User:RoyboyX/Sandbox

As an answer to Peabody's Sandbox, here is where I will write articles I plan to add, since I'm creatively limited with what edits I can make at the moment.

Jump disambig
Jump or Jumping is a staple move in the Metroid series. The word jump may refer to any number of subjects, such as:

Lift disambig
A lift is an alternative name for an elevator, specifically one located in a non-elevator shaft room. It may also refer to specific elevators themselves, or objects acting as lifts. You may be looking for:

Piston
A piston is a component of various pumping or engine systems in the Metroid Prime series. They are commonly found in the areas explored by Samus Aran as obstacles, involved in puzzles, or are simply part of the room.

There are three rooms in the series containing the word "piston" in their name: Piston Tunnel (Chozo Ruins), Piston Cave (Alinos) and Piston Hall (Eastern SkyTown, Elysia). Pistons play a role in the former two rooms, while a rotary hatch exists in the latter.

Traversal
Certain Morph Ball tunnels, such as the Piston Tunnel and Piston Cave, feature slowly rising and falling pistons that Samus can roll on top and use as a makeshift elevator. Some pistons are positioned above Samus and will cause damage if one slams down while she is under it, (Metroid Prime) or kill her. (Metroid Prime Hunters) The pistons in the Piston Cave make traversing the room particularly difficult as they can easily knock her to her death in lava, or crush her.

Air-circulation pistons are found in maintenance tunnels in Substation West and East in Base Sector Zero, Norion. These pistons have a flat, rectangular surface and push forward horizontally at intervals of five seconds. Because the heated energy coils in the floor are exposed, Samus needs to navigate the room using the tunnel in Morph Ball form. She must carefully time it so that the pistons do not push her onto the coils. The pistons will telegraph when they are about to pump, as they will flash for two seconds before they push forward. These pistons are powered, at least partially, by turbines in each Substation.

Reactivating the G.F.S. Theseus enables a rising and falling piston in the tunnels leading into the ship. Samus must time her Bomb-Trick or Spring Ball and Bomb correctly while the piston is retracted. This allows her to access the Theseus roof and find a Missile Expansion.

Two pistons are present in the maintenance tunnels of the Steambot Barracks, and appear to be for energy generation. One of them is malfunctioning and does not extend all the way, but the other slams up and down, impeding Samus's progress and damaging her if it extends on top of her.

Samus uses pistons as a Morph Ball lift when descending into the maintenance level of the Aurora Chamber on SkyTown, and into the Podworks underneath the Spire Escape Pod. Both pistons will also bring her back up when she is done repairing circuit boards in these rooms.

Obstacles
Fedtech Plasma Generators in Base Sector Zero are powered by a large piston, which inserts into the platform in the center of all three Generator rooms to power the Defense Cannon. The generators are offline and the pistons retracted when Samus enters the rooms. After Samus uses a security lever at the back of Generator A, the piston will stall, and she must engage its override by using a Hand Scanner. However, in Generator C, the piston will stall, forcing her to manually dislodge them by navigating a complex tunnel system to reach a Bomb Slot on the piston.

In the Auxiliary Dynamo room of Bryyo Thorn Jungle, the exit is blocked by indestructible and non-removable wires. To bypass them, Samus must navigate a Morph Ball tunnel in the wall, but there is a piston blocking her path. She can remove it in bipedal form using the Grapple Lasso. Once she has, she can roll on it to have it automatically lift her higher in the wall, so that she can reach the exit.

The Main Cavern features pistons in the floor, which extend upward when the Mining cannon is firing its Phazon-cutting lasers. These have a helix design.

Scenery
Immersion pistons are found in the Monitor Station of the Magmoor Caverns. These siphon lava from the room to use as geothermal power.

Piston structures exist in Hub Access and Transit Tube B in Eastern SkyTown, as well s Western SkyTown. They appear as tall cylindrical structures in the center of the room, with flashing lights moving up and down the shafts. These pistons produce energy that supplies power to the engines of the Sky pod.

