canSpeedyJump (Medium)

The ability to use dash speed with Speed Booster to jump higher. Without HiJump, it is also possible to use a short speedy jump to jump lower; this has fewer applications, but can be useful, i.e. to jump further if there is a low ceiling.

Dependencies: canDash

Difficulty filter

Strats ()

From: 2
Bottom Left Door
To: 3
Item

Requires:

"canTrivialUseFrozenEnemies"
"h_shinechargeMaxRunway"
"canSpeedyJump"
"canShinechargeMovementComplex"
{
  "or": [
    {
      "shinespark": {
        "frames": 111,
        "excessFrames": 6
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 103,
            "excessFrames": 6
          }
        }
      ]
    }
  ]
}
From: 5
Bottom Junction (Right of Boyons)
To: 3
Item

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 121,
        "excessFrames": 6
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 117,
            "excessFrames": 6
          }
        },
        "HiJump"
      ]
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 112,
            "excessFrames": 6
          }
        },
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 7
          }
        },
        {
          "or": [
            "canConsecutiveWalljump",
            "SpaceJump",
            {
              "and": [
                "canLongIBJ",
                "canUnmorphBombBoost",
                "canBeVeryPatient"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Overload the scroll PLMs which are one tile to the left of the bomb blocks, then pass through them. Refill at the ship, then return.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

"canComplexGMode"
{
  "refill": [
    "Energy",
    "Missile",
    "Super",
    "PowerBomb"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyWalljump",
    {
      "and": [
        "canSpeedyJump",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canWalljump"
          ]
        }
      ]
    },
    {
      "and": [
        "h_shinechargeMaxRunway",
        "canMidairShinespark",
        {
          "or": [
            {
              "shinespark": {
                "frames": 29,
                "excessFrames": 1
              }
            },
            {
              "and": [
                "canShinechargeMovementComplex",
                {
                  "shinespark": {
                    "frames": 22,
                    "excessFrames": 1
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 3
Top Right Door
To: 1
Top Left Door

Requires:

"canSpeedyJump"
"canCarefulJump"
"ScrewAttack"

Clears obstacles: A

From: 4
Bottom Right Door
To: 3
Top Right Door

Requires:

"canSpeedyJump"
"HiJump"
"canTrickySpringBallJump"
From: 5
Ship
To: 1
Top Left Door

Finish a shinecharge right of the ship, then run left and jump from the hill left of the ship. Turnaround to prevent moving too far horizontally, then spark diagonally at the peak of the jump. With a higher speed, Samus can jump higher and lose less energy, but the shinecharge is tighter.

Requires:

"h_shinechargeMaxRunway"
"canShinechargeMovement"
"canSpeedyJump"
"canMidairShinespark"
{
  "or": [
    {
      "shinespark": {
        "frames": 29,
        "excessFrames": 1
      }
    },
    {
      "and": [
        "canShinechargeMovementComplex",
        {
          "shinespark": {
            "frames": 22,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_usePowerBomb",
    "ScrewAttack"
  ]
}

Clears obstacles: A

From: 5
Ship
To: 7
Junction (Left Ledge Below Bomb Blocks)

Requires:

{
  "or": [
    "SpaceJump",
    "canLongIBJ",
    "canSpeedyJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    }
  ]
}
From: 7
Junction (Left Ledge Below Bomb Blocks)
To: 1
Top Left Door

Requires:

"HiJump"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_bombThings",
    {
      "and": [
        "ScrewAttack",
        {
          "or": [
            "canTwoTileSqueeze",
            "canSpeedyJump",
            {
              "and": [
                "canXRayStandUp",
                "Morph"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: HiJump alone can only reach the lower bomb block.

From: 7
Junction (Left Ledge Below Bomb Blocks)
To: 1
Top Left Door

Requires:

"canHorizontalShinespark"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 54,
    "excessFrames": 43
  }
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: This can be done with HiJump alone; it requires a precise spin jump and then a very precise horizontal spark at the top of the jump.

From: 1
Left Door
To: 2
Right Door

Run for 7 tiles for enough speed to Spring Ball from the submerged platform up to the platform enemy, above the water. Turning on Speed Booster midjump, after running 7+ tiles, will automatically hit the run speed requirement. It is not necessary to enter the water to clear the rightmost Choot.

Requires:

"canTrickyJump"
{
  "or": [
    {
      "disableEquipment": "SpeedBooster"
    },
    "canTrickyDashJump"
  ]
}
"canSpeedyJump"
"canSpringBallBounce"
"canMockball"
"SpaceJump"
From: 1
Left Door
To: 2
Right Door

Using an exact runway size of 7 tiles; use extremely precise, controlled Spring Ball bounces to cross the ocean. 7 tiles of runspeed can freely be achieved by requipping SpeedBooster after reaching the max normal run speed. Mockball down the submerged ramp and begin Spring Ball bouncing either above the water, or under water using the platforms. The final Spring Ball bounce must be on the left edge of the rightmost underwater platform. While the bounce is occuring, setup a mid-air Spring Ball Jump to escape the water and reach the door.

Requires:

{
  "notable": "Speedy Spring Ball Bounce to the Door"
}
"canInsaneJump"
"canSpeedyJump"
"canSpringBallBounce"
"canDoubleSpringBallJumpMidAir"
"canMockball"
From: 3
Item
To: 2
Right Door

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "canTrickySpringBallJump",
        {
          "or": [
            "canLateralMidAirMorph",
            "canTrickyJump"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}
{
  "obstaclesNotCleared": [
    "A",
    "B",
    "C"
  ]
}
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Leads to Bottom Right Door)

Climb up 1 screen.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canComplexGMode"
{
  "notable": "Get Inside the Bridge"
}
"canSkipDoorLock"
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canXRayClimb"
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Leads to Bottom Right Door)

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canComplexGMode"
{
  "notable": "Get Inside the Bridge"
}
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canXRayClimb"

Bypasses door shell: true

From: 4
Lower Section - Top Right Door
To: 12
Top Junction

Climb up 2 screens.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canComplexGMode"
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canLongXRayClimb"
From: 5
Lower Section - Bottom Right Door
To: 4
Lower Section - Top Right Door

Requires:

"HiJump"
"canSpeedyJump"
From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)

Requires:

"HiJump"
"canSpeedyJump"
From: 2
Right Door
To: 1
Left Door

Requires:

"canSpeedyJump"
"canLateralMidAirMorph"
"canCarefulJump"
From: 2
Right Door
To: 1
Left Door

Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 2,
        "excessFrames": 0
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        },
        {
          "or": [
            "canMoonwalk",
            "canMorphTurnaround"
          ]
        },
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "canSpeedyJump"
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item

Does not require a shinespark. You can shoot the block, then just run and jump.

Requires:

"canSpeedyJump"
"canCarefulJump"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 68,
        "excessFrames": 8
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 64,
            "excessFrames": 8
          }
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        {
          "shinespark": {
            "frames": 60,
            "excessFrames": 8
          }
        }
      ]
    }
  ]
}
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 14
Right Etecoon Shaft - Wall Jump Checkpoint

With a runway of at least 12 tiles in the adjacent room, Samus should always be able to jump high enough if she jumps just before hitting the right wall.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 12
  }
}

Requires:

"canSpeedyJump"
"canTrickySpringBallJump"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 14
Right Etecoon Shaft - Wall Jump Checkpoint

Run into the room and jump just before hitting the right wall. Requires at least 3 tiles (with no open end) in the adjacent room, but is easier with more.

