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Add canBufferedMomentumConservingTurnaround #2522
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blkerby
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Not directly related to this PR, but if we're adding cross-room jumps of this difficulty into Hard, it's probably worth thinking more about some vertical ones too: the left-side Everest one comes to mind as a particularly easy one that could come back down to Hard. The Main Street one could maybe also fit in Hard if it were made into a notable (to explain using shot to break spin).
| "canTrickySpringBallJump", | ||
| "canCrossRoomJumpIntoWater", | ||
| "canMomentumConservingTurnaround" | ||
| "canBufferedMomentumConservingTurnaround" |
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This puts it in Hard. It does work buffered with a 2-frame window so it's probably enough lenience. I'm sure many will find it surprising; probably a good one to specifically call out when summarizing the Hard logic updates.
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I'd rather keep this in very hard for now and give everyone time to adjust to the easier gravityTurnarounds.
Co-authored-by: Brent Kerby <[email protected]>
Co-authored-by: Brent Kerby <[email protected]>
The side platforms looked like there was a strong chance you wanted to turn before the transition.
I'm targetting Hard with this tech, so no trickyJump for the bottom frame jump. In most cases, if you can trickyJump the door then you can handle the unbuffered turnaround.