},
"canSpringBallJumpMidAir",
"canUnmorphBombBoost",
"h_crouchJumpDownGrab",
{
"or": [
"canInsaneJump",
"h_additionalBomb"
]
}
]
},
{
"and": [
"canHorizontalShinespark",
{
"canShineCharge": {
"usedTiles": 15,
"openEnd": 2
}
},
{
"shinespark": {
"frames": 40,
"excessFrames": 18
}
}
]
},
{
"and": [
{
"notable": "Ceiling Mockball Spring Fling"
},
"h_speedDash",
"canInsaneJump",
"canMomentumConservingMorph",
"canSpringFling"
]
}
]
}
{
"heatFrames": 0
}Dev note: FIXME: Variants with Geruta damage boost can be added. (Energy from immobile or CF) |
|
Requires: "h_heatProof"
"h_speedDash"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 350
}
{
"simpleCycleFrames": 800
}
{
"or": [
"Plasma",
{
"and": [
"Wave",
{
"cycleFrames": 30
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 30
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 45
}
]
},
{
"cycleFrames": 120
}
]
}Clears obstacles: A Farm cycle drops: 2 Cacatac Dev note: Some frames added to account for spike RNG. |
From: 2
Far Left Door
To: 2
Far Left Door
Requires: {
"heatFrames": 600
}
{
"or": [
"h_speedDash",
{
"heatFrames": 65
}
]
}
{
"or": [
"h_speedDash",
"Plasma",
"ScrewAttack",
{
"ammo": {
"type": "Missile",
"count": 2
}
},
{
"ammo": {
"type": "Super",
"count": 2
}
},
{
"and": [
"Ice",
"Wave",
"Spazer"
]
},
{
"and": [
"canDodgeWhileShooting",
{
"or": [
{
"and": [
"Ice",
"Wave"
]
},
{
"and": [
"Ice",
"Spazer"
]
},
{
"and": [
"Wave",
"Spazer"
]
}
]
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
} |
From: 2
Far Left Door
To: 2
Far Left Door
Drops do not linger long enough to kill every single Pirate. Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 60
}
{
"simpleCycleFrames": 560
}
"h_speedDash"Resets obstacles: A Farm cycle drops: 1 Multiviola, 4 Red Space Pirate (standing) |
From: 7
G-Mode, Bottom Right (Started at Right)
To: 2
Far Left Door
The crumble bridge will be air. Either tank a spike hit, carefully Space Jump over it, or with SpeedBooster, use the full runway to run over the pit. Note that there is a slight incline just before the bridge, which can be used as an indicator for where to Space Jump. Requires: {
"or": [
{
"and": [
"canTrickyJump",
"SpaceJump"
]
},
"h_speedDash",
{
"spikeHits": 1
}
]
}
"h_heatedGModeOffCameraDoor"Exit condition: {
"leaveNormally": {}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
|
Avoid the first two magic frames by briefly releasing dash, to avoid gaining blue speed until after Samus has run over the bomb blocks. Fire a shot while running, to open the door and run through. Entrance condition: {
"comeInNormally": {}
}Requires: {
"notable": "Anti-Short Charge Hero Shot"
}
"h_speedDash"
"canHeroShot"Exit condition: {
"leaveWithRunway": {
"length": 45,
"openEnd": 1,
"minExtraRunSpeed": "$5.9"
}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Entrance condition: {
"comeInNormally": {}
}Requires: "h_speedDash" |
From: 4
Right Door
To: 2
Middle Left Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Requires: "h_speedDash" Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
From: 4
Right Door
To: 2
Middle Left Door
Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: "h_speedDash" Exit condition: {
"leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Unlocks doors: {"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]} |
|
Requires: {
"resetRoom": {
"nodes": [
4
]
}
}
"h_useMorphBombs"
{
"cycleFrames": 630
}
{
"or": [
"h_speedDash",