Entrance condition:

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

Requires:

"canSpeedyJump"
"canCarefulJump"
"HiJump"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 14
Right Etecoon Shaft - Wall Jump Checkpoint

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 3.4375
  }
}

Requires:

"canSpeedyJump"
"HiJump"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 14
Right Etecoon Shaft - Wall Jump Checkpoint

With a runway of at least 4 tiles in the adjacent room, jump just before hitting the right wall then spark diagonally to the right at the top of the jump.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 3.4375
  }
}

Requires:

"canSpeedyJump"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 21,
    "excessFrames": 12
  }
}
From: 1
Top Left Door
To: 2
Top Right Door

Requires:

{
  "or": [
    "SpaceJump",
    "canIBJ",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canSpeedyJump",
        "canWalljump"
      ]
    }
  ]
}
G-mode (Expert)
Big Pink
From: 2
Right Side - Top Door
To: 16
Direct G-Mode Morph (Top Item, Above Hopper Pit)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Zeb",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 24,
            "openEnd": 1
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 3
          }
        }
      ]
    }
  ]
}
G-mode (Expert)
Big Pink
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 16
Direct G-Mode Morph (Top Item, Above Hopper Pit)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Zeb",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 24,
            "openEnd": 1
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 3
          }
        }
      ]
    }
  ]
}
G-mode (Expert)
Big Pink
From: 6
Right Side - Top Middle Door
To: 16
Direct G-Mode Morph (Top Item, Above Hopper Pit)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Zeb",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 24,
            "openEnd": 1
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 3
          }
        }
      ]
    }
  ]
}
G-mode (Expert)
Big Pink
From: 8
Right Side - Bottom Door
To: 16
Direct G-Mode Morph (Top Item, Above Hopper Pit)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Zeb",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 24,
            "openEnd": 1
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 3
          }
        }
      ]
    }
  ]
}
Base (Basic)
Big Pink
From: 13
Central Junction
To: 10
Top Item (Above Hopper Pit)

Requires:

{
  "or": [
    "Grapple",
    "SpaceJump",
    "canWalljump",
    "canLongIBJ",
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 3
Right Door

Diagonal spark left to save health.

Requires:

"canShinechargeMovement"
"HiJump"
"canMidairShinespark"
"h_shinechargeMaxRunway"
"canSpeedyJump"
{
  "shinespark": {
    "frames": 85,
    "excessFrames": 3
  }
}
From: 1
Left Door
To: 3
Top Junction

Perform a Spring Ball jump from a speedy jump in the previous room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"canPrepareForNextRoom"
"canTrickySpringBallJump"
"canSpeedyJump"
From: 1
Left Door
To: 3
Top Junction

Jump into the room and onto the Grapple block.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canPrepareForNextRoom"
"HiJump"
"canSpeedyJump"
From: 1
Left Door
To: 3
Top Junction

Jump into the room and onto the Grapple block.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 34.4375
  }
}

Requires:

"canPrepareForNextRoom"
"canSpeedyJump"
"canTrickyJump"
From: 1
Left Door
To: 3
Top Junction

Run from the left side to the right, then jump just before or at the end of the runway to get up onto the Grapple block.

Requires:

"HiJump"
"canTrickyJump"
"canSpeedyJump"
{
  "obstaclesCleared": [
    "A"
  ]
}
From: 2
Right Door
To: 3
Top Junction

Jump at the end of the runway in-room. Assumes there is a runway in the adjacent room of at least 7 tiles.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"canSpeedyJump"
"HiJump"
From: 2
Right Door
To: 3
Top Junction

Jump near the end of the runway in-room. Assumes there is a runway in the adjacent room of at least 37 tiles.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 37
  }
}

Requires:

"canSpeedyJump"
From: 2
Right Door
To: 3
Top Junction

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 14
  }
}

Requires:

"canSpeedyJump"
"canTrickySpringBallJump"
From: 2
Right Door
To: 3
Top Junction

Jump at the very end of the runway in-room. Requires a runway in the adjacent room of at least 6 tiles.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 6
  }
}

Requires:

"HiJump"
"canSpeedyJump"
"canTrickyJump"
From: 2
Middle Left Door
To: 4
Bottom Right Door

With a 10 tile runway in the adjacent room, Samus will need to jump after the shot blocks. With a longer runway the positioning is more lenient.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"canSpeedyJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "contact",
        "hits": 1
      }
    },
    "ScrewAttack",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "canPseudoScrew",
            "Plasma",
            {
              "and": [
                "Wave",
                "Ice"
              ]
            },
            {
              "and": [
                "Wave",
                "Spazer"
              ]
            },
            {
              "and": [
                "Spazer",
                "Ice"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This amount of runway is fairly lenient, and it is possible to jump to the upper left with a flash suit. FIXME: A shorter runway option should be added without requiring a tricky dash jump.

From: 4
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 38
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Requires:

"HiJump"
"canSpeedyJump"
{
  "spikeHits": 1
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Run and jump from the safe stair to just reach the door ledge. To avoid walljumping, use a full speed jump or jump from on top of the spikes (stairs or floor).

Requires:

"HiJump"
"canSpeedyJump"
{
  "or": [
    {
      "and": [
        "canWalljump",
        {
          "or": [
            "canTrickyJump",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        "h_backIntoCorner",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "canTrickyDashJump",
        {
          "spikeHits": 1
        }
      ]
    }
  ]
}
Base (Basic)
Red Tower
From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        {
          "or": [
            "canTrickyJump",
            "canWalljump"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canConsecutiveWalljump",
        "canPreciseWalljump"
      ]
    }
  ]
}
From: 1
Left Side - Top Door
To: 7
Top Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canSpeedyJump",
        "canCarefulJump"
      ]
    }
  ]
}
{
  "or": [
    "ScrewAttack",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 8
  }
}

Requires:

"canSpeedyJump"
"canCarefulJump"
"HiJump"
{
  "or": [
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 35
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 25
  }
}

Requires:

"canSpeedyJump"
"canPreciseGrapple"
"h_midAirShootUp"
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 15
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
"canTrickySpringBallJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
"HiJump"
{
  "or": [
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"canSpeedyJump"
"canCarefulJump"
"HiJump"
{
  "or": [
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 35
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 15
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
"canTrickySpringBallJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "contact",
    "hits": 1
  }
}
From: 9
Main Junction
To: 1
Left Side - Top Door

Jump from the Save room door runway and use Grapple to grab onto the Grapple Blocks.

Requires:

"HiJump"
"canSpeedyJump"
"canPreciseGrapple"
"h_midAirShootUp"
From: 3
Bottom Left Junction
To: 1
Left Door

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"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 3
Right Door

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",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canPreciseGrapple"
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 1
Top Left Door
To: 4
Item

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "canWalljump",
            "canSpeedyJump"
          ]
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$2.0"
  }
}

Requires:

"HiJump"
"canSpeedyJump"
"canLateralMidAirMorph"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canXRayTurnaround"
{
  "heatFrames": 360
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":[{"heatFrames":50}]}

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 0,
    "openEnd": 1,
    "minExtraRunSpeed": "$2.0"
  }
}

Requires:

"canSpeedyJump"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canXRayTurnaround"
{
  "heatFrames": 440
}

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":[{"heatFrames":50}]}
From: 2
Bottom Left Door
To: 1
Top Left Door

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: This is only for strats without Morph, otherwise the strats can stop at 7 first.

From: 2
Bottom Left Door
To: 1
Top Left Door

Run from the right wall to 2/3 of the way across the room and jump up onto the moving platforms.

Requires:

"canSpeedyJump"
"HiJump"
{
  "heatFrames": 350
}
From: 2
Bottom Left Door
To: 3
Right Door

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",
    "canWalljump",
    {
      "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"
From: 2
Bottom Left Door
To: 4
Item

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 4
  }
}

Requires:

"HiJump"
"canSpeedyJump"
{
  "heatFrames": 220
}
{
  "or": [
    {
      "noFlashSuit": {}
    },
    "canComplexCarryFlashSuit",
    "Ice",
    "Wave",
    "Spazer",
    "Plasma",
    {
      "heatFrames": 300
    }
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 4
Item

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. 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",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "canWalljump",
            "canSpeedyJump"
          ]
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 2
Bottom Left Door
To: 4
Item

Requires:

"HiJump"
"canSpeedyJump"
{
  "heatFrames": 220
}
{
  "or": [
    {
      "noFlashSuit": {}
    },
    {
      "and": [
        {
          "heatFrames": 20
        },
        {
          "or": [
            "Wave",
            "canTrickyCarryFlashSuit"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 50
        },
        {
          "or": [
            "canComplexCarryFlashSuit",
            "Ice",
            "Spazer",
            "Plasma"
          ]
        }
      ]
    },
    {
      "heatFrames": 300
    }
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 4
Item

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 2
Bottom Left Door
To: 4
Item

Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 25
}

Clears obstacles: A

From: 3
Right Door
To: 1
Top 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",
    "canPreciseGrapple",
    "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",
    "canPreciseGrapple",
    "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.

From: 3
Right Door
To: 3
Right Door

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "h_IBJFromSpikes"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "canCameraManip",
        "canMoonwalk"
      ]
    }
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 3
Right Door
To: 4
Item

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",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 4
Item

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",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "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.

