canSpringFling (Expert)

The ability to gain extra distance merely by turning Springball on or off. When equipping or unequipping Springball while Morphed, Samus' speed is reset. If rising (and not in liquid physics), the horizontal speed is set to full roll speed. If falling, the vertical speed is set to zero and horizontal speed is reset unless SpeedBooster is equipped.

Dependencies: canDisableEquipment

Difficulty filter

Strats ()

From: 1
Top Left Door
To: 3
Item

It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "spikeHits": 4
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "h_artificialMorphBombHorizontally",
        {
          "spikeHits": 3
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        {
          "spikeHits": 10
        },
        {
          "or": [
            "h_artificialMorphBombHorizontally",
            {
              "spikeHits": 2
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This is a softlock unless the item is Morph. The IBJ strat has 2 extra spike hits added as a leniency.

From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)

Run and jump into an airball, pressing pause just as Samus hits the ceiling, in order to unequip Spring Ball to reset fall speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 28
  }
}

Requires:

"canTrickyJump"
"canLateralMidAirMorph"
"canSpringFling"

Dev note: This can be done with 26 tiles of other-room runway, but it would probably require a higher movement tech.

From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        30,
        1
      ]
    ]
  }
}

Requires:

"canTrickyJump"
"canLateralMidAirMorph"
"canSpringFling"
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

Roll through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item. Note that if the item has already been collected, Samus can overload PLMs with Grapple.

With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        {
          "itemNotCollectedAtNode": 3
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    {
      "and": [
        "Morph",
        "Grapple",
        {
          "or": [
            "canTrickyJump",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "spikeHits": 4
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "h_artificialMorphBombHorizontally",
        {
          "spikeHits": 3
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                {
                  "or": [
                    "canUseIFrames",
                    {
                      "spikeHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below.

From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

Place the PBs exactly two tiles left of the Morph tunnel. Be sure not to touch the item if this strat will be needed again in the future. It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "spikeHits": 4
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "h_artificialMorphBombHorizontally",
        {
          "spikeHits": 3
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                {
                  "or": [
                    "canUseIFrames",
                    {
                      "spikeHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another.

Entrance condition:

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

Requires:

"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "spikeHits": 4
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "h_artificialMorphBombHorizontally",
        {
          "spikeHits": 3
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                {
                  "or": [
                    "canUseIFrames",
                    {
                      "spikeHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        {
          "spikeHits": 10
        },
        {
          "or": [
            "h_artificialMorphBombHorizontally",
            {
              "spikeHits": 2
            }
          ]
        }
      ]
    },
    "h_artificialMorphLongCeilingBombJump"
  ]
}

Dev note: The IBJ from spikes has 2 extra spike hits added as a leniency.

From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)

Run and jump into an airball, pressing pause just as Samus hits the ceiling, in order to unequip Spring Ball to reset fall speed.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 5,
    "openEnd": 1,
    "minExtraRunSpeed": "$5.8"
  }
}

Requires:

"canTrickyJump"
"canMomentumConservingMorph"
"canSpringFling"
"canTemporaryBlue"
From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled",
    "minExtraRunSpeed": "$5.8"
  }
}

Requires:

"canTrickyJump"
"canLateralMidAirMorph"
"canSpringFling"
"canTemporaryBlue"
From: 1
Left Door
To: 2
Right Door

Build up run speed and then use controlled springball bounces to cross the ocean to the far right ledge, and then use SpaceJump to reach the door. Mockball down the submerged ramp and begin SpringBall bouncing under water using the platforms. Disable SpringBall after the final jump once Samus starts falling again as a way to gain extra speed.

