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Bobbob's Feedback for Crateria, Blue Brin #2149

@kjbranch

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@kjbranch

Green Pirates Shaft:

  • 3 to 2 and 4 to 2: You can X-Ray climb to avoid taking damage. i think you have it written that this still takes projectile damage...so not sure how notable this is.
  • 9 to 1: The ice x-ray climb requires morph, which i disagree with. heck, with tunnel crawl and turn-around aim cancel, getting the pixel should be fairly free. so wrap that in an 'or' with morph, and be like "your own fault for enabling tunnel crawl, this is what you get". i'm only mentioning this, since i like as many morphless strats as possible to be in: i find very late morph to be interesting.
  • 9 to 2: ice moonfall. this has since been added. there are many ways to do it, and it is fairly free (especially since the beetoms don't die to ice so you can re-freeze one of them while falling).
  • 2,3,4: G-mode setup, by bringing a Beetom down. Some notes on this: Getting to the Beetoms requires Morph+PB, X-Ray Climb, or starting from 1; getting back down needs Morph, although you can probably bring a Beetom down with you with an ice moondance or ice moonfall; Beetoms don't provide knockback, so this always puts you in g-mode immobile; this needs some number of Beetom hits (and maybe Green Pirate hits if going to the bottom) to setup; you could X-Ray climb up to 1 with a Beetom attached, but this would be obnoxious with the Beetom damaging you as you go up and also you shaking off the Beetom sometimes...not even really sure how functional that would be, and way too lazy to test.

Statues Room:

  • A bomb double spring ball jump works (so hjb-less), as done in my 14% xSpring run. Not sure how often this is in the logic, so just a reminder this needs morph+bombs+spring: a power bomb doesn't work, since you can't pause with a power bomb on screen.

Gauntlet Entrance:

  • devnote mentions a blue spring ball strat. There would also be temp blue strats. I am not sure how notable these really are, with the shinespark strats...they are notable in vanilla, where there is a wall in the next room, but that isn't really modeled yet? for completion, tho, note this strat in vanilla (this also shows how to handle the yapping maw, to get the full middle runway without killing/freezing it): https://vimeo.com/535363869
  • (The above is complete, but we also should check the leave with spark frames in the above video and tighten them.)

Gauntlet Energy Tank Room:

  • 2 to 1: Just mentioning sexmaster, since it is a vanilla strat that people know so it seems it should be in expert or something.
  • 1 to 4: A temp blue / blue spring ball strat would also be possible here, which is relevant because:
  • 4 to 3: A temp blue with spring ball strat is possible here, bouncing into the tunnel and carrying through with spring.
  • 4 to 1: If 3 to 4 is done with temp blue and you have spring, you can carry this all the way through the tunnel to the end of the room. Note the temp blue carry isn't too bad, since you have spring, but this is still long and there is acid.
  • 4 to 3: R-mode clip. This is a free R-mode clip, and you have a bug farm, so no wonkiness at all: Just farm reserves full off bug, roll into tunnel, and use acid to take damage and force a stand. Allows, for example, getting through with screw but no bombs/pbs.
  • 2: G-mode setup: Bring a frozen bug over. Fairly simple with ice+morph+bombs. Doing it instead with a power bomb for the end is possible, but requires some timing.
  • 3 to 4: G-mode morph strats, to overload PLMs by (1) bombing the item (note pbs can't be used, since then the bomb blocks won't become air-like), (2) collecting the item. Both of these need some permanent loss of access risk, so not relevant to current implementation...
  • i was looking through my vimeo clips after searching for the above gauntlet entrance one, and i do actually have other ones. again, i don't know how relevant these are with the current shinespark strats (they are more relevant in vanilla, which has the wall in landing site to consider and no way to canComeInCharged from the right). But for reference:
  • right to left with temp blue: https://vimeo.com/549272313
  • right to left with blue spring: https://vimeo.com/551704496
  • left to right with blue spring: https://vimeo.com/551748078

Moat: uh...not sure why i have so much to say about a room you can just jump across...