{
"and": [
"canMockball",
{
"cycleFrames": 50
}
]
}
]
}
{
"or": [
"ScrewAttack",
{
"and": [
{
"or": [
"canMidAirMorph",
"SpringBall"
]
},
{
"cycleFrames": 120
}
]
}
]
}Clears obstacles: A, B Resets obstacles: C, D Farm cycle drops: 1 Sova |
From: 4
Right Door
To: 7
Junction Below Power Bomb Blocks
Farm the enemies on the bottom - the first Sm. Dessgeega will give back the Power Bomb used to get down. Shinecharge and use any enemy at the bottom to interrupt. Entrance condition: {
"comeInWithRMode": {}
}Requires: "h_speedDash"
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_usePowerBomb",
"h_RModeCanRefillReserves",
{
"or": [
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"resourceMissingAtMost": [
{
"type": "PowerBomb",
"count": 1
}
]
}
]
},
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
"h_shinechargeMaxRunway"
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Clears obstacles: C, D |
From: 4
Right Door
To: 7
Junction Below Power Bomb Blocks
Run under the gates with Speed Booster but do not break the Bomb Blocks. Moonfall twice to clip through the Power Bomb blocks. Entrance condition: {
"comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}
}Requires: "h_speedDash" "canMoonfall" |
From: 8
Right of Left Shutter, Raised Right Shutter
To: 4
Right Door
Requires: {
"or": [
"canDash",
"Morph"
]
} |
From: 8
Right of Left Shutter, Raised Right Shutter
To: 4
Right Door
Requires: "canDash" "canHeroShot" Exit condition: {
"leaveWithRunway": {
"length": 45,
"openEnd": 1
}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Requires: "canMidAirMorph"
"h_speedDash"
"canCarefulJump"
{
"heatFrames": 275
} |
|
With a precise enough jump and a quick airball, it's possible to avoid acid damage without a shinespark or wall jump. Requires: {
"or": [
"f_DefeatedCrocomire",
{
"obstaclesCleared": [
"f_DefeatedCrocomire"
]
}
]
}
"h_speedDash"
"canInsaneJump"
"canLateralMidAirMorph" |
|
Requires: {
"or": [
"f_DefeatedCrocomire",
{
"obstaclesCleared": [
"f_DefeatedCrocomire"
]
}
]
}
"h_speedDash"
"canTrickyJump"
"canWalljump" |
|
Jump and spark horizontally, or with a big speedy jump, spark diagonally to the item. Requires: {
"useFlashSuit": {}
}
{
"or": [
{
"and": [
"canDash",
{
"shinespark": {
"frames": 31,
"excessFrames": 7
}
}
]
},
{
"and": [
"h_speedDash",
{
"shinespark": {
"frames": 6,
"excessFrames": 4
}
}
]
}
]
} |
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate
Requires: "canCarefulJump" "canLateralMidAirMorph" "canSpringFling" "h_speedDash" |
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate
Run and jump at the very edge of the center platform. Wait for the water level to begin lowering to walljump on the far edge. An airball may be a little easier. Requires: "canTrickyJump"
{
"or": [
"canLateralMidAirMorph",
"canInsaneWalljump",
{
"and": [
"h_speedDash",
"canPreciseWalljump"
]
}
]
} |
|
Requires: {
"or": [
{
"and": [
"canSpeedyJump",
"canCarefulJump"
]
},
{
"and": [
"h_speedDash",
"HiJump"
]
}
]
}
{
"obstaclesCleared": [
"A",
"B"
]
}Dev note: With HiJump we don't require canSpeedyJump tech here because the jump is 'trivial': it is intended in the vanilla game, telegraphed by the ramp, and is very lenient. |
From: 3
Junction Left of Green Gate
To: 1
Left Door
Requires: "canTrickyDodgeEnemies"
{
"or": [
{
"heatFrames": 270
},
{
"and": [
"h_speedDash",
"canWalljump",
{
"heatFrames": 225
}
]
}
]
}
{
"ammo": {
"type": "Super",
"count": 1