Requires:

"canUseIFrames"
{
  "or": [
    {
      "spikeHits": 1
    },
    {
      "and": [
        "canTrickyJump",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "heatFrames": 20
        }
      ]
    }
  ]
}
"canSpeedyJump"
"HiJump"
{
  "heatFrames": 200
}
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:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canPreciseGrapple",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes",
    "canCeilingBombJump",
    {
      "and": [
        "canBombHorizontally",
        "canIBJ",
        "h_usePowerBomb"
      ]
    }
  ]
}
{
  "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",
    "canSpringBallJumpMidAir",
    "canPreciseGrapple",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes",
    "canCeilingBombJump",
    {
      "and": [
        "canBombHorizontally",
        "canIBJ",
        "h_usePowerBomb"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: With Grapple, Morph isn't needed, but there's no reason to go there without Morph.

From: 4
Item
To: 3
Right Door

Requires:

"canUseIFrames"
{
  "or": [
    {
      "spikeHits": 1
    },
    {
      "and": [
        "canTrickyJump",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"HiJump"
"canSpeedyJump"
{
  "heatFrames": 250
}

Collects items: 4

From: 5
Junction Below Spikes
To: 5
Junction Below Spikes

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
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 1 Kago

Dev note: FIXME: There are more possible item combinations.

From: 6
G-Mode, Remote Acquire Junction (Bottom Right)
To: 1
Top Left Door

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:

"canComplexGMode"
"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Collects items: 4

From: 6
G-Mode, Remote Acquire 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:

"canComplexGMode"
"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Collects items: 4

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. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma.

From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door

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"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
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"

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.

From: 1
Left Door
To: 2
Right Door

Go over the plateau, or under it with lava protection. To avoid the Dragon's fireballs, be sure to kill it quickly, overload the drops with the Dragons on the left first, or exit G-mode.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    {
      "and": [
        "canComplexGMode",
        "h_lavaProof"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: Damage through the lava could work, or maybe a Geruta damage boost. (Energy from immobile or CF)

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: 1
Left Door

Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck.

Requires:

"canComplexGMode"
"h_heatProof"
"canBePatient"
"canCameraManip"
"Morph"
{
  "or": [
    "canTrickyDodgeEnemies",
    "SpaceJump",
    "Charge",
    "Ice",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Dragon",
        "type": "fireball",
        "hits": 5
      }
    },
    {
      "and": [
        "h_lavaProof",
        {
          "or": [
            "ScrewAttack",
            "h_bombThings"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "or": [
            "canLongIBJ",
            "canJumpIntoIBJ"
          ]
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        "Grapple",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it.

Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up.

Requires:

"canComplexGMode"
"h_heatProof"
"canBePatient"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    "Ice",
    "h_lavaProof",
    {
      "enemyDamage": {
        "enemy": "Geruta",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Dragon",
            "type": "fireball",
            "hits": 1
          }
        },
        {
          "lavaFrames": 55
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "SpaceJump",
    "Charge",
    "Ice",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Dragon",
        "type": "fireball",
        "hits": 5
      }
    },
    {
      "and": [
        "h_lavaProof",
        "ScrewAttack"
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        "HiJump",
        "Grapple"
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it.

From: 2
Right Door
To: 2
Right Door

Jump and aim down to make the Dragons active by bringing them on camera.

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"h_heatProof"
{
  "or": [
    {
      "and": [
        "Morph",
        "Grapple",
        "Plasma",
        "canCameraManip",
        {
          "cycleFrames": 1620
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "Grapple",
        "Plasma",
        "canCameraManip",
        {
          "cycleFrames": 1920
        }
      ]
    },
    {
      "and": [
        "SpaceJump",
        "Plasma",
        "canCameraManip",
        {
          "cycleFrames": 1770
        }
      ]
    },
    {
      "and": [
        "canPreciseSpaceJump",
        "ScrewAttack",
        {
          "cycleFrames": 1440
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 5 Dragon

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:

"canComplexGMode"
{
  "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)

From: 2
Right Door
To: 3
Item

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)

From: 2
Right Door
To: 3
Item

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)

From: 2
Right Door
To: 3
Item

Requires:

"HiJump"
"canSpeedyJump"
"canWalljump"
{
  "heatFrames": 360
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 60
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Geruta"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super",
              "Wave",
              "Spazer",
              "Plasma"
            ]
          }
        },
        {
          "heatFrames": 50
        }
      ]
    },
    {
      "heatFrames": 160
    }
  ]
}
From: 3
Item
To: 2
Right Door

This can be done from the top right, single tile block.

Requires:

"HiJump"
"canSpeedyJump"
{
  "heatFrames": 500
}

Collects items: 3

From: 2
Top Door
To: 2
Top Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "or": [
    "canSpeedyJump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Clears obstacles: door_2

From: 4
Central Junction
To: 2
Top Door

Requires:

{
  "or": [
    "canSpeedyJump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}
From: 4
Central Junction
To: 2
Top Door

Requires:

"canShinechargeMovement"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 31,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedCrocomire",
            {
              "obstaclesCleared": [
                "f_DefeatedCrocomire"
              ]
            }
          ]
        },
        "h_shinechargeMaxRunway"
      ]
    }
  ]
}
{
  "shineChargeFrames": 100
}
"canSpeedyJump"

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

With SpeedBooster equipped, run from the top left platform and jump into an airball to reach the top right platform. It helps but is not required to moonwalk against the wall to maximize the available runway.

Requires:

"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
From: 1
Left Door
To: 2
Right Door

Requires:

"HiJump"
{
  "or": [
    "canPreciseWalljump",
    "canSpeedyJump"
  ]
}
From: 1
Left Door
To: 4
Center Platform Junction

Requires:

"canSpeedyJump"
"canTrickyJump"
{
  "or": [
    "canWalljump",
    "canLateralMidAirMorph"
  ]
}
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "canGravityJump",
    "canLongIBJ",
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Item

Jump with enough run speed to reach the wall below the Missile Item Location.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 29
  }
}

Requires:

"canSpeedyJump"
"canWalljump"
"canCarefulJump"

Requires:

{
  "obstaclesCleared": [
    "B",
    "E"
  ]
}
"canSpeedyJump"
"canTrickySpringBallJump"
"canTrickySpringBallBounce"
"canInsaneJump"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 32,
      "openEnd": 1,
      "gentleUpTiles": 6
    },
    "landingRunway": {
      "length": 10,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$4.0",
    "movementType": "controlled"
  }
}

Unlocks doors:

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

Requires:

{
  "obstaclesCleared": [
    "A",
    "B",
    "E"
  ]
}
"canSpeedyJump"
"canTrickyJump"

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 45,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 10,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$6.D"
  }
}

Unlocks doors:

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

Requires:

"HiJump"
{
  "obstaclesCleared": [
    "B",
    "E"
  ]
}
"canSpeedyJump"
"canTrickyJump"

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 32,
      "openEnd": 1,
      "gentleUpTiles": 6
    },
    "landingRunway": {
      "length": 10,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$5.9"
  }
}

Unlocks doors:

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

Store a shinecharge and start running below the left side of the vertical door, to set up the jump in a way that shinesparking at the apex of the jump approximately aligns with the top of the far door.

Requires:

{
  "obstaclesCleared": [
    "A",
    "B",
    "E"
  ]
}
"h_shinechargeMaxRunway"
"canSpeedyJump"
"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 53
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

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

Requires:

{
  "obstaclesCleared": [
    "B",
    "E"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "gentleDownTiles": 6,
    "openEnd": 1
  }
}
"canSpeedyJump"
"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 57
  }
}

Exit condition:

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

Unlocks doors:

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

Requires:

{
  "obstaclesCleared": [
    "B",
    "E"
  ]
}
{
  "getBlueSpeed": {
    "usedTiles": 32,
    "gentleUpTiles": 6,
    "openEnd": 1
  }
}
{
  "or": [
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canTrickySpringBallJump",
        "canPauseRemorphTemporaryBlue"
      ]
    }
  ]
}
"canTrickyJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

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

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: 2
Right Vertical Door
To: 1
Left Door

Requires:

"canSpeedyJump"
{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    "HiJump",
    {
      "and": [
        "canLateralMidAirMorph",
        "canTrickySpringBallJump"
      ]
    }
  ]
}
From: 2
Right Vertical Door
To: 2
Right Vertical Door

Shoot the Mellas when they first begin to come on screen, and they will not move.

