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	<entry>
		<id>https://kb.speeddemosarchive.com/Game_Boy_Capture</id>
		<title>Game Boy Capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Game_Boy_Capture"/>
				<updated>2013-05-21T23:50:37Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Undo revision 33829 by DecafGrub47393 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Boy Capture ==&lt;br /&gt;
To record footage from a Game Boy, you're going to have to use one of three Game Boy Emulators.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Model'''&lt;br /&gt;
|'''System'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy'''&lt;br /&gt;
|Super Nintendo&lt;br /&gt;
|Games run faster.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy 2'''&lt;br /&gt;
|Super Famicom/Modified Super Nintendo&lt;br /&gt;
|More accurate than Super Game Boy 1, region modification required to run on SNES.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Game Boy Player'''&lt;br /&gt;
|Nintendo Game Cube&lt;br /&gt;
|Supports all Game Boy and Game Boy Color games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy ==&lt;br /&gt;
[[image:Sgameboy.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Super Game Boy was released as a physical add-on to the Super Nintendo.  It fits into the SNES like a regular cartridge and has a slot to insert Game Boy cartridges.  The controller that's used is the SNES controller and you have the option to remap the buttons.  The Super Game Boy also applied a certain amount of color to games which you could adjust.  The Game Boy went through several revisions, its last one being Game Boy Color.  Some games were developed specifically for Game Boy color and did not have support for Super Game Boy.  Pokemon Crystal is an example of a game that will not run on a Super Game Boy.&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy has a few oddities which you need to be aware of.  First, it runs Game Boy Games significantly faster than a real Game Boy.  If you do a speedrun on the Super Game Boy, the time of your run will be [[Super Game Boy timing|multiplied by 1.024115]].  Since the Super Game Boy is running off of a SNES the video footage will be at the same resolution the Super Nintendo uses.  That's 240 lines of resolution.  Standard definition capture devices won't have a problem with this, but some high definition capture devices may not be able to record this signal.&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy 2 ==&lt;br /&gt;
[[image:Sgameboy2.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
There was a second release of the Super Game Boy that was only available in Japan.  It plugs into the Super Nintendo, outputs footage in the same quality and resolution, and it is almost identical to the original Super Game Boy design.  It has one important improvement.  The second release of the Super Game Boy does not speed up games like the first model does making it the ideal version to use.  There is just one catch.  The Super Game Boy 2 is a Japanese cart and you will need to modify your SNES console in order to be able to play it.  The modification is actually quite easy.  There are some tabs near the insertion point of the cartridge that need to be cut.  That's it.  You can find details on how to do this [http://www.gamesx.com/importmod/snescon.htm here].  The Super Game Boy 2 also does not support some Game Boy Color games.&lt;br /&gt;
&lt;br /&gt;
==Game Boy Player ==&lt;br /&gt;
[[image:Gcngbplayer.jpg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Game Boy player is an add-on to the Nintendo Game Cube that enabled the GameCube to play both Game Boy and Game Boy Advance games.  The add-on contained a slot to load Game Boy / Advance games and a disc to boot up the player.  Either a GameCube controller or a GameBoy Advance (with an adapter) could be used as a controller.  While the Game Boy player still doesn't play games at a speed identical to the original Game Boy Advance, it is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings ===&lt;br /&gt;
The Game Boy Player contains some picture filter and border options that you must configure properly before recording a speedrun.  You can access the settings menu by pressing the Z button on a GameCube controller.&lt;br /&gt;
[[image:Gameboyplayer_11.jpg ‎| frame | left | The settings for the GameCube player are Screen Filter Sharp, Border #20, and screen size &amp;quot;Normal]] &amp;lt;br /&amp;gt; Make sure that the screen filter is set to &amp;quot;Sharp&amp;quot;, the frame is set to #20, and that the screen size is set to &amp;quot;Normal.&amp;quot;  Please be sure to use these settings.  If you don't configure these settings correctly your speedrun will be rejected.  After you have that set up, just record as you would record a normal GameCube game.  For reference, the GameCube video signal is 480 lines of resolution.  This signal should be compatible with standard definition capture devices and some high definition capture devices.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
As a side note, if you aren't a fan of playing Game Boy Games using the GameCube controller or the GameBoy Advance, the website [http://www.gamesx.com/importmod/snescon.htm Retro USB] sells some controller adapters that will let you use an NES or SNES controller instead.&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Game_Boy_Capture</id>
		<title>Game Boy Capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Game_Boy_Capture"/>
				<updated>2013-05-21T23:48:04Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Boy Capture ==&lt;br /&gt;
To record footage from a Game Boy, you're going to have to use one of four Game Boy Emulators.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Model'''&lt;br /&gt;
|'''System'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy'''&lt;br /&gt;
|Super Nintendo&lt;br /&gt;
|Games run faster.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy 2'''&lt;br /&gt;
|Super Famicom/Modified Super Nintendo&lt;br /&gt;
|More accurate than Super Game Boy 1, region modification required to run on SNES.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Game Boy Player'''&lt;br /&gt;
|Nintendo Game Cube&lt;br /&gt;
|Supports all Game Boy and Game Boy Color games&lt;br /&gt;
|-&lt;br /&gt;
|'''Virtual Console'''&lt;br /&gt;
|Nintendo 3DS&lt;br /&gt;