}
}
{
"or": [
{
"notable": "First-Try Gate Glitch"
},
{
"ammo": {
"type": "Super",
"count": 2
}
}
]
}Dev note: This is chaotic because the gate glitch's unreliability makes the room more variable: with a first-try gate glitch a single Super is enough, but otherwise, you would likely want to have three. |
|
Requires: {
"obstaclesCleared": [
"B"
]
}
{
"or": [
{
"heatFrames": 270
},
{
"and": [
"h_speedDash",
"canWalljump",
{
"heatFrames": 225
}
]
}
]
} |
|
Requires: {
"notable": "First-Try Gate Glitch"
}
"ScrewAttack"
{
"or": [
{
"heatFrames": 300
},
{
"and": [
"h_speedDash",
"canWalljump",
{
"heatFrames": 225
}
]
}
]
}Dev note: FIXME: A variant that farms the Rippers using Screw Attack should be added. |
|
Requires: {
"or": [
{
"and": [
"h_speedDash",
{
"heatFrames": 265
},
{
"acidFrames": 112
}
]
},
{
"and": [
{
"heatFrames": 300
},
{
"acidFrames": 145
}
]
}
]
}
"Gravity"
"canSuitlessLavaDive" |
|
Requires: {
"not": "f_DefeatedPhantoon"
}
"h_speedDash"
"canInsaneJump"
"canMomentumConservingMorph"
"canInsaneMidAirMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
5,
0
]
}
}Dev note: Max extra run speed $7.0. The obstruction (from the Workrobot) actually extends between 4 and 5 tiles. |
|
Requires: "f_DefeatedPhantoon"
"h_speedDash"
{
"or": [
"canMomentumConservingMorph",
{
"and": [
"canMomentumConservingTurnaround",
"canInsaneJump"
]
}
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 45,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $7.0. |
|
Requires: "h_speedDash" Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 5,
"openEnd": 0
},
"obstruction": [
4,
2
]
}
}Dev note: Max extra run speed $1.3. This strat is included for completeness, though it apparently doesn't have any applications. |
|
Requires: "canUseIFrames"
"h_speedDash"
{
"spikeHits": 2
} |
|
Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canComplexGMode"
"f_DefeatedPhantoon"
"Morph"
{
"or": [
"SpaceJump",
{
"and": [
"canUseIFrames",
{
"spikeHits": 2
},
{
"or": [
"canHorizontalDamageBoost",
"canInsaneJump",
"h_speedDash",
{
"spikeHits": 1
}
]
}
]
}
]
}Sets flags: f_UsedBowlingStatue |
From: 2
Middle Left Door
To: 7
Bowling In G-Mode
Crystal Flash then pause abuse to cross the spikeway with minimal Energy loss. Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canComplexGMode"
"f_DefeatedPhantoon"
"h_CrystalFlash"
{
"or": [
"SpaceJump",
{
"and": [
"canUseIFrames",
"h_pauseAbuseMinimalReserveRefill",
"h_pauseAbuseMinimalReserveRefill",
"h_pauseAbuseMinimalReserveRefill"
]
},
{
"and": [
"canUseIFrames",
"h_speedDash",
"h_pauseAbuseMinimalReserveRefill",
"h_pauseAbuseMinimalReserveRefill"
]
}
]
}Sets flags: f_UsedBowlingStatue |
|
Requires: "Gravity" "h_speedDash" "canInsaneJump" "canMomentumConservingMorph" "canInsaneMidAirMorph" Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 17,
"openEnd": 0,
"steepDownTiles": 2,
"startingDownTiles": 1
},
"obstruction": [
4,
0
]
}
}Dev note: Max extra run speed $3.9. This strat is included for completeness, though it apparently doesn't have any applications. |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: {
"comeInRunning": {
"speedBooster": true,
"minTiles": 0.4375
}
}Requires: "h_waterGetBlueSpeed"
"HiJump"
"canLongChainTemporaryBlue"
"canBeExtremelyPatient"
"canXRayTurnaround"
"canDoubleSpringBallJumpMidAir"
"canTrickySpringBallJump"
{
"or": [
"canStationaryLateralMidAirMorph",
"canSpringFling"
]
}
