The ability to gain a flash suit using a setup that has to be successful on the first try. Failing the spikesuit could require a revert as a second attempt may not be possible Examples include one way crumble blocks or where the intial spark is used to escape.
Dependencies: canSpikeSuit, canShinespark, canMidairShinespark, canShinechargeMovement, canShinechargeMovementComplex, canCarryFlashSuit, canHorizontalShinespark
From: 2
Top Right Door
To: 3
Bottom Left Door
Requires: {
"canShineCharge": {
"usedTiles": 20,
"openEnd": 1
}
}
"canShinechargeMovementTricky"
{
"thornHits": 1
}
"canRiskySpikeSuit"
{
"shinespark": {
"frames": 12,
"excessFrames": 12
}
} |
|
Requires: "h_heatProof"
"h_lavaProof"
"Gravity"
{
"canShineCharge": {
"usedTiles": 16,
"openEnd": 1
}
}
{
"spikeHits": 1
}
"canRiskySpikeSuit"
{
"shinespark": {
"frames": 14
}
}
{
"spikeHits": 1
}Dev note: FIXME: Add options to retry / without varia etc. |
From: 7
Fireflea Statue's Claw Junction
To: 7
Fireflea Statue's Claw Junction
Failing the spikesuit without a way to get back up to the junction results in a softlock. Requires: "canUseFlashSuitInitialSpark"
{
"canShineCharge": {
"usedTiles": 17,
"gentleUpTiles": 6,
"steepUpTiles": 1,
"openEnd": 1
}
}
{
"spikeHits": 1
}
"canRiskySpikeSuit"
{
"shinespark": {
"frames": 24,
"excessFrames": 8
}
} |