Requires:

{
  "notable": "Springball Bounce to the Door with SpaceJump"
}
"canTrickyJump"
"canSpaceJumpWaterBounce"
"canSpringBallBounce"
"canSpringFling"
"canMockball"
{
  "or": [
    "canDownGrab",
    "canWalljump"
  ]
}
From: 4
Junction (Right side Pit)
To: 2
Right Door

Freeze the Choot when it swings right on its jump. Quickly get on top of it by first getting onto the pillar to the left, or with a SpringBall Jump. Perform a precise spring ball jump to get to the far right ledge, while avoiding hitting the water surface. While on the ledge, stand on the raised ground to the right and jump to the surface, then space jump across the water to the left.

Requires:

"canTrickyUseFrozenEnemies"
"canTrickySpringBallJump"
{
  "or": [
    {
      "and": [
        "canResetFallSpeed",
        "canTrickyJump"
      ]
    },
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
"canSpaceJumpWaterBounce"
"canWalljump"
From: 4
Junction (Right side Pit)
To: 2
Right Door

Requires:

"canSuitlessMaridia"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "canTrickySpringBallJump",
        {
          "or": [
            "canResetFallSpeed",
            "canStationaryLateralMidAirMorph",
            "canSpringFling"
          ]
        }
      ]
    }
  ]
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 11,
    "excessFrames": 5
  }
}

Gain temporary blue at the end of the runway. Then spring ball bounce through the tunnel. Press pause while exiting the tunnel. If Samus bounced far enough right, disable spring ball (a 'spring fling') to make it directly onto the item pedestal, chaining temporary blue from there. Otherwise, unpause without disabling spring ball, and chain temporary blue by landing on the ground.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canTrickyJump"
"canChainTemporaryBlue"
"canSpringBallBounce"
"canSpringFling"

Dev note: Technically, it is always seems possible to reach the item pedestal with a spring fling, but without a bounce far to the right it requires an earlier pause press (before exiting the tunnel); this can be hard to prepare for since the earlier pause won't work if the bounce happens to be further right.

Gain temporary blue at the end of the runway. Then spring ball bounce through the tunnel. Press pause while exiting the tunnel. If Samus bounced far enough right, disable spring ball (a 'spring fling') to make it directly onto the item pedestal, chaining temporary blue from there. Otherwise, unpause without disabling spring ball, and chain temporary blue by landing on the ground.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"canTrickyJump"
"canChainTemporaryBlue"
"canSpringBallBounce"
"canSpringFling"

Dev note: Technically, it is always seems possible to reach the item pedestal with a spring fling, but without a bounce far to the right it requires an earlier pause press (before exiting the tunnel); this can be hard to prepare for since the earlier pause won't work if the bounce happens to be further right.

From: 1
Top Left Door
To: 4
Item (Through the Pipe)

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 4
Item (Through the Pipe)

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Top Right Door
To: 4
Item (Through the Pipe)

Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 2
Top Right Door
To: 4
Item (Through the Pipe)

Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Clears obstacles: A

From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)

Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, or killed with a Power Bomb, or dodged and lured off the edge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling up to the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "h_artificialMorphBombs",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Dev note: The canTrickyJump is used for rolling into a precise location, dodging hoppers while rolling, and spring ball jumping past enemies. This cannot be used to obtain the item remotely, as the item only spawns in direct g-mode.

From: 2
Right Side - Top Door
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

Avoiding the hoppers can be tricky. Power Bomb them or lure them off-camera to the right while above. It is possible to kill the Zebbos by placing a bomb next to the tube. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 6
Right Side - Top Middle Door
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

Avoid the Reo by jumping past it with quick short jumps, or slowly IBJ below it until it escapes above. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 8
Right Side - Bottom Door
To: 1
Left Side - Top Door

While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Note that one Power Bomb can be saved with a Spring Fling from the lower item pedestal; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause. Another can be saved by carefully jumping out of this morph passageway. Kill or carefully dodge the Sidehoppers at the top, then Power Bomb boost Spring Ball jump up to the top left door and exit G-Mode.

