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@aquanight aquanight commented Jan 3, 2026

Artificial Morph from [1] to PB the barrier wall.

Only works with Immobile because it needs an X-Ray activation to release PLMs and remove the barrier wall. (Mobile would require CF which prevents X-Ray use.)

High placed PB could avoid killing the Viola and thus not require heat interrupt but I'm concerned about the pirate lasers overloading and preventing energy drops. It could work with an ammo kill.

Could also investigate psuedo-Varia, but the equivalent R-Mode strat is full-heatproof also so it didn't make sense to relax that here.

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I see there are no [4, 5] variants. Seems like this would be a good candidate for an R-Mode obstacle, since there are already strats that break A. (They would need to be split into direct/indirect variants)
Never mind, guess I shouldve read the description. I'll review it now.

@kjbranch kjbranch added Area:Lower Norfair Stuff in Lower Norfair Tech:Blue Suit labels Jan 6, 2026
aquanight and others added 5 commits January 6, 2026 19:29
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
@aquanight
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I've split the different kill options into four - the better to have a more tailored description for each approach, but if nothing else, it'll at least make it simpler to refine each option and then squish it all back together after:

  • Option 1 is the beam/ammo kill. After trying the Charge-only method described, I've found it to be much easier compared to the R-Mode version (indeed, perhaps this method could even be applied back to the R-Mode version and relax the charge-only kill there?) - I'm not convinced canBePatient is still needed for it, since Samus can use jump-shots to kill from relative safety.
  • Option 2 is the 3 Power Bomb kill, fairly simple enough. With the pirate out of the way, Samus can hug the right wall to avoid lasers instead of having to drop in the left pit, but either one works.
  • Option 3 is the Bomb kill, as @kjbranch demonstrated with a video. As suggested, the preferred option is to damage the pirate to between 200-399 hp so that it can die on the second powerbomb hit: this is equivalent to between 17 and 23 bomb hits. I debated on if this needs canCount. I'm also not sure if it needs canBePatient - the video was less than 90 seconds so it might be a matter of how efficient the player is with the bomb usage.
  • Option 4 is another video @kjbranch showed me, using a high-placed PB to clear the barrier without killing Violas, then farming them individually to get the PB back, then energy. In theory, this could be applied to the other methods, yielding an extra 5 energy if starting full on PBs, but I didn't implement this yet to keep the strats from getting too complex.

@aquanight aquanight requested a review from kjbranch January 8, 2026 02:15
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Seems good. A little verbose being 4 separate strats; I could see all but the bombs kill being combined (so 2 total) not sure what is best, @blkerby might have some thoughts on if more or less strats is preferrable.

aquanight and others added 2 commits January 8, 2026 04:19
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
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blkerby commented Jan 9, 2026

Seems good. A little verbose being 4 separate strats; I could see all but the bombs kill being combined (so 2 total) not sure what is best, @blkerby might have some thoughts on if more or less strats is preferrable.

There are probably advantages and disadvantages either way. In Map Rando, separate strats can help make the spoiler give more specific information, helping the player find a description & video that applies in the situation in their seed. On the other hand it is a lot of duplication, so I could see them being merged. At some point we might add some new functionality that could help get a best of both worlds, e.g. some form of room-local helpers or strat groups.

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An RMode node at 5 might be something to look at for reducing clutter, but then you have violas alive and not. Without the runway junk, I like having the extra strats for better notes. Seems like the bombs strat is the only unintuitive one, where you overload and then kill, which affects your enemy drop. There's also the variation where you do 2 midair PBs and then you don't have to overload lasers and get the pirate drop.

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4 participants