Difference between revisions of "Fish Tank Climb"
(i just say this term enough that it feels like it should have a page. Maybe it could be merged with the room page instead, idk organization.) |
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The general method is to get caught in the door unusually high, but while standing. This can be done due to the slope tile immediately above the door. | The general method is to get caught in the door unusually high, but while standing. This can be done due to the slope tile immediately above the door. | ||
− | From here, you can jump and begin single-wall underwater walljumping. | + | From here, you can jump and begin single-wall underwater walljumping. The initial jump will be a Flatley from the door shell. |
After an appropriate resting point is reached, the fish is killed. | After an appropriate resting point is reached, the fish is killed. |
Revision as of 20:35, 24 April 2022
Fish Tank Climb is a term used to refer to climbing Fish Tank from the bottom left to Mt. Everest without Gravity Suit, Hi-Jump Boots, Spring Ball, Ice Beam, or shinesparking.
This is required in a number of esoteric low% categories, like 14% GrappleChargeless and 14% Pb-Pb. It is used in the current 13% TAS, and is required in a number of theoretical low% categories. The fact it is possible simplifies analysis for low% versions of other categories.
Contents
General Method
The general method is to get caught in the door unusually high, but while standing. This can be done due to the slope tile immediately above the door.
From here, you can jump and begin single-wall underwater walljumping. The initial jump will be a Flatley from the door shell.
After an appropriate resting point is reached, the fish is killed.
Single-wall underwater walljumping is again used, to reach the top ledge.
Then, the door is shot. A jump is performed, and single-wall underwater walljumping is used to get to the door transition.
NTSC vs PAL
PAL can jump from the door to the wall on the right side directly. This makes this "simple" to do on PAL with L+R Walljumping, although very long, since it is just a right wall climb.
Due to lower jump height, NTSC cannot make it all the way to the right wall. It must, instead, do a left wall climb. Due to a tile being mislabeled as solid instead of slope, this has to be done higher than it may visually appear. It is still a short climb. After this short climb, a jump to the right wall can be done and normal L+R Walljumping can be done.
Is L+R Needed?
This strategy "only" requires single-wall underwater walljumping. The surface of the water is never broken. Thus, strictly speaking, left and right never have to be pressed simultaneously.
However, to do this without pressing left and right simultaneously would require extremely fast switches between left and right. It seems unlikely that this could be accomplished by a human on unmodified SNES hardware. To the author's best knowledge, anyone who can gain height with single-wall underwater walljumping without Hi-Jump and without L+R use a keyboard (or similar input device), rather than a dpad. It is difficult to claim it to be "impossible" on a SNES dpad, since it, strictly speaking, does not require "impossible inputs". It would be somewhat similar to performing TAS dance, but while also rhythmically pressing jump.
Clips
Here, clips of the various forms will be collected.
PAL with L+R
TODO
NTSC with L+R
TODO
PAL without L+R
TODO
NTSC without L+R
TODO