Entrance condition:

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

Requires:

"h_artificialMorphSpringBallBombJump"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
{
  "or": [
    "h_artificialMorphSpringFling",
    "h_artificialMorphPowerBomb"
  ]
}
{
  "or": [
    "canTrickyJump",
    "h_artificialMorphPowerBomb"
  ]
}
{
  "or": [
    "canTrickyJump",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->1 will be used instead. FIXME: The spring fling variant would force collecting the item, if in direct G-mode.

From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item

Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. It is possible to get up with a Spring Fling; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    },
    "h_artificialMorphSpringFling"
  ]
}

Dev note: Using a Power Bomb boost into Spring Ball will not work, as it will make the blocks remain solid. FIXME: The spring fling variant would force collecting the item, if in direct G-mode.

From: 8
Right Side - Bottom Door
To: 14
G-Mode Morph Junction (Behind the Power Bomb Blocks)

While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Note that one Power Bomb can be saved with a Spring Fling from the lower item pedestal; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause. Another can be saved by carefully jumping out of this morph passageway. Drop into the Sidehopper pit and dodge the hoppers while getting up to the crumble block tunnel. Alternatively, carefully dodge the Reos below them and use a well-placed Power Bomb to kill both Reos and Sidehoppers.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBallBombJump",
    "h_artificialMorphSpringFling"
  ]
}
{
  "or": [
    "h_artificialMorphSpringBallBombJump",
    "canTrickyJump"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: C

Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->14 will be used instead. FIXME: The spring fling variant would force collecting the item, if in direct G-mode, unless leaving through 4.

From: 8
Right Side - Bottom Door
To: 15
G-Mode Morph Junction (Middle Right)

If climbing the room with Spring Ball bomb boosts, note that one Power Bomb can be saved with a Spring Fling; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause. Another can be saved by carefully jumping out of the morph passageway in front of the off-screen Super block.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphIBJ",
    "Morph",
    {
      "and": [
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}

Dev note: This strat does not have a Power Bomb Spring Ball jump option to avoid the Spring Fling, because it would solidify the block and make 8->15->12 unsound. These strats are split off and don't stop at 15 first. FIXME: The spring fling variant would force collecting the item, if in direct G-mode, unless leaving through 4.

From: 8
Right Side - Bottom Door
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

Climb the room while avoiding the Reo and the camera scroll block against the wall in front of the off-screen Super tunnel. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 15
G-Mode Morph Junction (Middle Right)
To: 10
Top Item (Above Hopper Pit)

Perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Requires:

"canEnterGMode"
"HiJump"
"h_artificialMorphSpringFling"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 1
Left Side - Top Door

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Avoiding the top Sidehoppers without Power Bombs can also be tricky; if starting at the top of the room, it may help to lure them to the left before going down the room. For safety, it is also possible to lure the hoppers to the left from below with several IBJs or HiJump and Spring Ball.

Requires:

"canEnterGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBallBombJump",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        {
          "or": [
            "h_artificialMorphPowerBomb",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphPowerBomb",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block before exiting G-mode.

Requires:

"canEnterGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block. Place a Power Bomb then quickly exit G-mode before it explodes to break the Power Bomb blocks.

Requires:

"canEnterGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_artificialMorphPowerBomb"
From: 2
Right Door
To: 3
Top Junction

X-Ray climb until Samus is a little over halfway off screen; the position is not precise. Face right, then do a turnaround buffer spin jump into a Spring Ball jump to reach the ledge. The pause input can be pressed at the same time as the turnaround. It helps to do an airball to gain horizontal speed. The jump input after pausing should not be buffered, in order to allow a little time for the spring fling horizontal speed to take effect.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canTrickyJump"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canSpringFling"
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Requires:

{
  "or": [
    "h_trickySpringwall",
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canNeutralDamageBoost"
      ]
    }
  ]
}
{
  "spikeHits": 1
}
From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)

Requires:

"canTrickySpringBallJump"
{
  "or": [
    "canConsecutiveWalljump",
    "HiJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph",
        "canResetFallSpeed",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            {
              "enemyDamage": {
                "enemy": "Ripper",
                "type": "contact",
                "hits": 1
              }
            },
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    },
    "canSpringFling"
  ]
}
{
  "or": [
    "canTrickyJump",
    "canLateralMidAirMorph",
    "canSpringwall"
  ]
}
From: 3
Right Door
To: 4
Item

Entrance condition:

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

Requires:

"canSpringFling"
"canLateralMidAirMorph"
"canCarefulJump"
{
  "heatFrames": 120
}
From: 2
Right Door
To: 3
Item

Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item.