During the battle with Gandrayda, she will open the shutters of the Proving Grounds when she has lost 75% of her energy and expose the room to the Acid Rain. Black and blue pistons rise from the floor, but their purpose is unknown.

Scans

 * Auxiliary Dynamo:"Piston is stuck in place. Enough physical stress could temporarily pull it down."
 * Air-circulation pistons (Substation West/East):"Air-circulation pistons are activated and on automatic. Pump interval at five seconds."
 * Generator piston system (Generator C):"Generator piston system active. Piston is in place and secure. Ready for generator activation."
 * Piston structures:"Piston structure produces energy that is used to supply power to the pod engines."
 * Main Cavern (Mining cannon):"Piston extends while the mining cannon is firing the beam that cuts through Phazon."

Turbine
A turbine is a rotary mechanical device often used as a generator or in conjunction with one. They are found in several rooms throughout the Metroid Prime series. While some are named and serve a gameplay purpose, others exist as part of the room geometry.

Gameplay
Two turbines are found in the lower part of Ballista Storage. They resemble fans and supply power to a lock, and are outfitted with Grapple Voltage Terminals. These cannot be dealt with on the first visit to the room. Upon returning with the Grapple Voltage, Samus can overload the terminals with energy to destroy the turbines, and remove the lock, granting access to Energy Cell ID: GB-4913A-8.

Two rooms have the word "turbine" in their name: Turbine Access and Turbine Chamber. Neither room has objects directly identified as turbines, although the "spear" on the bottom of the First Bomb Component in the latter presumably acts as a turbine while connected to electromagnetic cradle arms.

In Metroid: Other M, the Sector Generator Room has two large, cylindrical turbines, one of which rotates indefinitely. To navigate the room, Samus must Wall Jump from the wall onto one turbine to reach a Grab Ledge, and activate a sensor to summon platforms to reach the second turbine. The turbines have a transparent center with sections divided by green borders (the Grab Ledges), and are partially frozen over. A similar turbine, which are composed of metal, is used to traverse the Desert Refinery.

Scenery
One type of turbine is found in Substation West and East on Norion, which serves as a power source for the local air-circulation and security systems, including the air-circulation pistons that Samus must avoid in these rooms.

Similar looking wind turbines exist in both the Central Mining Station of the Space Pirate mining facility, and Enlightened Walkway in Bryyo Thorn Jungle. Four of the turbines in the former room can be destroyed with a nearby "Vigilance" Class Turret, while the latter exists near the door to the Jousting Field and is scenery.

Scans

 * Central Mining Station:"Structural analysis complete. Crude but efficient device designed to harness wind power. Components are of Space Pirate design."
 * Substation West and East:"Turbine serves as a power source for local security and air-circulation systems."
 * Ballista Storage:"Turbine is supplying power to the lock mechanism. Overloading the system may disable the lock."

Lava cavern
To be restored

Geemer and Waver-infested corridors
The Geemer and Waver-infested corridors are a pair of adjacent corridors in Sector 1 / Biosphere. They appear in Metroid: Other M.

Link on Observation Room, Geemer, Waver, Biosphere/Items#Missile Tank 3, Thorned roots

Description
These corridors are accessed from the Observation Room, from the top level and after ascending a shaft with the Kick Climb. The first corridor is a hallway with blue wall lights and multiple Geemers crawling along the ceiling. There is a small chamber on the left as well, with two Geemers in it. There are two grates over this chamber, with the third having been knocked off - presumably by the Geemers - and left on the floor. Samus is not required to kill any of the Geemers to advance, although doing so allows her to collect a Missile Tank (see below).

The second corridor is teeming with Wavers and curves around to the right. This leads to a downward slope that has suffered damage, and is lined with two thorned roots. Unless Samus runs up the slope with her Speed Booster (which is not authorized on her first passage), she is unable to return the way she came once she goes down the slope. It leads into a Navigation Booth running on auxiliary power, with the opposite door locked, and an alternate exit into the observation deck.

