Bobbob's notes on underwater walljumping
This is just initial thoughts. I'll add better notes at some point with links.
When walljumping underwater (without gravity), Samus gains a miniscule amount of height. This can be used to gain height.
Note for everything below, this is easier on PAL. This is due to Samus gaining 20% more height when suitless underwater, due to a mistake in trying to handle the different frame rate. Everything is still possible on NTSC as well.
My basic conclusion is that underwater walljumping currently lives in a trichotomy:
- Stuff possible on a standard SNES controller without modification. This is up to Level 5 below.
- Stuff possible without simultaneous left+right dpad inputs, and thus "theoretically" possible on a standard SNES controller but never having been replicated to my knowledge. This is "single-wall suitless underwater walljumping without Hi-Jump", i.e., Level 6 below.
- Stuff that requires simultaneous left+right dpad inputs, i.e., Level 7 below.
This second option is a bit unfortunate: A technique is possible on certain input methods, even without L+R, that cannot be replicated on a SNES controller. C'est la vie.
I have written logics for randomizers for my own personal use. Since these logics have tech options, I have separated out underwater walljumping into eight different levels. These levels are as follows.
Contents
UWJ Level 0
This is underwater walljumping in a 1-tile wide gap. For example, escaping from Watering Hole without Hi-Jump or Spring Ball requires this. All you have to do is hold a direction and mash jump.
UWJ Level 1
This is "two-wall underwater walljumping with Hi-Jump", i.e., underwater walljumping with Hi-Jump in a 2-tile wide gap. The best example in vanilla is climbing Crab Shaft, on the left-hand side.
UWJ Level 2
This is "two-wall underwater walljumping with Hi-Jump to break free of the water surface". The best example is West Sand Hole. This is the last level in any randomizer I am familiar with.
UWJ Level 3
This is "one-wall underwater walljumping with Hi-Jump". This is what is needed to complete a 14% Iceboots run.
UWJ Level 4
This is "one-wall underwater walljumping with Hi-Jump to break free of the water surface". This is frequently used in 14% Speedboots to get up Halfie Climb Room and in Colosseum, although it isn't actually required.
UWJ Level 5
This is "two-wall underwater walljumping without Hi-Jump", i.e., underwater walljumping in a 2-tile wide gap. The best example is still Crab Shaft, but now without Hi-Jump.
UWJ Level 6
This is "one-wall underwater walljumping without Hi-Jump". The most notable example is Fish Tank Climb. This is possible, although extraordinarily difficult. It has not been replicated on a standard SNES controller, due to the extremely fast switches between left and right that are required.
UWJ Level 7
This is "one-wall underewater walljumping without Hi-Jump, to break free of the water surface". RTA, this requires simultaneous left+right inputs (note they aren't actually necessary for TAS). Also, RTA this seems to only be possible on right walls.
The most notable instance is Halfie Climb Room: This is what makes 13% xCharge require left+right.