  • 2 to 3: Gravity jump, gravity+hjb+spring, double spring, shinespark, g-mode morph hbj, g-mode morph gravity+ibj, g-mode morph horizontal ibj (ceiling allowed).
  • 3 to 2: g-mode morph hbj (once to the item, and then again to cross); g-mode morph horizontal ibj (ceiling allowed, but a little tricky); gravity+speed+hijump.
  • 3 to 2: power bomb boost (with walljump).
  • dumb notes now follow...
  • with gravity+speed+hjb, you can collect the item from the right and then escape again to the right, but can't get over the pillar.
  • similarly with gravity+spring.
  • with hjb+spring, you can also reach the item without a double spring ball jump
  • a double spring ball jump isn't required to escape to the right: if you do a single from the high ledge on the right side, then unmorph before breaking the water surface, you can then downgrab the ledge (aiming down as late as possible).

Crateria Kihunter Room:

  • From 3 (bottom door), g-mode immobile escape: One of the Scizers is global, so you can super it off and take the crab hit to escape.

West Ocean:

  • 2, 3: g-mode using frozen bug. freeze it while it is still going up facing left, quickly get through tunnel and up, keep camera low so it can follow you. needs morph and (bombs, 1 pb, spring, or that xray strat) since can't bug boost, xray climb, or ice clip.
  • Ignored the x-ray variant
  • 5 to 4: canComeInCharged. strat to avoid walljump... basic test needed 154 in-room frames.
  • 12 to 13: my beautiful 40 minute grapple moondance.
  • 12 to 14: ice moonfall past super block. lead zeb up (as before with the g-mode setup), then between zeb and tripper. note this always needs morph to lead zeb up, and 14 to 13 has a morph connection, so no reason to look for other places to fall down.
  • 13 to 12: since climb from 4/5 needs deep, this is missing options to use ripper 2 to get stuck in wall and xray climb up. the traditional is grapple+cf+xray. it also works with grapple+morph+bomb+xray (https://vimeo.com/735885418), using grapple-bomb hanging. using a pb instead of a bomb would also work. there is also an option to do it with a stored shinespark instead of morph+bom, but that isn't in logic yet.
  • 13 to 12: grapple+morph+speed+cf. shinespark grapple jump clip the first ceiling (https://vimeo.com/764812099), then cf clip second. note with hijump, no short charge or shinespark is needed (but speed still is). also, the start of this strat gives a very good canComeInCharged at 4, but that might be too silly to add.
  • 16 to 14: shinespark through overloaded crumble and quickly morph.
  • 17 to 10: same as 16 to 14.
  • finally, tas can grapple jump clip the crumble at left to get from bottom to top. my attempts to replicate rta failed. i might try again eventually, but it's possible it just needs tas-level arm pumping.

East Ocean:

  • 1 to 2: G-mode morph with HJB+Spring+Horizontal IBJ....best i could manage as a suitless strat. space is irrelevant, since hjb already gets you up.
  • 1 to 2: canComeInCharged with Space and Tank, as posted in the map rando discord.
  • 1 to 2: canComeInCharged with Morph and (space or horizontal ibj), as posted in the map rando discord. Note this strat could be done with a Choot hit instead of Morph, which might be considered notable...
  • 1 to 2: The Speed+Spring method posted in map rando discord.
  • 1 to 2: Spring only. I have this across two clips.
  • This clip (https://www.youtube.com/watch?v=_oKHAWI80-Q) shows getting under the door. This is done with a Choot hit and out of room, since it was before map rando considerations. Like the speed+spring strat, it can be done in-room. The last jump is extremely precise.
  • This clip (https://www.youtube.com/watch?v=p-7cy8na-YQ) shows you can spring ball jump to the door. I made this clip before i knew a lot of things about the game, so i didn't really understand why it sometimes worked and sometimes didn't. Now i do: the vertical subpixels need to be correct. i looked briefly for an easy setup for horizontal and vertical position, and didn't find a good one. Vertical is easy to get, but then you have to approximate horizontal.
  • 2 to 3: horizontal ibj. this would be pretty tough, needing to initially descend.
  • 3 to 2: ice+morph+bombs, with a horizontal ibj and a sponge bath-esque water escape off of a frozen choot at the start. Note this horizontal ibj is also fairly tough, requiring a good control of height to avoid the ceiling.
  • 3 to 4: Probably not notable, but you can get from 3 to 4 by jumping from stalagmite to stalagmite, boosting off of two fishes along the way. I do this in plandos / challenges when carrying a spark to get through this room.