The Geemer corridor is also referred to as a "hall", and the Waver corridor as a "long hallway", "hall" and "long hall" (not to be confused with the room in the Main Sector) on page 58 of the Prima Games guide.

Connecting rooms

 * Observation Room (via automatic hatch)
 * Navigation Booth (via automatic hatch)

First corridor

 * 6 Geemers (4 on ceiling, 2 in tunnel)

Second corridor

 * 12 Wavers

Items

 * Missile Tank:In the Geemer corridor, Samus must turn and face the door from the Observation Room, and fire at a sensor above the door. Activating the sensor releases gas into the room, which kills all of the Geemers, including those in the tunnel on the left. Once they are gone, she can safely roll into the tunnel and obtain this tank. Alternatively, Samus can simply kill the Geemers in the tunnel with her Power Beam or Bombs.

Room article policy
A significant portion of Wikitroid's articles detail rooms in areas of the planets, space stations and other locations within the Metroid series. Every room from the Metroid Prime series is named on the in-game maps, and each has a corresponding article.

This policy does not apply to Metroid Prime rooms, but to less-named rooms in the "classic" Metroid series.

Most classic Metroid rooms are not named in the same way, with some exceptions. Thus, not every room from a 2D Metroid game has an article. This policy, similar to the C&C Policy, consists of two sets of simple, yet specific questions that must be asked or considered, before creating an article for a room without a specific name. The questions decide whether a room in question is noteworthy enough to have its own article, and if not, it will be relegated to a list of "minor" rooms by area.

Judging the notability of a room
A room's notability can be judged by whether it meets at minimum two of the criteria below, with existing and non-existing article examples provided:


 * 1) Is the room a "landmark" of the area? A landmark may be a central hub or other such room designed to help ground Samus's location within a region (e.g., a Landing Site). Depending on the region, there may be multiple, only one, or no landmark rooms at all.
 * 2) Does a boss fight take place there?
 * 3) Does a "mandatory" enemy fight (i.e. you are locked in the room until all enemies are killed) or action sequence take place there?
 * 4) Do events in the room further the plot? This can include a story (be it pre-rendered or in-game rendered) cutscene taking place there, and in the case of Metroid: Other M rooms, if Samus goes into a monologue in this room.
 * 5) Are there notable differences in the room between versions? (i.e. between remakes, such as Metroid and Metroid: Zero Mission, or Metroid II: Return of Samus and Metroid: Samus Returns)
 * 6) Is a major upgrade obtained or authorized here?
 * 7) Are multiple expansions obtained here, possibly in addition to an upgrade? This does not include rooms with only a single expansion, if those rooms do not meet other criteria.

Before you create a room article, consider these questions. Each question has the potential to provide one point. In order for a "nameless" room article to qualify for inclusion on Wikitroid, it must have at least two points. A point is given when the answer to a question is "Yes". An answer of "No" to a question does not subtract points, it simply does not add one. If the subject only receives one point, or does not receive any points at all, it is allowed inclusion on Wikitroid as part of a list of miscellaneous rooms by the respective area. If the subject receives two or more points, it is permitted to have its own article.

However, aside from meeting two criteria in order to qualify for a page, the room must also answer a "Question 0". Question 0 is to ensure that there will not be hundreds of room articles made with only two sentences and such. This is to be asked as a pre-question, before judging the room by the other criteria. It is as follows:

'''Does it possess/have the potential to possess, enough relevant information to actually be made into a credible article? In other words, does it have enough information, detail, and overall length, to be considered to have a full-sized article. Generally, the minimum will be considered two paragraphs of relevant information. If it does not meet this, it will be added to an area room list.'''

