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JSON representations of Super Metroid Game Data
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Add underwater wall-jumping tech and strats #711

Open blkerby opened 1 year ago

blkerby commented 1 year ago

Add tech for underwater wall-jumping off a single wall (UWU). This should only include the "easier" variant of this insanely difficult tech: namely, assume it is done with HiJump, and with SpaceJump to break the water if applicable, and only on relatively short climbs (up to ~2 tiles).

osse101 commented 1 year ago

hjbless and hijump+uwu+breakfree is probably not bad on keyword, or with L+R.

osse101 commented 1 year ago

Added in #887

For the next level of difficulty we're looking at -HiJump UwU + Break Free -Slightly longer HiJump Uwu. I'm not sure where exactly, other than the really long ones. -Short HiJumpless. I think Bob does this to get up fish tank top left door.

kjbranch commented 5 months ago

Long HiJump Uwu was added in #1485

kjbranch commented 4 months ago

This is how bobbob categorized the difficulty of underwater wall jumps (https://discord.com/channels/445948207638511616/534430696635367444/1088857393892442123). We currently have level 0-3. Do we want to add any more of these? If not, should we close the issue? Alternatively, we could add the tech for them and put them in Beyond on Map Rando, with or without strats added to them, so it is clear they are possible but not required.

in a logic that i wrote that had underwater walljumping in it, it was split into different "levels":
Level 0:  In a 1-tile wide area (e.g., escaping Watering Hole). This is probably not needed, i just added it since i could. I guess foreseeing complaints of "but i had underwater walljumping turned off".
Level 1:  In a 2-tile wide area with Hi-Jump (e.g., going up Crab Shaft).
Level 2:  In a 2-tile wide area with Hi-Jump, breaking the water surface (e.g., West Sand Hole).
Level 3:  One wall, with Hi-Jump (this is the above).
Level 4:  One wall, with Hi-Jump, breaking the water surface (e.g., doing the above without Space Jump).
Level 5:  In a 2-tile wide area, without Hi-Jump.
Level 6:  One wall, without Hi-Jump. I think I was split on separating this into right/left walls:  without L+R, I don't really think it's that different. But with L+R, right walls are much easier.
Level 7:  One wall, without Hi-Jump, breaking the water surface (only on right walls). This is L+R.
Through Level 2 is in rando logics already. Level 3 is known to be possible to speedrunners (due to, e.g., Iceboots). Somehow Level 4 is not as known, and it is also much more annoying (you have to switch from underwater pattern to a fast air pattern at the correct height). Anything beyond that is not really known, with frequent misconceptions.
kjbranch commented 1 month ago

It looks like level 5 might not have many uses, and they also may not be reasonable. The ones that I could find:

Aqueduct may be reasonable, but I'm wondering if it might make sense to add level 4 and stop?

osse101 commented 1 month ago

I saw Zeni climb west sand hole without hijump, and escape the water with spacejump. Level 4 is comparably difficult to some beyond strats.