Crab Maze:

  • 1 to 3: g-mode morph with grav+crab hit.
  • 2 to 1: g-mode morph with spring+bombs+2 crab hits. this is possible with 1 crab hit, by keeping fast crab alive and squeezing in to jump up with him, but it is pretty tight.

Morph Room:

  • 1 to 5: G-mode morph. Note there are scroll blocks near the sidehoppers, so nothing is formally needed, but dodging the sidehoppers is a bit of a pain. may be easier if direct, since then the sidehopper hit would give some iframes. also, since PLMs need to be overloaded, this would be a softlock unless the item helps escape (or you have pbs, and open the wall, see below).
  • 1 to 4: G-mode morph. Lay PB next to wall and unmorph and cancel to break PB blocks. Needs 2 PBs (to get over item pedestal), or 1 PB with bombs or spring.
  • 3 to 5: G-mode morph. Needs 1 PB, and also (bombs or spring) to get over the obstacles in the way.

Construction Zone:

  • 1,2: Get out of G-mode immobile with charge, ice, or plasma. Currently, only Supers are in. These beams are thick enough to break the blocks, but not kill the bottom Geemer. So you can knock it off, and then get knocked free.
  • 4 to 3: Ice moonfall. There is a spot where the ceiling is two blocks thick: that is where we fall through. This happens to line up with a section of wall above it that is long enough to setup an ice moonfall.

Blue Brinstar Energy Tank Room:

  • 1 to 4: G-mode morph. It is possible (but precise) to avoid the Geemers while falling off the ledge. Acquiring the item without softlock risk needs: bombs or spring (get up to the item, then roll back out for remote acquiry), or 1 power bomb. You can get there without anything, but then it would need to be Morph to escape.
  • 4 to 1: My notes say there should be an "obstacle cleared" option for this, in case you g-mode morph to the item but use a power bomb to break the obstacle. It's probably there now?
  • 4 to 2: This is missing a meme "ice climb Geemers" strat to avoid wall jumping.
  • (1 to) 4 to 2: G-mode morph, then overload PLMs by: collecting item, power bombing item, bombing item, shooting the etank block (works even if the etank is collected, but then need morph to get under the obstacle: bombing the etank block should also work, so bombs give a no risk method as well), then pass through the crumble. From here, you can get to the top by: g-mode morph ibjing up through overloaded bomb block, walljumping, space, or even break the crumble and ice climb a Geemer up and even ice clip using the Geemer if no screw (lol).
  • 4 to 2: Ice+XRay+(Morph or G-mode Morph)+Geemer Hit+Grapple. This is an X-Ray climb strat. Theoretically, an R-mode forced stand would work instead of Grapple. But there is no way to put energy in reserves unless R-tanks > E-tanks. (Note a CF would work, but then you could just break the blocks instead...I guess this could avoid walljumping?) This clip shows a method with Supers, but those aren't needed since you can just freeze the Geemer outside the tunnel just before he turns: https://www.youtube.com/watch?v=FpBDoMJ6uHU
  • 1 to 2: There is a TAS strat to ice clip through the power bomb blocks, and then shinespark clip up, to get up without PBs. It's on my to-do list to test an RTA version of this. It'd be very slow, so I haven't gotten around to testing it yet.

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