Examples
The Landing Site of SR388 has special significance as it is the first and last room explored in Metroid II: Return of Samus and Metroid: Samus Returns, and is the site of the final boss fight and post-credits ending in the latter game. Similarly, the "Lava cavern" of the Pyrosphere connects to multiple rooms and introduces a creature in the story that is later fought as a boss.

The "large circular room" where Samus first battles Ghalmanians in Metroid: Other M is the site of multiple mandatory enemy encounters, boss fight, upgrade obtainment and it contains additional upgrades. She later returns to this room and battles different strong enemies, and can obtain at least two items in this room.

The room where Samus battles the Rhedogian with Anthony Higgs is also where she battles an Asborean earlier in a mandatory combat sequence. She is authorized to use the Grapple Beam here, and a significant story flashback occurs. Lastly, the control room where Samus confronts MB is a story-centric room as the climax takes place here.

A room with an action sequence may include any room explored during an escape sequence, or other action event (such as the Cryosphere room with the avalanche, or the cavern that the Diggernaut chases Samus through).

Any room with a power-up (this includes upgrades such as Suits, Beams, Missiles, Morph Ball items or the Screw Attack) has justification to receive an article, especially if a puzzle is involved to obtain the item, and/or if an expansion(s) (including Energy Tanks, Missile Tanks etc.) are also obtainable there. Rooms with significant amounts of expansions (such as the "tall, wide-open room" - the large vertical cavern in Area 8) may also receive a page if they meet other criteria.

A corridor that only has a group of enemies, or serves only to connect two other rooms, and does not meet any of the criteria above (such as "T-shaped corridor" or "crooked corridor"), should not receive an article and instead should be relegated to a room list that describes the room's layout, inhabitants and any other features.

Names
One of the most significant obstacles to creating a room page is likely to be assigning it a name. Wikitroid uses a basic hierarchy for sources of room names, which is as follows:


 * 1) The games themselves - room names might be provided on the map (such as all rooms in the Prime series), or via on-screen notices (such as Room MW or Materials Storehouse).
 * 2) Game manuals or websites - "websites" should be taken to mean official websites such as Metroid.com, any Nintendo-owned website which may include sites created for viral marketing campaigns or alternate reality games, or a site belonging to a production company involved with Metroid media (such as Polygon Pictures). It does not include fan-run or otherwise unaffiliated sites such as Shinesparkers, the Metroid Database or IGN, unless a name used from such sites is declared as a conjectural title in the absence of an official name (see below).
 * 3) Strategy guides from Nintendo Power, Prima Games or any other publishing company as long as it has been licensed by Nintendo. This does not include companies that publish unauthorized guides, such as GamePro. Some room names taken from guides may be considered "descriptive" by other users, such as Main observation deck or Queen's nest, as opposed to "proper" names such as Metroid Prime Lair or Chozo Tower. It was decided in a previous RfC that the use of "descriptive" names should be left up to the editor's judgment. As an example of a good article title, use of a "unique", yet possibly "descriptive" name such as the examples above or Golden Torizo's chamber is fine. Use of a "generic" title like Long hall or Long passageway is not ideal as these titles can be considered confusing.
 * 4) Other media, such as soundtracks, comics or manga, descriptions on toy boxes, etc. Use of translated names from Japanese media is also acceptable.
 * 5) The internal game data - names can be sourced from elements of the internal data, such as the filenames of music, textures, particle effects, models, sprites etc.

If a room has justification for an article and a name can be cited from any source that is included in one of the above examples, then go ahead and create it. If no "proper" or "unique descriptive" name exists in any of the sources above, but the room still has potential to become an article, then it can still receive one using a conjectural name that the article creator decides upon. If users object to the name and have any alternatives, then they are free to propose a rename on the article's talk page. Users are also free to dispute source-cited names they deem "descriptive", but having a "descriptive" name is not justification for removing the page entirely.

