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Shinespark pause doorskip tech #1252

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blkerby opened this issue Dec 19, 2023 · 0 comments
Open

Shinespark pause doorskip tech #1252

blkerby opened this issue Dec 19, 2023 · 0 comments

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@blkerby
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blkerby commented Dec 19, 2023

With the Plasma Spark Room top right door, it is possible to use a shinespark with a frame-perfect pause to skip past the first door, and into the transition of a second door hidden behind it (which leads to the same place as the bottom-right door of the room). So effectively this is another way of bypassing the door lock on the bottom right door (in addition to the X-ray climb method which reaches the hidden door from behind).

The same technique could possibly have other applications, though most other cases would result in going out-of-bounds, which is out of scope for modeling.

In West Ocean the "Cave" door by the bug spawn has another hidden door transition behind it, as does the left door of the bridge. So it possible to reach those hidden transition tiles with a shinespark. I tested the "Cave" one, which has a nice normalized setup by backing all the way up against the morph tunnel entrance and buffering jump+forward during the unpause; only problem is that Samus gets placed a screen further to the right in the next room, which is usually OOB. I think this is caused by Samus being on the wrong side of screen when the transition is triggered (relative to the direction that the transition will scroll). So if there's another way to get into the Bowling Alley Path area of West Ocean, e.g. with high fall speed from above, then you could approach those transitions from the correct side and then they might work normally. It's a 4-tile thick wall at the thinnest point, so maybe in the realm of possibility of getting through with stored fall speed. I don't see a way to carry fall speed there from another room, but maybe it could be done with an ice moonfall (with Tripper + Zeb) and slopekiller?

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