Floaty Jump: Difference between revisions

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==Metroid Prime 2: Echoes==
==Metroid Prime 2: Echoes==
With current knowledge, there is only one spot to get Floaty Jump in [[Metroid Prime 2: Echoes]]. This can happen in the room [[Dark Torvus Temple]], just before the [[Chykka]] fight starts, if Samus does not have [[Dark Suit]] or [[Light Suit]] and is standing on the Dark Water when the Chykka fight activates. By doing this, she will have all of the effects of Floaty Jump, including the ability to jump higher than normal. Because the requirements for getting Floaty are so specific, it is only typically used in a couple of niche cases, such as being able to defeat [[Power Bomb Guardian]] without the [[Spider Ball]].
With current knowledge, there is only one spot to get Floaty Jump in [[Metroid Prime 2: Echoes]]. This can happen in the room [[Dark Torvus Temple]], just before the [[Chykka]] fight starts, if Samus does not have [[Light Suit]] and is standing on the Dark Water when the Chykka fight activates. By doing this, she will have all of the effects of Floaty Jump, including the ability to jump higher than normal. Because the requirements for getting Floaty are so specific, it is only typically used in a couple of niche cases, such as being able to defeat [[Power Bomb Guardian]] without the [[Spider Ball]].


==Metroid Prime 3: Corruption==
==Metroid Prime 3: Corruption==

Revision as of 17:42, 26 September 2021

Floaty Jump (also known as simply Floaty) is the state that Samus is in when the game applies water physics to her while she is outside of water. As a result, Samus will jump much higher in the air than would otherwise be possible under normal circumstances. This is possible because you can trick the game into thinking that Samus is deeper inside the water than she actually is. There are multiple methods of getting Floaty Jump in the Prime games, and these differ by the room.

While Floaty Jump doesn't have a major use in the three major speedrunning categories, there are still applications for it. For example, there are some Secret Worlds, such as the one in Quarantine Cave, that cannot be done without Floaty Jump.

Technical Overview

In the Metroid Prime series, water is made up of triggers that are placed in the individual rooms. This includes the lava in Magmoor Caverns and the dark water in the Dark Aether regions of Echoes. When Samus interacts with these triggers, multiple values in memory are changed to account for this. Two of these values are relevant for Floaty Jump:

  • Fluid Counter: Value that tracks whether or not Samus is currently interacting with a water box. Note that Samus can interact with multiple boxes at once and the value will change accordingly.
  • Fluid Depth: Value for registering how far inside the water Samus is relative to the surface. Once this value is >1.25, the game applies water physics to Samus.

During normal gameplay, the changes to these values only last for as long as Samus is in the water itself. However, if Samus is suddenly transported out of the water, it is possible to get what is known as pre-floaty, which happens because the fluid counter value does not update when this happens.

It is possible to get Floaty Jump in the PAL and Trilogy versions of Prime 1, but the effect will disappear once the room's water box is unloaded. This is because the behavior was changed such that Samus' water physics are tied to the specific water box in this version of the game. This change was first introduced in PAL and then carried over to the Trilogy version of the game.

Pre-Floaty

Pre-floaty is the requisite state for getting Floaty in Prime 1. It happens when Samus' fluid counter value is higher in the air than normal. When Samus is in pre-floaty, it is possible to touch the edges of a water box and get Floaty Jump as a result. There are two methods of getting pre-floaty:

  • Being partially inside a water box at the same time a cutscene plays, in turn repositioning Samus outside of the water box.
  • Being partially inside a water box and then unloading the box while inside of it. This is typically done with Infinite Speed.

Once Samus has pre-floaty, it is possible to get Floaty with one of two methods.

Out of Bounds Method

This is the most common method of obtaining Floaty. Once in pre-floaty, go Out of Bounds and touch the water box. Since Samus is not interacting with the water box normally, the fluid depth value will update as if Samus is already in the water, but will not change once Samus has stopped interacting with the box. Because of this, Samus will have Floaty Jump in the air after interacting with the box.

Overlapping Water Box Method

Once in pre-floaty, go to a room that has a connecting room with another water box. The other water box has to be such that its fluid depth is higher than the one you are entering. In the video below, this is done in the room Frozen Pike. It is possible to carry this increased fluid depth into the box with the lower fluid depth level. This means that when exiting the water box, Samus' fluid depth level will be greater than 1.25, meaning she now has Floaty Jump in the air.

Getting Out of Floaty

Once Samus has Floaty Jump, simply entering a water box like normal is enough to cancel the effects. Once Samus enters the water box, the fluid counter and fluid depth values will update like normal, removing the effects of Floaty. If doing a route that requires carrying Floaty through multiple rooms, then it is important to never touch these boxes until it is desired to get rid of Floaty.

Metroid Prime

List of Rooms That Can Give Pre-Floaty

Metroid Prime 2: Echoes

With current knowledge, there is only one spot to get Floaty Jump in Metroid Prime 2: Echoes. This can happen in the room Dark Torvus Temple, just before the Chykka fight starts, if Samus does not have Light Suit and is standing on the Dark Water when the Chykka fight activates. By doing this, she will have all of the effects of Floaty Jump, including the ability to jump higher than normal. Because the requirements for getting Floaty are so specific, it is only typically used in a couple of niche cases, such as being able to defeat Power Bomb Guardian without the Spider Ball.

Metroid Prime 3: Corruption

TODO

See Also