Main Sector room evaluation
Non-existent articles are referred to using names I've assigned to them temporarily. We can discuss changing them at a later point, and none will be written until and unless the room policy is approved.


 * 1) Spaceport - named in concept art, important location.  Page 
 * 2) Long passageway - no criteria met.  List 
 * 3) Cargo Hold - named in concept art.  Page 
 * 4) After this is a short corridor with nothing in it until the countdown, when there are closing shutters, Super Zebesians and debris to slide under.  List 
 * 5) Catwalk - enemy encounter with Reos/Super Zebesians (if you fall to the bottom during the countdown) and an item. Only one criteria.  List 
 * 6) After this is another short corridor with a few Skrees, but nothing else of importance.  List 
 * 7) "Conference room" - (what I'm calling it, subject to change). This is the bigger room with the staircase and terminal to open the door, plus a tunnel that leads to an item in the Spaceport, but no criteria are met.  List 
 * 8) Restroom - nothing of importance (except questionable taste in decor), but maybe its existence in another area gives it qualification. For now,  List 
 * 9) "Ruined elevator shaft" - This is the room with the broken elevator shaft, that you have to use the Wall Jump up. It appears in a cutscene (where MB commands the special-forces unit to revolt and shatters the glass of the elevator), and there's an item here (Missile Tank 9).  Page 
 * 10) "Lobby room" - Energy Tank in here, but no other criteria.  List 
 * 11) System Management room - named in-game.  Page 
 * 12) Slender walkway - enemy encounter and items.  Page 
 * 13) Tall room - multiple items.  Page 
 * 14) Navigation Booth
 * 15) Long hall - connecting corridor with an item, but not much else.  List 
 * 16) BOTTLE SHIP Control Room - named in game and important to the plot.  Page 
 * 17) "Map room" - go left from the Control Room and you're here. This is where the post-credits quest starts, with an elevator to the top floor of the Control Room and a Desbrachian door. No items in here, but since it connects to multiple rooms (hub) and has a bit of plot importance (Adam sends Samus through here and she begins and ends her post-credits journey here), I'll say  Page .
 * 18) The Desbrachian door leads into a very small corridor that connects into the BOTTLE SHIP Residential Area.  List 
 * 19) Going up the elevator in the "map room" leads into a corridor with a number of vents, one of which has a Missile Tank if you Shinespark up, or destroy a Fly Pod and Kick Climb up.  List 
 * 20) "Tall elevator shaft" - has an Energy Part and Missile Tank (only 1 criteria). After defeating Phantoon, Samus comes back down this elevator, but has to Power Bomb her way out.  List 
 * 21) Between this and the Main Elevator is a T-shaped corridor with a scripted Sidehopper encounter on the first visit, and later a Desbrachian encounter.  List 
 * 22) Main Elevator - named in game.  Page 
 * 23) BOTTLE SHIP Residential Area - named in game.  Page 
 * 24) Navigation Booth
 * 25) After this is a short corridor with Cyclaws.  List 
 * 26) After this is an elevator to the Cryosphere.  List 
 * 27) Behind the Desbrachian door in the T-shaped corridor with the Sidehoppers, is a long L-shaped corridor that's empty.  List 
 * 28) Through here is an elevator to the long corridor of the Main Sector.  List 
 * 29) "Path of warriors" - long enemy encounter with Mighty Griptians, Ghalmanians, Asboreans, Zebesians, Kyratians, Kihunters, Super Zebesians and two Rhedogians. In my opinion, I would like to write a page for this due to the significant battle here, but it doesn't meet other criteria. I would have to try writing it and see if there's enough. I'll say  Page 
 * 30) Navigation Booth
 * 31) Control Bridge - named in game, final boss fight.  Page 
 * 32) After grappling out of the room, Samus ends up in a short corridor.  List 
 * 33) This in turn leads to a longer corridor with a staircase.  List 
 * 34) This in turn leads to another long, straight corridor with vents, which leads back to the tall elevator shaft.  List