Requires:

{
  "notable": "Ceiling Mockball Spring Fling"
}
"SpeedBooster"
"canInsaneJump"
{
  "heatFrames": 500
}
"canMomentumConservingMorph"
"canSpringFling"
{
  "or": [
    "h_heatProof",
    "canBeVeryPatient"
  ]
}
From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "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",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        {
          "or": [
            "canInsaneJump",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks)

From: 1
Left Door
To: 2
Right Door

Getting across the lava while artificially morphed requires an HBJ or Spring Fling. For the Spring Fling, jump immediately before the pause triggers. With Morph, Samus can air ball across.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_artificialMorphMovement",
        "h_lavaProof"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            "canTrivialUseFrozenEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "canLateralMidAirMorph",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump"
      ]
    },
    "h_artificialMorphHBJ",
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ",
        "h_artificialMorphBombHorizontally",
        {
          "lavaFrames": 160
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Spring Fling or IBJ across the right pit and damage boost or lava dive in the second; to Spring Fling, jump immediately before the pause triggers.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        "h_artificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        {
          "notable": "Impressive Damage Boost"
        },
        "canHorizontalDamageBoost",
        "canTrickyJump",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "lavaFrames": 70
    },
    {
      "and": [
        "Gravity",
        {
          "lavaFrames": 25
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate

Requires:

"canCarefulJump"
"canLateralMidAirMorph"
"canSpringFling"
"SpeedBooster"
From: 5
Small Platforms Junction
To: 1
Left Door

Requires:

"h_trickySpringwall"
From: 5
Small Platforms Junction
To: 3
Item

A particularly precise springwall. Aim the walljump at the bottom of the second sloped wall fixture, where it looks like you cant jump off of. Optimize pause timing, use an instant morph, and get a max height springball jump. A delayed wall jump helps.

Requires:

{
  "notable": "Springwall"
}
"HiJump"
"h_trickySpringwall"
"canPreciseWalljump"
"can3HighWallMidAirMorph"
From: 1
Top Right Door
To: 3
Acid Chozo Statue

Begin with SpeedBooster unequipped, and run&jump over the acid into an airball. Once Samus begins falling, equip SpringBall and SpeedBooster to safely land on the other side near the statue.

Requires:

"canSpringFling"
"canDisableEquipment"
"SpeedBooster"
"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",
        "SpeedBooster",
        "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: 4
Junction Below Bomb Blocks
To: 2
Top Right Door

This is possible by jumping on the crumble blocks into a mid-air spring ball jump, or by avoiding them. The crumbles can be avoided by starting with either an air ball, a 3 tile high mid-air morph, or a low spring wall. These are generally safer, as bouncing on the crumble blocks with Spring Ball is trivial.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
"canTrickySpringBallJump"
{
  "heatFrames": 250
}
{
  "or": [
    {
      "and": [
        "can4HighMidAirMorph",
        "canSpringFling"
      ]
    },
    {
      "and": [
        "canLateralMidAirMorph",
        "canTrickyJump"
      ]
    },
    "canCrumbleJump",
    {
      "and": [
        "h_trickySpringwall",
        "canPreciseWalljump"
      ]
    }
  ]
}
From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)

Avoiding the acid completely requires precise movement. With Spring Ball and Bombs, jump into IBJ to delay while waiting for the acid. With just Spring Ball, perform a well-timed pause to trigger immediately after Samus jumps to get enough horizontal momentum to cross the second Hibashi and land in the alcove. A quick pause with a second spring fling on the descent can help a bit. With just Bombs, this is possible with well-timed, first-try double IBJs.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphJumpIntoIBJ",
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphSpringFling"
      ]
    },
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: Could add strats that take acid damage and are more lenient.