Requires:

{
  "or": [
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "cycleFrames": 1020
        },
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                "HiJump",
                "canSpeedyJump",
                "canWalljump",
                {
                  "cycleFrames": 120
                }
              ]
            },
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir",
                "h_doubleEquipmentScreenCycleFrames",
                {
                  "cycleFrames": 540
                }
              ]
            },
            {
              "and": [
                "canJumpIntoIBJ",
                {
                  "cycleFrames": 1400
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "cycleFrames": 240
        }
      ]
    }
  ]
}
{
  "or": [
    "Grapple",
    "Wave",
    "Spazer",
    "Plasma",
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 60
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "cycleFrames": 300
        }
      ]
    },
    {
      "and": [
        "canFarmWhileShooting",
        {
          "cycleFrames": 120
        }
      ]
    }
  ]
}

Resets obstacles: A, B, E

Farm cycle drops: 5 Mella

From: 2
Right Vertical Door
To: 3
Item

Requires:

{
  "obstaclesCleared": [
    "B"
  ]
}
"HiJump"
"canSpeedyJump"
{
  "or": [
    "canSpringBallJumpMidAir",
    "canWalljump"
  ]
}
From: 5
Small Platforms Junction
To: 1
Left Door

Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge and then climb up to the door. Reposition the Mella once towards the door, and before it finishes moving, stand in the doorframe so that the next Mella movement will hit Samus. If it drops below the camera it will be necessary to go back down and raise it again.

Requires:

"canManipulateMellas"
"canCameraManip"
"canBePatient"
"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "canTrickyWalljump"
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 5
Small Platforms Junction
To: 1
Left Door

Run on the moving platform (Kamer).

Requires:

"canSpeedyJump"
"HiJump"
"canTrickyWalljump"

Lure the Gamets to the top left door with Ice and Grapple or HiJump. First lure the Gamets vertically using the Kamer platform and Ice, which is much easier with HiJump disabled. Then freeze them again after they separate and are high enough to align with the door. With HiJump and another jump assist, jump to the left of the Gamets as they thaw and refreeze them a bit more to the left so that they will be on screen when Samus is on the left ledge. It is possible with HiJump and Ice alone, but much trickier. Use the Gamets as a platform or perform a running jump from the Kamer platform to get up to the left door.

Requires:

"canTrickyGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Grapple",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canWalljump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: This is possible with fewer requirements, but it is already pretty terrible.

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

Leave Gamet drops uncollected to prevent them from respawning. Run left-to-right to gain a shinecharge, then run back to the left to gain speed to reach the top-left.

Requires:

"HiJump"
"h_runOverRespawningEnemies"
{
  "canShineCharge": {
    "usedTiles": 18,
    "gentleUpTiles": 2,
    "gentleDownTiles": 4,
    "openEnd": 1
  }
}
"canShinechargeMovementComplex"
"canSpeedyJump"
{
  "shinespark": {
    "frames": 6,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "bottom"
  }
}
From: 1
Top Right Door
To: 3
Acid Chozo Statue

Beginning with Speed Booster unequipped, run and jump over the acid into an airball. Once Samus begins falling, equip Spring Ball and Speed Booster to safely land on the other side near the statue.

Requires:

"canSpringFling"
"canDisableEquipment"
"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
{
  "heatFrames": 210
}
From: 2
Right Door
To: 1
Left Door

Use a Crystal Flash to refill reserve energy. If Golden Torizo is alive, perform the Crystal Flash in the left corner of the room; otherwise it can be done near the door. Then use heat damage to trigger an R-mode forced standup near the crumble blocks with upward momentum, in order to clip up through them. Several different combinations of items and techniques can make this possible: 1) Space Jump, with a mid-air morph (not required but makes it easier), 2) HiJump and a mid-air Spring Ball jump, most easily by equipping both HiJump and SpringBall during the pause, 3) A walljump into Spring Ball jump, equipping Spring Ball soon after the wall jump into order to gain horizontal speed before the mid-air jump. 4) HiJump and Speedbooster, running and jumping into a mid-air morph, In every case, precise timing is needed to be in the correct location when reserves trigger, just below the crumbles but without bonking them. Having less upward momentum can provide more lenience for timing the forced standup clip, though if Samus' momentum is not enough to make it onto the ledge then a crumble jump may also be required.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "R-Mode Forced Standup Clip"
}
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    {
      "heatFrames": 100
    }
  ]
}
"h_heatedCrystalFlash"
{
  "or": [
    {
      "and": [
        "SpaceJump",
        "can4HighMidAirMorph"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "canMidAirMorph",
        "canCrumbleJump"
      ]
    },
    {
      "and": [
        "h_trickySpringwall",
        "canCrumbleJump"
      ]
    }
  ]
}
{
  "resourceCapacity": [
    {
      "type": "RegularEnergy",
      "count": 99
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "heatFrames": 100
}

Clears obstacles: door_2

Dev note: FIXME: A variant of this strat could go to the item node instead of the door, possibly with slightly different heat frames at the end. FIXME: As an alternative to doing a Crystal Flash, Golden Torizo could be used as a farm, with canRiskPermanentLossOfAccess.

From: 5
Golden Torizo
To: 4
Hidden Right Item

Requires:

"h_navigateHeatRooms"
"h_usePowerBomb"
{
  "or": [
    "canTrivialMidAirMorph",
    "h_useSpringBall"
  ]
}
{
  "heatFrames": 350
}
{
  "or": [
    "canPreciseWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpeedyJump",
            "canWalljump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}
From: 5
Golden Torizo
To: 4
Hidden Right Item

Build run speed for a jump straight into the destructible blocks.

Requires:

"h_navigateHeatRooms"
"HiJump"
"canSpeedyJump"
"ScrewAttack"
{
  "heatFrames": 150
}
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item

Jump a before reaching the rightmost floor pillar.

Requires:

"h_navigateHeatRooms"
"HiJump"
"canSpeedyJump"
"canCarefulJump"
"ScrewAttack"
{
  "heatFrames": 200
}
From: 7
G-Mode Junction (Bottom of Room)
To: 1
Left Door

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canTrickyWalljump",
            "canSpringBallJumpMidAir",
            "canSpeedyJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "canSpeedyJump",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 29,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 7
G-Mode Junction (Bottom of Room)
To: 3
Top Left Item

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canTrickyWalljump",
            "canSpringBallJumpMidAir",
            "canSpeedyJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "canSpeedyJump",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 29,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 7
G-Mode Junction (Bottom of Room)
To: 4
Hidden Right Item

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the bomb blocks near the right item. A good jumping through them a single time is enough to overload PLMs. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, to overload PLMs as much as possible. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canWalljump",
            "canSpringBallJumpMidAir",
            "canSpeedyJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "canSpeedyJump",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 28,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_usePowerBomb",
        {
          "heatFrames": 70
        }
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        {
          "heatFrames": 250
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "heatFrames": 50
        }
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 2
Middle Right Door

Jump through the lowest part of the door to enter with enough momentum to break the bomb blocks with Screw Attack.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

{
  "doorUnlockedAtNode": 2
}
"HiJump"
"ScrewAttack"
"canSpeedyJump"
"canTrickyJump"
{
  "heatFrames": 80
}

Unlocks doors:

{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Middle Right Door
To: 2
Middle Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "canSpeedyJump",
    "h_crouchJumpDownGrab",
    "canIBJ"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 2
Middle Right Door
To: 3
Top Right Door

Position yourself in the door way, then run and jump. Makes it possible to walljump up.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"HiJump"
"canSpeedyJump"
"canPreciseWalljump"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "h_backIntoCorner"
  ]
}
{
  "doorUnlockedAtNode": 2
}
{
  "heatFrames": 160
}

Unlocks doors:

{"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]}
{"nodeId":2,"types":["super"],"requires":[]}
{"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 2
Middle Right Door
To: 3
Top Right Door

Run through the doorway with enough momentum to break the bomb blocks with Screw.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 6
  }
}

Requires:

{
  "notable": "Transition Screw Jump"
}
"h_navigateHeatRooms"
"ScrewAttack"
"HiJump"
"canSpeedyJump"
"canWalljump"
{
  "heatFrames": 150
}

Clears obstacles: A

From: 2
Middle Right Door
To: 3
Top Right Door

Run through the doorway with enough momentum to break the bomb blocks with Screw.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