"can4HighMidAirMorph" |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInRunning": {
"speedBooster": true,
"minTiles": 0.4375
}
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"h_waterGetBlueSpeed"
"h_doubleSpringBallJumpWithHiJump"
"canChainTemporaryBlue"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
} |
|
Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed. Requires: {
"notable": "Blue Space Jump"
}
"Gravity"
"canPreciseSpaceJump"
{
"or": [
{
"and": [
"canDisableEquipment",
"h_stutterWaterGetBlueSpeed"
]
},
{
"and": [
{
"getBlueSpeed": {
"usedTiles": 20,
"openEnd": 2
}
},
{
"or": [
"HiJump",
"canTrickyDashJump"
]
}
]
}
]
} |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
"Gravity"
"h_speedDash"
"canInsaneJump"
{
"or": [
{
"and": [
"canMomentumConservingMorph",
"canInsaneMidAirMorph"
]
},
"canMomentumConservingTurnaround"
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 1,
"runway": {
"length": 36,
"openEnd": 1,
"gentleUpTiles": 2
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $6.3. |
From: 4
Right Door
To: 7
Right of Sand with Blue Speed
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 6,
"openEnd": 1
}
}Requires: "h_waterGetBlueSpeed" Dev note: This is just a rough estimate of the minimum number of tiles that this runway can represent. It is designed for a skill level that won't be able to use canStutterWaterShineCharge. |
|
It is best to start 4 or 5 pixels from the end of the runway; equivalently, start at the end of the runway and use arm pumps to advance 4 or 5 pixels while running. Requires: "h_speedDash"
{
"or": [
"canMetroidAvoid",
"Ice",
{
"or": [
"f_KilledMetroidRoom1",
{
"obstaclesCleared": [
"f_KilledMetroidRoom1"
]
}
]
}
]
}
{
"or": [
"canMomentumConservingMorph",
{
"and": [
"canMomentumConservingTurnaround",
"canInsaneJump"
]
}
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 31,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $5.7. |
|
Requires: "h_speedDash"
"canCarefulJump"
{
"or": [
"canPreciseWalljump",
"canTrickyJump"
]
}
{
"or": [
{
"or": [
"f_KilledMetroidRoom1",
{
"obstaclesCleared": [
"f_KilledMetroidRoom1"
]
}
]
},
"Ice",
"canMetroidAvoid",
{
"metroidFrames": 200
}
]
}
{
"or": [
"canTrickyJump",
{
"acidFrames": 27
},
{
"and": [
{
"acidFrames": 16
},
"canPreciseWalljump"
]
},
{
"and": [
{
"acidFrames": 16
},
"Gravity"
]
}
]
} |
|
Requires: "h_speedDash"
{
"or": [
"canMetroidAvoid",
{
"or": [
"f_KilledMetroidRoom1",
{
"obstaclesCleared": [
"f_KilledMetroidRoom1"
]
}
]
}
]
}
{
"or": [
"canMomentumConservingMorph",
{
"and": [
"canMomentumConservingTurnaround",
"canInsaneJump"
]
}
]
}Exit condition: {
"leaveWithSidePlatform": {
"height": 2,
"runway": {
"length": 23,
"openEnd": 1
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $4.7. Using almost the full runway (between 3 and 6 pixels from the edge), the momentum conserving turnaround has a 2-frame window for the jump, and a 1-frame or 3-frame window for the turnaround, depending on the jump (with a last-frame jump giving the larger window). |
|
Requires: "h_speedDash"
{
"or": [
"canMetroidAvoid",
{
"or": [
"f_KilledMetroidRoom2",
{
"obstaclesCleared": [
"f_KilledMetroidRoom2"
]
}
]
}
]
}
"canInsaneJump"
"canMomentumConservingMorph"Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 11,
"openEnd": 0
},
"obstruction": [
3,
0
]
}
}Dev note: Max extra run speed $2.6 This strat is included for completeness, though it apparently doesn't have any applications. |