From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

Start with Springball disabled. Jump over the spikes and midair morph. SpringFling on the way down, SpringBall bounce through the spikes, then SpringFling again to reach the statue taking only one spike hit.

Entrance condition:

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

Requires:

"canTrickyJump"
"canSpringFling"
"canLateralMidAirMorph"
"canUseIFrames"
{
  "spikeHits": 1
}
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

The second jump is harder than a normal mid-air springball jump. Use either a stationary lateral mid air morph, to gain enough horizontal momentum, or a SpringFling to reduce Samus' fall speed as soon as it begins to build up. Shooting towards Pirates will cause them to stop in place and not fire back.

Requires:

"canSuitlessMaridia"
"canTrickySpringBallJump"
{
  "or": [
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
{
  "or": [
    "canTrickyJump",
    "canDodgeWhileShooting",
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    }
  ]
}
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door

Requires:

"canSuitlessMaridia"
"canCarefulJump"
"canSpringBallJumpMidAir"
{
  "or": [
    "canTrickyJump",
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
From: 5
Top Left Junction
To: 2
Top Item

Requires:

"canSpringwall"
"canSpringFling"

Clears obstacles: B

From: 5
Top Left Junction
To: 2
Top Item

Time a pause before jumping to give a significant momentum boost in order to reach the Grapple Block.

Requires:

"h_maxHeightSpringBallJump"
"canSpringFling"

Clears obstacles: B

From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed). If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. While descending and before bouncing on the first Grapple platform, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring flings will not work, assuming Speed Booster is not equipped.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "adjacentMinTiles": 4,
    "remoteAndLandingMinTiles": [
      [
        0.4375,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 5 or more runway tiles worth of speed (at least $1.8 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. Bounce on the first Grapple platform. Then perform a 'spring fling' by unequipping Spring Ball while descending, to reset Samus' vertical speed and be able to make it across room. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring fling will not work, assuming Speed Booster is not equipped.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "adjacentMinTiles": 8,
    "remoteAndLandingMinTiles": [
      [
        4.4375,
        2
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"

Dev note: This can be done with a mockball with only 1 landing tile, but this is more difficult and it's unclear if we can guarantee it works in every possible room; it shouldn't be important to model, because the low-speed variant of this strat already covers the more difficult case.

From: 7
Lower Hills Junction
To: 8
Higher Hill Junction

Requires:

{
  "or": [
    "HiJump",
    {
      "and": [
        "canTrickySpringBallJump",
        "canSuitlessMaridia",
        {
          "or": [
            "canTrickyJump",
            "canSpringFling",
            "canStationaryLateralMidAirMorph"
          ]
        }
      ]
    }
  ]
}

Dev note: Using a frozen crab for an easier springball jump goes from 2 to 8.

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

Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both);

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 0.4375
  }
}

Requires:

"h_waterGetBlueSpeed"
"HiJump"
"canLongChainTemporaryBlue"
"canBeExtremelyPatient"
"canXRayTurnaround"
"canDoubleSpringBallJumpMidAir"
"canTrickySpringBallJump"
{
  "or": [
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
"can4HighMidAirMorph"
From: 2
Bottom Left Door
To: 1
Middle Left Door

Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both);

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"HiJump"
"canLongChainTemporaryBlue"
"canBeExtremelyPatient"
"canXRayTurnaround"
"canDoubleSpringBallJumpMidAir"
"canTrickySpringBallJump"
{
  "or": [
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
"can4HighMidAirMorph"
From: 5
Right Door
To: 1
Middle Left Door

Use a double spring ball jump to reach the top of the room with temporary blue. To cross the two gaps at the top of the room while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both);