{
  "notable": "Transition Screw Jump"
}
"h_navigateHeatRooms"
"ScrewAttack"
"HiJump"
"canSpeedyJump"
{
  "heatFrames": 150
}

Clears obstacles: A

From: 2
Middle Right Door
To: 3
Top Right Door

Run through the doorway with enough momentum to break the bomb blocks with Screw.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 5.4375
  }
}

Requires:

{
  "notable": "Transition Screw Jump"
}
"h_navigateHeatRooms"
"ScrewAttack"
"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canWalljump"
{
  "heatFrames": 150
}

Clears obstacles: A

From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks

Run in the adjacent room and jump through the door, to place a Bomb to break the top bomb blocks.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6
  }
}

Requires:

{
  "notable": "Transition Speedy Jump with Bombs"
}
"HiJump"
"canSpeedyJump"
"canMidAirMorph"
"h_useMorphBombs"
{
  "heatFrames": 155
}

Clears obstacles: A

From: 4
Center Floating Platforms Junction
To: 2
Right Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"HiJump"
{
  "or": [
    "canSpeedyJump",
    {
      "heatFrames": 90
    }
  ]
}
{
  "heatFrames": 270
}
{
  "or": [
    "canCarefulJump",
    "canLateralMidAirMorph",
    "ScrewAttack",
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Charge+Ice+Wave+Spazer"
            ]
          }
        },
        {
          "heatFrames": 240
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Charge+Plasma"
            ]
          }
        },
        {
          "heatFrames": 120
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Super"
            ]
          }
        },
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 4
Top Right Door

Come in with blue speed, killing the lower two Pirates, with enough momentum to jump all the way up to the door.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 8,
    "openEnd": 1,
    "minExtraRunSpeed": "$6.9"
  }
}

Requires:

"canSpeedyJump"
"canCarefulJump"
{
  "heatFrames": 90
}

Dev note: This can also be done with lower run speeds in specific ranges, namely between $2.0 and $2.1 or between $2.E and $3.1, but this would be much more difficult.

From: 1
Top Left Door
To: 4
Top Right Door

Come in with blue speed, with enough momentum to jump, kill the lower two Pirates, and land on the platform above. Then either quickly jump through the door before the top Pirate fires its laser, or wait for it to jump to the other side and then jump over it.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 8,
    "openEnd": 1,
    "minExtraRunSpeed": "$3.E"
  }
}

Requires:

"canSpeedyJump"
{
  "or": [
    "canDodgeWhileShooting",
    {
      "enemyDamage": {
        "enemy": "Yellow Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "heatFrames": 135
}

Dev note: This can also be done with lower run speeds in specific ranges, namely between $2.0 and $2.1 or between $2.E and $3.1, but this would be much more difficult.

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

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "cycleFrames": 2900
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "cycleFrames": 1560
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              3
            ]
          }
        },
        {
          "cycleFrames": 2780
        }
      ]
    }
  ]
}
"Morph"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "SpringBall",
    {
      "and": [
        "Bombs",
        {
          "cycleFrames": 60
        },
        {
          "or": [
            "canTrickyJump",
            {
              "and": [
                "Ice",
                "canDodgeWhileShooting"
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canFarmWhileShooting",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Fireflea",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "or": [
            "canPreciseWalljump",
            {
              "and": [
                "HiJump",
                "canSpeedyJump"
              ]
            },
            {
              "and": [
                "canJumpIntoIBJ",
                {
                  "cycleFrames": 1000
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    "canPreciseWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 5 Fireflea

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

Requires:

{
  "or": [
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "canDodgeWhileShooting",
        {
          "cycleFrames": 2370
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        "canMidAirMorph",
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                {
                  "cycleFrames": 2000
                }
              ]
            },
            {
              "and": [
                {
                  "or": [
                    "Grapple",
                    "SpaceJump"
                  ]
                },
                {
                  "cycleFrames": 2200
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              3
            ]
          }
        },
        "canDodgeWhileShooting",
        {
          "cycleFrames": 2250
        }
      ]
    }
  ]
}
"h_usePowerBomb"
"h_usePowerBomb"
{
  "or": [
    "SpaceJump",
    "canPreciseWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}

Clears obstacles: A

Farm cycle drops: 2 Fireflea, 5 Fune

Dev note: An extra Power Bomb can be used but an extra Fireflea farm is included in that case.

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

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "cycleFrames": 2480
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "cycleFrames": 1140
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              3
            ]
          }
        },
        {
          "cycleFrames": 2360
        }
      ]
    }
  ]
}
"Morph"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "SpringBall",
    {
      "and": [
        "Bombs",
        {
          "cycleFrames": 60
        },
        {
          "or": [
            "canTrickyJump",
            {
              "and": [
                "Ice",
                "canDodgeWhileShooting"
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    "canPreciseWalljump",
    {
      "and": [
        "HiJump",
        "canSpeedyJump"
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 2 Fireflea

From: 5
Firefleas Bottom Left Platform Junction
To: 7
Fireflea Statue's Claw Junction

Requires:

"HiJump"
"canSpeedyJump"
"canCarefulJump"
From: 7
Fireflea Statue's Claw Junction
To: 6
Junction Behind Fune

Requires:

"HiJump"
"canSpeedyJump"
From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 1,
        "maxHeight": 1,
        "minTiles": 17,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [
          {
            "or": [
              {
                "and": [
                  "HiJump",
                  {
                    "heatFrames": 90
                  }
                ]
              },
              {
                "and": [
                  "canTrickyDashJump",
                  "canTrickySpringBallJump",
                  {
                    "heatFrames": 115
                  }
                ]
              }
            ]
          }
        ],
        "note": [
          "This applies to Warehouse Entrance."
        ],
        "detailNote": [
          "For the spring ball jump, retain forward momentum until the pause hits,",
          "in order for the mid-air jump to also get the 'tricky dash' boost in height."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 11.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [
          "canTrickyDashJump",
          "canTrickySpringBallJump",
          {
            "heatFrames": 100
          }
        ],
        "note": [
          "This applies to Ridley Tank Room, Halfie Climb Room, and Dust Torizo Room."
        ],
        "detailNote": [
          "Retain forward momentum until the pause hits,",
          "in order for the mid-air jump to also get the 'tricky dash' boost in height."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 12.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [
          "HiJump",
          {
            "heatFrames": 95
          }
        ],
        "note": [
          "This applies to Dust Torizo Room and Halfie Climb Room."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 10.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [
          "canTrickyDashJump",
          "canTrickySpringBallJump",
          {
            "heatFrames": 120
          }
        ],
        "note": [
          "This applies to Big Boy Room and Mickey Mouse Room."
        ],
        "detailNote": [
          "For the spring ball jump, retain forward momentum until the pause hits,",
          "in order for the mid-air jump to also get the 'tricky dash' boost in height."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 45,
        "speedBooster": true,
        "obstructions": [
          [
            2,
            0
          ]
        ],
        "requires": [
          "canInsaneJump",
          {
            "heatFrames": 85
          }
        ],
        "note": [
          "This applies to Waterway Energy Tank Room."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 45,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            0
          ]
        ],
        "requires": [
          "canInsaneJump",
          "canMomentumConservingMorph",
          {
            "or": [
              {
                "and": [
                  "HiJump",
                  "canInsaneMidAirMorph",
                  {
                    "heatFrames": 80
                  }
                ]
              },
              {
                "and": [
                  "canTrickySpringBallJump",
                  {
                    "heatFrames": 100
                  }
                ]
              }
            ]
          }
        ],
        "note": [
          "This applies to Statues Hallway."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 37.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            0
          ]
        ],
        "requires": [
          "canInsaneJump",
          "canMomentumConservingMorph",
          {
            "or": [
              {
                "and": [
                  "HiJump",
                  {
                    "heatFrames": 85
                  }
                ]
              },
              {
                "and": [
                  "canTrickySpringBallJump",
                  {
                    "heatFrames": 100
                  }
                ]
              }
            ]
          }
        ],
        "note": [
          "This applies to Flyway."
        ]
      },
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 45,
        "speedBooster": true,
        "obstructions": [
          [
            4,
            0
          ]
        ],
        "requires": [
          "canInsaneJump",
          "canMomentumConservingMorph",
          "canInsaneMidAirMorph",
          "canTrickySpringBallJump",
          {
            "heatFrames": 100
          }
        ],
        "note": [
          "This applies to Baby Kraid Room."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 39.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            2
          ]
        ],
        "requires": [
          "canTrickyJump",
          {
            "or": [
              {
                "and": [
                  "HiJump",
                  {
                    "heatFrames": 75
                  }
                ]
              },
              {
                "and": [
                  "canTrickySpringBallJump",
                  {
                    "heatFrames": 115
                  }
                ]
              }
            ]
          }
        ],
        "note": [
          "This applies to Metal Pirates Room."
        ]
      }
    ]
  }
}

Requires:

"canSpeedyJump"

Clears obstacles: door_1

Dev note: FIXME: Many of the spring ball jump variants can be done more easily with a spring ball bounce, which should be added as a separate strat.

