A continuous wall jump (CWJ) consists of a wall jump without turning around. It can be done by spinjumping forward and then wall jump off a solid object to retain all forward momentum. The more speed Samus has, the smaller the frame window for the CWJ. A slow CWJ uses a wall or ledge near the initial jump point, while a fast CWJ will wall jump using the opposite side of a more distant platform.
Dependencies: canCarefulJump, canTrickyJump
Stand on the farthest pixel into the door possible using moonwalk, X-Ray, or morphball turn around. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side. Requires: "canCWJ" "canDisableEquipment" { "doorUnlockedAtNode": 1 } { "or": [ "canMoonwalk", "Morph", "canXRayTurnaround" ] } Collects items: 3 |
Aligning against the closed door shell on the other side of the transition. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1.4 } } Requires: "canCWJ" "canDisableEquipment" Collects items: 3 |
Stand on the item pedestal facing right. Perform a short stationary spin jump with some dash speed, and do a continuous wall jump off the item pedestal. Lay a Power Bomb (or Bomb) and use it to boost to the right, with a well-timed unmorph to reset fall speed. It is ideal to gain 3 frames of dash speed, the maximum possible, but lower amounts can work. It is even possible to do a regular wall jump instead of a CWJ, but the CWJ makes it significantly more lenient. It is best for the wall jump to be performed as high as possible. If Speed Booster is available, equipping it will generally be helpful, as it will increase the height of Samus' wall jump based on the amount of dash speed. Requires: { "notable": "CWJ Bomb Boost" } "canCWJ" "canWallJumpBombBoost" "canResetFallSpeed" |
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item
Requires: { "notable": "Taco Tank" } "canCWJ" "canInsaneWalljump" "canStationarySpinJump" |
In the previous room, gain low-momentum blue speed and jump, bonking the top of the doorway. After the transition, perform a CWJ off the ledge, then fire a shot and speedball through the tunnel. Entrance condition: { "comeInBlueSpinning": { "minExtraRunSpeed": "$1.3", "maxExtraRunSpeed": "$1.8", "unusableTiles": 0 } } Requires: { "notable": "CWJ Jump Shot Speedball" } "canInsaneJump" "canCWJ" "canSpeedball" Dev note: Higher speeds could probably also work, but depending on the geometry in the previous room it may require a precise release of jump to avoid bonking the wall above the door. |
Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump. Requires: { "notable": "Doorway CWJ" } { "obstaclesCleared": [ "A" ] } "h_heatProof" "HiJump" "canCWJ" "canStationarySpinJump" "canInsaneJump" "canInsaneWalljump" { "doorUnlockedAtNode": 2 } Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Perform a running stationary spinjump from a precise spot, with 3 frames of dash speed (the maximum possible); then do a CWJ off the wall above, one tile further out. This makes it possible to just barely walljump off the grapple block. Requires: { "notable": "Insane Walljump" } "HiJump" "canInsaneJump" "canStationarySpinJump" "canInsaneWalljump" "canCWJ" Clears obstacles: B |
Align with the wall below the door while facing left. Hold dash, turn around, start running and arm pump once. Jump from the rightmost 'X' in the background. Release forward at some point while airborne, but repress it again before the CWJ. Immediately after the CWJ, shoot the Metroid to avoid getting grabbed. Requires: { "notable": "Acid Skip CWJ" } "canCWJ" "canInsaneWalljump" { "or": [ { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] }, "canDodgeWhileShooting" ] } |