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"HiJump"
"canLongChainTemporaryBlue"
"canDoubleSpringBallJumpMidAir"
"canTrickySpringBallJump"
{
  "or": [
    "canStationaryLateralMidAirMorph",
    "canSpringFling"
  ]
}
"canBeVeryPatient"
From: 9
Junction Below Top Door
To: 5
Right Door

Requires:

"canSuitlessMaridia"
"canSpringFling"
"canTrickySpringBallJump"
From: 9
Junction Below Top Door
To: 5
Right Door

Requires either a spring fling or a stationary lateral midair morph with an unmorph to reset fall speed.

Requires:

"canSuitlessMaridia"
"canTrickySpringBallJump"
{
  "or": [
    "canSpringFling",
    {
      "and": [
        "canStationaryLateralMidAirMorph",
        "canResetFallSpeed"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Perform the spring ball jump near max height. Place the first bomb between a few frames after the spring ball jump; ideally it should be just above the water line. Press pause a few frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in, then continue into an IBJ.

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_maxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling).

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
  "spikeHits": 1
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_maxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canInsaneJump"
      ]
    }
  ]
}
"canBombJumpWaterEscape"
"canJumpIntoIBJ"

Dev note: The IBJ at the left side of the room can be done without a 'spring fling' but is far more precise: the first bomb must be placed exactly two frames before the spring ball jump, and the spring ball jump should be performed just before max height, during the 4-frame window between 2 and 5 frames before the last possible frame to jump (there are also 1-frame windows at 0 and 8 frames before the last frame).

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

There is just enough distance for a MidAir SpringBall jump to reach without HiJump.

Requires:

"Gravity"
"canSpringBallJumpMidAir"
{
  "or": [
    "HiJump",
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canSpringFling"
      ]
    }
  ]
}
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction

Perform the spring ball jump near max height. Place the first bomb after the spring ball jump; just above the water line. Press pause just after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in.

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_maxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
From: 4
Top Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInShinecharging": {
    "length": 0,
    "openEnd": 1
  }
}

Requires:

"canSuitlessMaridia"
"canChainTemporaryBlue"
"canSpringFling"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
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"
"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: 5
Top Junction
To: 4
Top Right Door

Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox.

Requires:

{
  "notable": "SpringFling into Top Right Door"
}
"canInsaneJump"
"canSpringFling"
"canResetFallSpeed"
"canDownBack"
From: 4
Junction Below Sand Entrance
To: 2
Right Door

On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the Spring Ball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible.

Requires:

{
  "notable": "Spring Ball HiJump"
}
"canSuitlessMaridia"
"HiJump"
"canTrickySpringBallJump"
"canStationaryLateralMidAirMorph"
"canSpringFling"
"canPlayInSand"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Evir"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "Super",
          "PowerBomb"
        ]
      }
    },
    "canTrickyDodgeEnemies",
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 5
Junction Above Grapple Block
To: 2
East Leg Right Door

Wait the water tide to reach its peak, then crouch jump into a spring ball jump into an IBJ. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. When close to the top, perform a spring ball jump to reach the ledge; release jump as soon as Samus is high enough to clear the ledge, in order to avoid taking a Menu hit.

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_maxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
"canLongIBJ"
"canDoubleBombJump"

Dev note: This trick can technically be done without a 'spring fling' but is extremely precise.

From: 1
Left Door
To: 5
Left Pillar Junction

Enter with at least 1 tile of run speed from an air room, with Speedbooster unequipped. Jump from near the end of the runway (though a jump from 1-2 tiles away from the end can still work). Press pause while crossing the narrow first sandfall, then perform a lateral mid-air morph after exiting the sandfall. Equip both Spring Ball and Speed Booster, and perform a mid-air Spring Ball jump at somewhere close to the maximum height. Unequip Spring Ball while descending through the wide second sidefall.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Spring Fling with Momentum"
}
"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canSpringFling"