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "canJumpIntoIBJ",
        "canInsaneJump",
        {
          "or": [
            "HiJump",
            {
              "and": [
                "canLongIBJ",
                "canDoubleBombJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedRidley",
            {
              "obstaclesCleared": [
                "f_DefeatedRidley"
              ]
            }
          ]
        },
        {
          "or": [
            "canLongIBJ",
            {
              "and": [
                "canJumpIntoIBJ",
                "HiJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "or": [
                "f_DefeatedRidley",
                {
                  "obstaclesCleared": [
                    "f_DefeatedRidley"
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Clears obstacles: door_2

From: 3
Ridley
To: 2
Right Door

Requires starting on one of the last three pixels and then performing a last frame jump to get enough height.

Requires:

"HiJump"
"canSpeedyJump"
"canTrickyJump"
{
  "heatFrames": 320
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 300
    }
  ]
}

Dev note: This gives one leniency attempt without canInsaneJump.

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

Jump with some run speed to place the power bomb high enough to break the bomb blocks. During the explosion, jump through the left wall pirate and precisely walljump to reach the upper area.

Requires:

{
  "notable": "New Route with HiJump, Speed, and PowerBombs"
}
"HiJump"
"canSpeedyJump"
"canPreciseWalljump"
"canTrickyDodgeEnemies"
"h_usePowerBomb"
"canTrivialMidAirMorph"
"canHitbox"
{
  "heatFrames": 420
}
{
  "or": [
    "h_heatResistant",
    "canPauseAbuse",
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement.

From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed

Jump morph from the center platform to place the first Power Bomb Place two more on the platform itself to kill the bottom pirates Use a fourth to break the bomb blocks while also killing the last pirate.

Requires:

"canTrivialMidAirMorph"
{
  "or": [
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canWalljump",
    "canLongIBJ",
    "canJumpIntoIBJ",
    {
      "and": [
        "canSpeedyJump",
        "HiJump"
      ]
    }
  ]
}
{
  "enemyKill": {
    "enemies": [
      [
        "Yellow Space Pirate (wall)",
        "Yellow Space Pirate (wall)",
        "Yellow Space Pirate (wall)"
      ]
    ],
    "explicitWeapons": [
      "PowerBombPeriphery"
    ]
  }
}
{
  "heatFrames": 790
}
{
  "or": [
    "h_heatResistant",
    "canPauseAbuse",
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: It's not really possible to hit all enemies with double-PB hits while not taking damage. Using Power Bomb Periphery is based on a strat that allows killing them and taking out the blocks with 4 PBs. This calculation ends up taking 5, leaving a spare PB. The movement item used does not increase heat frames except for IBJ in which case the PB can be used while IBJing. With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement.

From: 2
Right Door
To: 2
Right Door

Requires:

"canSpeedyJump"
{
  "heatFrames": 240
}
"canTrickyJump"
"canLateralMidAirMorph"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 8,
      "openEnd": 0
    },
    "obstruction": [
      3,
      0
    ]
  }
}

Dev note: Max extra run speed $1.D. This strat is included for completeness, though it apparently doesn't have any applications.

From: 2
Right Door
To: 4
Junction Above Bomb Block

Run into the acid to quickly jump over the first pillar. Build speed and jump over the second pillar to mockball through the tunnel without taking much acid damage.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 3
  }
}

Requires:

"h_navigateHeatRooms"
"canMockball"
"HiJump"
"canSpeedyJump"
"canCarefulJump"
"canWalljump"
{
  "or": [
    "canInsaneWalljump",
    {
      "acidFrames": 30
    }
  ]
}
{
  "heatFrames": 310
}
{
  "acidFrames": 5
}
From: 2
Right Door
To: 4
Junction Above Bomb Block

Run into the acid to quickly jump over the first pillar. Build speed and jump over the second pillar to mockball through the tunnel without taking much acid damage.

Requires:

"h_navigateHeatRooms"
"canMockball"
"HiJump"
"canSpeedyJump"
"canCarefulJump"
"Gravity"
{
  "heatFrames": 310
}
{
  "acidFrames": 25
}
From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Read the movements of the Kihunters and jump over or roll under them as appropriate. Changing platforms is the hardest part: jumping extra high and morphing works sometimes, other times jump short and roll under.

Requires:

{
  "notable": "Dodge Going Up"
}
"h_navigateHeatRooms"
"canInsaneJump"
{
  "or": [
    {
      "and": [
        "canWallJumpInstantMorph",
        "canPreciseWalljump"
      ]
    },
    {
      "and": [
        "canSpeedyJump",
        "HiJump",
        "canMidAirMorph"
      ]
    }
  ]
}
{
  "heatFrames": 540
}

Clears obstacles: A

From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 1
Top Left Door

Dodge the Kihunters then shoot the shot blocks and escape.

Requires:

"h_heatedGMode"
{
  "notable": "Dodge Going Up"
}
"h_navigateHeatRooms"
"canInsaneJump"
{
  "or": [
    {
      "and": [
        "canWallJumpInstantMorph",
        "canPreciseWalljump"
      ]
    },
    {
      "and": [
        "canSpeedyJump",
        "HiJump",
        "canMidAirMorph"
      ]
    }
  ]
}
{
  "heatFrames": 220
}
From: 1
Left Door
To: 2
Right Door

Requires at least 3 tiles to work, but some longer lengths don't work without a tricky wall jump.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

"canSuitlessMaridia"
"canCarefulJump"
"canSpeedyJump"
{
  "or": [
    "canWalljump",
    "HiJump"
  ]
}

Dev note: FIXME: model the requirements more accurately based on runway length.

From: 1
Left Door
To: 2
Right Door

Jump while in the water, after passing the Bull.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 18.4375
  }
}

Requires:

"canSpeedyJump"
From: 3
Bottom Left Door
To: 5
Middle Right Door

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpeedyJump",
    "h_crouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    "canSpringBallBombJump",
    "canUseFrozenEnemies"
  ]
}

Dev note: FIXME: It is possible to get up with a damage boost, with or without Morph, which could preserve a flash suit.

From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires:

"Gravity"
"canUseFrozenEnemies"
"HiJump"
"canSpeedyJump"
From: 4
Top Left Door
To: 4
Top Left Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "canConsecutiveWalljump",
            "SpaceJump",
            "canLongIBJ",
            {
              "and": [
                "HiJump",
                "canWalljump"
              ]
            },
            {
              "and": [
                "HiJump",
                "canTrickyDashJump",
                "canDownGrab"
              ]
            },
            "h_maxHeightSpringBallJump",
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "canUseFrozenEnemies",
        {
          "or": [
            "canWalljump",
            {
              "and": [
                "HiJump",
                "canSpeedyJump"
              ]
            },
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    "h_doubleSpringBallJumpWithHiJump",
    {
      "and": [
        "canSuitlessMaridia",
        "canTrickyUseFrozenEnemies",
        "HiJump",
        "canTrickySpringBallJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Dev note: The h_maxHeightSpringBallJump is not a h_underwaterMaxHeightSpringBallJump, because Gravity is required.

From: 1
Bottom Door
To: 3
Middle Right Door

Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 9,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"HiJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Run from right with Speed Booster in the room below, and jump against the left side of the door frame to cancel horizontal momentum before passing through the transition. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": 7,
    "minRightPosition": 39
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"

Dev note: This strat is applicable only with Crocomire's Room.

From: 1
Bottom Door
To: 3
Middle Right Door

Run from left with Speed Booster in the room below and jump up through the door. Perform a snap turnaround to the left to cancel horizontal momentum before passing through the transition. This is done by turning around and then canceling spin, e.g. by shooting. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"canMidairWiggle"

Dev note: This strat is applicable with Crocomire's Room and Indiana Jones Room.

