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Yellow Maridia pt. 1 (Plasma Room, etc.): blue suit logic#2827

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blkerby wants to merge 2 commits intovg-json-data:masterfrom
blkerby:yellow-maridia-bluesuit-1
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Yellow Maridia pt. 1 (Plasma Room, etc.): blue suit logic#2827
blkerby wants to merge 2 commits intovg-json-data:masterfrom
blkerby:yellow-maridia-bluesuit-1

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@blkerby
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@blkerby blkerby commented Apr 5, 2026

Plasma Room has a fairly major rework which continues in the direction of what Kyle started last week and goes a bit further:

  • Added one more obstacle so the Pirates are now split into three groups (top pirate, central 2 pirates, and bottom pirate). Having the top pirate in its own obstacle helps because there are remote runway strats that don't need to kill anything except for the top one.
  • Repurposes node 3 to strictly represent being in the center of the room, no longer implying anything about the Pirate state.
  • Adds many strats to go from node 2 to node 3.

I would be surprised if I didn't miss something here, so it could use a close look.

@kjbranch
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kjbranch commented Apr 7, 2026

Updated the room diagram. It was a tricky one to make, and I wasn't completely satisfied with it. Let me know if either of you want anything changed.

"blueSuitChecked": true
},
{
"id": 2,
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How is LeaveSpinning(Space Jump) not a duplicate of LeaveSpaceJumping?

@@ -214,14 +226,68 @@
"exitCondition": {
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This would be C cleared with b and a possibly partially cleared.

"HiJump",
"canSpeedyJump",
"canShinechargeMovementTricky",
{"shinespark": {"frames": 11, "excessFrames": 8}}
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This amount of health loss looks like it needs B cleared.

"name": "Shinespark",
"requires": [
{"obstaclesCleared": ["C"]},
"canShinechargeMovement",
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At the lowest difficulty this may need either A cleared or to expect damage, or tech. Where the top pirate's position needs to be isn't something you think about when you descend the room.

"name": "HiJump Wall Jump",
"requires": [
"HiJump",
"canPreciseWalljump"
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Suggested change
"canPreciseWalljump"
"canPreciseWalljump",
{"or": [
"canDodgeWhileShooting",
{"obstaclesCleared": ["B"]}
]}

"name": "Frozen Wall Pirate Escape",
"requires": [
"canTrickyUseFrozenEnemies",
"canPreciseWalljump"
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a) Standing pirate alive means a movement check on freezing the wall pirate correctly while under attack
b) B cleared means a knowledge check on killing the wallpirate from above after using it to platform

"id": 11,
"link": [3, 1],
"name": "Shinespark",
"name": "Insane Wall Jump",
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duplicate of 28

"name": "Walljump Springball Jump",
"name": "Wall Jump Spring Ball Jump",
"requires": [
"canSpringwall"
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Suggested change
"canSpringwall"
"canSpringwall",
{"or": [
"canDodgeWhileShooting",
{"obstaclesCleared": ["B"]}
]}

"name": "HiJump Spring Ball Jump",
"requires": [
"HiJump",
"canSpringBallJumpMidAir"
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Suggested change
"canSpringBallJumpMidAir"
"canSpringBallJumpMidAir",
{"or": [
"canDodgeWhileShooting",
{"obstaclesCleared": ["B"]}
]}

"link": [3, 3],
"name": "Pseudo Screw Central Pirates Kill",
"requires": [
"canPseudoScrew",
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At medium we're better off expecting 2 hits per pirate. I'd expect hard to take an extra hit or two too, overall.

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3 participants