From: 5
Top Left Junction
To: 2
Top Item

Briefly run on the top left ledge then perform a last-frame jump to barely touch the item and then fall. It is best not to moon-walk back against the wall and instead press against it and then turn around to be 1 pixel away. A wall-jump check as Samus is close to the item can expand her hitbox and make it possible from either pixel. Note that this strat is also possible on the right side of the room, but is tighter and requires backing up against the wall.

Requires:

"HiJump"
"canTrickyJump"
"canSpeedyJump"
From: 5
Top Left Junction
To: 2
Top Item

Briefly run on the top ledge on either side (left is slightly easier) then jump and wall jump on the grapple block.

Requires:

"HiJump"
"canTrickyJump"
"canSpeedyJump"
"canWalljump"

Clears obstacles: B

From: 6
Top Right Junction
To: 2
Top Item

Briefly run on the top ledge on either side (left is slightly easier) then jump and wall jump on the grapple block.

Requires:

"HiJump"
"canTrickyJump"
"canSpeedyJump"
"canWalljump"

Clears obstacles: B

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

Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time.

Requires:

"Gravity"
"canBePatient"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canGravityJump",
            "canConsecutiveWalljump",
            "canSpeedyJump"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Top Left Door
To: 1
Top Left Door

Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time.

Requires:

"h_frozenEnemyRunway"
"Gravity"
"canBePatient"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canGravityJump",
            "canConsecutiveWalljump",
            "canSpeedyJump"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpeedyJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "canSpringBallBombJump"
  ]
}
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Run and jump up through the door using HiJump and Speed Booster in the room below using at least 1 tile of runway.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 9,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canSpeedyJump"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Run and jump up through the door using Speed Booster in the room below. Bonk the door frame or turn back left soon enough to cancel rightward momentum before passing through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
From: 2
Bottom Left Door
To: 9
Platform Below Top Door

Run and jump using Speed Booster in the room below, with HiJump equipped. Bonk the door frame before passing through the transition, to cancel your horizontal momentum. After the transition, as you reach the wall, begin holding right. Land on the small platform below the top door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"HiJump"

Dev note: This strat applies with Indiana Jones Room or Crocomire's Room below.

From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction

Run and jump up through the door using Speed Booster in the room below. Turn to the left immediately after jumping, to allow running further and to cancel the rightward momentum before passing through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": 0
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
From: 2
Bottom Left Door
To: 12
G-Mode Junction (In Morph Tunnel)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

"Morph"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canSpeedyJump",
            "SpaceJump",
            "canSpringBallJumpMidAir",
            "canSpringBallBombJump",
            "canGravityJump",
            {
              "and": [
                "h_crouchJumpDownGrab",
                "canTrickyJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canSuitlessMaridia",
        {
          "or": [
            "canTrickyUseFrozenEnemies",
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir"
              ]
            },
            "canUnderwaterWalljump"
          ]
        }
      ]
    }
  ]
}

Dev note: The canCrouchJump is not a h_underwaterCrouchJump, because Gravity is required.

From: 3
Bottom Right Door
To: 4
Top Right Door

Run and jump up through the door using Speed Booster in the room below, with HiJump equipped. Immediately after jumping, break spin and turn left to avoid hitting the crab (alternatively, you can wiggle after the transition). It helps to use a little less than the full runway. Make it all the way up to the top right door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"HiJump"
"canTrickyJump"

Dev note: This strat is applicable in Crocomire's Room and the Indiana Jones Room (with Power Bomb blocks broken).

From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Run left-to-right in the room below using Speed Booster, and jump up through the door. Hold left through the transition to avoid hitting the crab.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"

Dev note: This strat is applicable in Crocomire's Room and the Indiana Jones Room. Sufficient vertical speed could be obtained with fewer tiles, but it would require jumping further to the right (i.e., increasing minRightPosition) which would not work in Indiana Jones Room unless the PB blocks are broken.

From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction

Run and jump up through the door using HiJump and Speed Booster in the room below and Springball Jump at the top of the jump.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": 2.5,
    "minRightPosition": -2.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canSpeedyJump"
"canTrickySpringBallJump"
From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction

Run and jump up through the door using HiJump and Speed Booster in the room below and Springball Jump at the peak of the jump.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 7,
    "maxLeftPosition": 2.5,
    "minRightPosition": -2.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canSpeedyJump"
"canTrickySpringBallJump"
"canTrickyJump"
From: 4
Top Right Door
To: 9
Platform Below Top Door

In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). After the transition, jump to slightly less than full height, performing a lateral mid-air morph just early enough to avoid bonking the ceiling Grapple block. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canSpeedyJump"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
From: 4
Top Right Door
To: 9
Platform Below Top Door

In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). Enter the room either in a mockball (or process of mockballing), or descending from a controlled Spring Ball bounce. Just after the transition, jump or bounce to slightly less than full height. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": false,
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        6.4375,
        0
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canSpeedyJump"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "canTrickyWalljump",
    {
      "and": [
        "HiJump",
        "canPreciseWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canWalljump",
        "canSpeedyJump"
      ]
    }
  ]
}
From: 11
Upper Left Ledge Junction
To: 9
Platform Below Top Door

Requires:

"Gravity"
"HiJump"
"canSpeedyJump"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Using Speed Booster in the room below, run left-to-right and jump, pressing against the right side of the door frame through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"

Dev note: This strat is applicable in Crocomire's Room and the Indiana Jones Room. Sufficient vertical speed could be obtained with fewer tiles, but it would require jumping further to the right (i.e., increasing minRightPosition) which would not work in Indiana Jones Room unless the PB blocks are broken; since there doesn't yet appear to be any application, we don't add a separate case for that. Speed jumps from the right side would also be possible, but again there don't yet appear to be any applications.

Base (Basic)
Aqueduct
From: 2
Bottom Left Door
To: 1
Middle Left Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "SpaceJump",
    "canLongIBJ",
    "canJumpIntoIBJ",
    "canSpeedyJump",
    "canSpringBallJumpMidAir",
    "canUseEnemies"
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_usePowerBomb"
  ]
}

Clears obstacles: A

Base (Basic)
Aqueduct
From: 2
Bottom Left Door
To: 5
Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "SpaceJump",
    "canLongIBJ",
    "canJumpIntoIBJ",
    "canSpeedyJump",
    "Grapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canUseEnemies"
      ]
    }
  ]
}

Dev note: A very precise crouch-jump down-grab, or spring ball jumping to the snail is closer to canSnailClimb.

From: 1
Left Door
To: 2
Right Door

Requires:

"Gravity"
"HiJump"
"canSpeedyJump"
{
  "or": [
    "canWalljump",
    "canTrickyDashJump"
  ]
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            {
              "and": [
                "HiJump",
                "canSpeedyJump",
                "canTrickyJump",
                {
                  "cycleFrames": 300
                }
              ]
            },
            {
              "and": [
                "HiJump",
                "canWalljump",
                {
                  "cycleFrames": 310
                }
              ]
            },
            {
              "and": [
                "SpaceJump",
                {
                  "cycleFrames": 360
                }
              ]
            },
            {
              "and": [
                "canTrickyWalljump",
                {
                  "cycleFrames": 380
                }
              ]
            },
            {
              "and": [
                "canSpringBallJumpMidAir",
                {
                  "or": [
                    "HiJump",
                    "canSpringwall",
                    {
                      "and": [
                        "canTrickySpringBallJump",
                        "canTrickyJump"
                      ]
                    }
                  ]
                },
                {
                  "cycleFrames": 340
                },
                "h_doubleEquipmentScreenCycleFrames"
              ]
            },
            {
              "and": [
                "canDoubleBombJump",
                {
                  "cycleFrames": 830
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canSuitlessMaridia",
        {
          "or": [
            {
              "and": [
                "HiJump",
                "canTrickyJump",
                "canMidairWiggle",
                "canTrickyWalljump",
                {
                  "cycleFrames": 360
                }
              ]
            },
            {
              "and": [
                "HiJump",
                "canSpaceJumpWaterBounce",
                "canWalljump",
                {
                  "cycleFrames": 390
                }
              ]
            },
            {
              "and": [
                "HiJump",
                "canSpaceJumpWaterEscape",
                {
                  "cycleFrames": 430
                }
              ]
            },
            {
              "and": [
                {
                  "notable": "Suitless Bootless Space Jump"
                },
                "canSpaceJumpWaterBounce",
                "canWalljump",
                {
                  "cycleFrames": 440
                }
              ]
            },
            {
              "and": [
                "HiJump",
                "canTrickySpringBallJump",
                {
                  "or": [
                    "canTrickyJump",
                    "canFlatleyJump"
                  ]
                },
                {
                  "cycleFrames": 360
                },
                "h_doubleEquipmentScreenCycleFrames"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Farm cycle drops: 1 Cacatac

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

Requires a runway of at least 1 tile in the adjacent room, although it is easier with more.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"HiJump"
{
  "or": [
    "canWalljump",
    "canTrickyJump",
    "canSpeedyJump"
  ]
}
"canCrossRoomJumpIntoWater"
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Jump from the raised alcove.

This needs a jump on the last 2 possible frames. Down-grabbing does not help, and backing into the corner does not matter.

Requires:

"Gravity"
"HiJump"
"canSpeedyJump"
"canTrickyJump"
From: 1
Top Left Door
To: 4
Top Right Door

Requires:

"canGravityJump"
"HiJump"
"canSpeedyJump"
"canCarefulJump"
From: 2
Bottom Left Door
To: 1
Top Left Door

Requires:

"Gravity"
{
  "or": [
    "SpaceJump",
    "canLongIBJ",
    "canJumpIntoIBJ",
    "canWalljump",
    "canGravityJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpringBallJumpMidAir",
            "canSpeedyJump"
          ]
        }
      ]
    }
  ]
}
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Use the full runway to jump up to the higher ledge.

Requires:

"canSpeedyJump"
"canTrickyJump"
From: 2
Item
To: 1
Top Left Door

Watch the right-side standing Pirate walk towards the wall as far as possible from below. The available running space is just enough to jump up and wall jump the ledge by the door.

Requires:

"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canWalljump"

Dev note: This is also possible without going below and manipulating the camera, by standing on the slope and carefully jumping up and back.

From: 2
Item
To: 1
Top Left Door

Take a hit from the pirate to gain i-frames for running through the pirate to use for a longer runway.

Requires:

"HiJump"
"canSpeedyJump"
"canWalljump"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Pink Space Pirate (standing)",
    "type": "laser",
    "hits": 1
  }
}
From: 3
Central Junction, All Standing Pirates Killed
To: 1
Top Left Door

Requires:

"canSpeedyJump"
"HiJump"
"canWalljump"
From: 3
Middle Right Door
To: 4
Top Right Door

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canSpringBallJumpMidAir"
From: 3
Middle Right Door
To: 4
Top Right Door

Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 5.4375
  }
}

Requires:

"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
{
  "or": [
    "canSpringFling",
    "canInsaneJump",
    "can4HighMidAirMorph"
  ]
}

Dev note: This assumes extra run speed of $1.B entering the room, at least $2.6 when jumping (a 2-frame window in the worst case).

From: 3
Middle Right Door
To: 4
Top Right Door

Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 43
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
"canTrickySpringBallJump"

Dev note: This assumes max run speed (extra run speed of $7.0).

From: 3
Middle Right Door
To: 5
Top Junction

Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the top ledge above; perform the spring ball jump while still moving forward, in order to get a boost in jump height.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canTrickySpringBallJump"

Dev note: This assumes extra run speed of $4.6 entering the room, at least $4.D when jumping (a 2-frame window in the worst case).

From: 4
Top Right Door
To: 5
Top Junction

Jump on the last possible frame, and get around the ledge while remaining in spin. If at least 23 runway tiles are available, then a momentum conserving turnaround can be used to make the jump more lenient.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"canSpeedyJump"
"canInsaneJump"

Dev note: An extra run speed of at least $5.2 is needed, avoiding the spike at $6.0 and $6.1 (corresponding to 34 tiles). For a momentum conserving turnaround to help, it needs at least $5.6 speed.

From: 2
Bottom Door
To: 1
Left Door

Using Speed Booster in the room below and the full length of the runway (starting with Samus hanging over the edge as far as possible), run and jump precisely to make it through without bonking the door frame. Break spin before the transition to expand Samus' hitbox and trigger the transition earlier, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 9,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"canTrickyJump"
"canInsaneJump"

Dev note: This strat is applicable only with the Indiana Jones Room.

Base (Basic)
The Beach
From: 2
Bottom Door
To: 4
Water Level Junction

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpeedyJump",
    "h_crouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    "canGravityJump"
  ]
}

Dev note: The canCrouchJump is not a h_underwaterCrouchJump, because Gravity is required.

From: 2
Bottom Door
To: 4
Water Level Junction

Gain a small amount of speed (<1 tile is enough) and jump through the transition, pressing right against the door frame.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canSpeedyJump"

Dev note: This strat only works for platforms that are 10 tiles below the door transition (Crocomire's Room). It could be done for a platform 9 tiles below the door transition, but this would require a momentum-conserving turn-around (or more horizontal speed); it is easier to just do a standing jump or spin jump in that case.

From: 2
Bottom Door
To: 4
Water Level Junction

Gain a few tiles of run speed and jump through the transition, without bonking against the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": -4,
    "minRightPosition": 0
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canSpeedyJump"
"canMomentumConservingTurnaround"
From: 2
Bottom Door
To: 4
Water Level Junction

Using Speed Booster in the room below, run and jump, pressing against the right side of the door frame through the transition without breaking spin. It may be necessary to use less runway than is available, to avoid getting too much vertical speed.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"canTrickyJump"

Dev note: This strat is applicable in Crocomire's Room and the Indiana Jones Room. Sufficient vertical speed could be obtained with fewer tiles, but it would require jumping further to the right (i.e., increasing minRightPosition) which would not work in Indiana Jones Room unless the PB blocks are broken; since there doesn't yet appear to be any application, we don't add a separate case for that.

From: 2
Bottom Door
To: 4
Water Level Junction

Using Speed Booster in the room below, run and jump through the door without bonking the door frame or breaking spin. Perform a mid-air wiggle to make into onto either ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpeedyJump"
"canInsaneJump"
"canMidairWiggle"

Dev note: This strat is applicable in Crocomire's Room and the Indiana Jones Room.

From: 1
Left Door
To: 3
Right Door

Build up run speed and jump into the transition to cross this room without touching the water. Shoot open the opposite door upon entering and morph before touching the ceiling to bounce into the open door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 5
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"Morph"
"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
{
  "doorUnlockedAtNode": 3
}

Unlocks doors:

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

Build up run speed and jump into the transition to cross this room without touching the water. Shoot open the opposite door upon entering and morph before touching the ceiling to bounce into the open door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 5
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"Morph"
"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
{
  "doorUnlockedAtNode": 1
}

Unlocks doors:

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

Run into the room using between 10 and 12 tiles of runway, and jump at some point after the transition, to reach the center of the room.

Enter with extra run speed between $2.9 and $3.3. Speeds in the center part of this range more lenient in the jump timing, allowing the jump at any time after the transition; higher speeds require jumping near the edge of the platform; lower speeds require landing on the single-tile floating block after the first Evir.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 9.4375,
    "maxTiles": 12.4375
  }
}

Requires:

"canSpeedyJump"
"canTrickyJump"
"canTrickyDodgeEnemies"
From: 2
Right Door
To: 1
Left Doorway

Jump over the Baby Metroid to avoid getting grabbed. Use Wave plus a Wide Beam to clear much of the seaweed with each shot. The classic counter clockwise skip ends with a mid air morph into the transition.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"Wave"
{
  "or": [
    "Spazer",
    "Plasma"
  ]
}
"canMidAirMorph"
"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canBabyMetroidAvoid"
"h_trickyToCarryFlashSuit"

Dev note: A wide beam is used to avoid picking off stray seaweeds since that is a skill used in waveless skip.

From: 1
Left Door
To: 2
Right Door

Safely kill the first pirate, then run into the rest with blue speed. A speedy jump can reach the top platform to save Energy over shinesparking.

Requires:

"h_getBlueSpeedMaxRunway"
{
  "or": [
    "canSpeedyJump",
    {
      "and": [
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 15,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 3
Bottom of Shaft
To: 1
Left Door

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 76,
        "excessFrames": 5
      }
    },
    {
      "and": [
        "canSpeedyJump",
        {
          "shinespark": {
            "frames": 73,
            "excessFrames": 4
          }
        }
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 72,
            "excessFrames": 4
          }
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpeedyJump",
        {
          "shinespark": {
            "frames": 64,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}