|Supports certain Game Boy, Game Boy Color, NES and Game Gear games&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy ==&lt;br /&gt;
[[image:Sgameboy.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Super Game Boy was released as a physical add-on to the Super Nintendo.  It fits into the SNES like a regular cartridge and has a slot to insert Game Boy cartridges.  The controller that's used is the SNES controller and you have the option to remap the buttons.  The Super Game Boy also applied a certain amount of color to games which you could adjust.  The Game Boy went through several revisions, its last one being Game Boy Color.  Some games were developed specifically for Game Boy color and did not have support for Super Game Boy.  Pokemon Crystal is an example of a game that will not run on a Super Game Boy.&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy has a few oddities which you need to be aware of.  First, it runs Game Boy Games significantly faster than a real Game Boy.  If you do a speedrun on the Super Game Boy, the time of your run will be [[Super Game Boy timing|multiplied by 1.024115]].  Since the Super Game Boy is running off of a SNES the video footage will be at the same resolution the Super Nintendo uses.  That's 240 lines of resolution.  Standard definition capture devices won't have a problem with this, but some high definition capture devices may not be able to record this signal.&lt;br /&gt;
&lt;br /&gt;
== Super Game Boy 2 ==&lt;br /&gt;
[[image:Sgameboy2.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
There was a second release of the Super Game Boy that was only available in Japan.  It plugs into the Super Nintendo, outputs footage in the same quality and resolution, and it is almost identical to the original Super Game Boy design.  It has one important improvement.  The second release of the Super Game Boy does not speed up games like the first model does making it the ideal version to use.  There is just one catch.  The Super Game Boy 2 is a Japanese cart and you will need to modify your SNES console in order to be able to play it.  The modification is actually quite easy.  There are some tabs near the insertion point of the cartridge that need to be cut.  That's it.  You can find details on how to do this [http://www.gamesx.com/importmod/snescon.htm here].  The Super Game Boy 2 also does not support some Game Boy Color games.&lt;br /&gt;
&lt;br /&gt;
==Game Boy Player ==&lt;br /&gt;
[[image:Gcngbplayer.jpg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Game Boy player is an add-on to the Nintendo Game Cube that enabled the GameCube to play both Game Boy and Game Boy Advance games.  The add-on contained a slot to load Game Boy / Advance games and a disc to boot up the player.  Either a GameCube controller or a GameBoy Advance (with an adapter) could be used as a controller.  While the Game Boy player still doesn't play games at a speed identical to the original Game Boy Advance, it is pretty close.&lt;br /&gt;
&lt;br /&gt;
=== Required Settings ===&lt;br /&gt;
The Game Boy Player contains some picture filter and border options that you must configure properly before recording a speedrun.  You can access the settings menu by pressing the Z button on a GameCube controller.&lt;br /&gt;
[[image:Gameboyplayer_11.jpg ‎| frame | left | The settings for the GameCube player are Screen Filter Sharp, Border #20, and screen size &amp;quot;Normal]] &amp;lt;br /&amp;gt; Make sure that the screen filter is set to &amp;quot;Sharp&amp;quot;, the frame is set to #20, and that the screen size is set to &amp;quot;Normal.&amp;quot;  Please be sure to use these settings.  If you don't configure these settings correctly your speedrun will be rejected.  After you have that set up, just record as you would record a normal GameCube game.  For reference, the GameCube video signal is 480 lines of resolution.  This signal should be compatible with standard definition capture devices and some high definition capture devices.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
As a side note, if you aren't a fan of playing Game Boy Games using the GameCube controller or the GameBoy Advance, the website [http://www.gamesx.com/importmod/snescon.htm Retro USB] sells some controller adapters that will let you use an NES or SNES controller instead.&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_World</id>
		<title>Super Mario World</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_World"/>
				<updated>2013-05-21T23:45:01Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/MarioWorld.html}}&lt;br /&gt;
&lt;br /&gt;
==Explanation of terms to be used on this page==&lt;br /&gt;
&lt;br /&gt;
• ← and → will be used for &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; on the directional pad. &lt;br /&gt;
• All explanations on this page assume Mario is facing to the right. (→) &lt;br /&gt;
• All explanations assume the Y button to be used for all purposes, at all times unless both X and Y need to be pressed. &lt;br /&gt;
&lt;br /&gt;
WalkingMario's speed when holding →.RunningMario's speed when first holding right together with Y.SprintingMario's speed when holding right together with Y for a prolonged time.FlyingMario's top speed when flying with a cape.P-meterA value in memory that increases as Mario runs. Once this reaches its peak, Mario begins to sprint.&lt;br /&gt;
PixelOne graphical &amp;quot;block&amp;quot; on the screen. Used to determine Mario's position on screen.SubpixelA smaller unit of measure used in internal game calculations for a more precise measuring system. In this game, subpixels are measured in sixteenths of a pixel.&lt;br /&gt;
= Running / Sprinting =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Explanation of oscillating speeds==&lt;br /&gt;
&lt;br /&gt;
The algorithm for Mario's sprinting speed does not actually give him a constant speed. Instead, his speed varies between five different values (48, 47, 48, 47, 49). Releasing → will stop this oscillation on whatever speed Mario is traveling that frame. By releasing → on the right frame while in mid-air, this oscillation will stop on a speed faster than Mario runs on average. This trick is fully utilized with continuous jumping, as detailed below. &lt;br /&gt;
Mario's running speed also oscillates (36, 35, 36, 35, 37). So even in situations where there isn't enough space to run to sprinting speed, this technique can still be used to gain a bit of ground. &lt;br /&gt;
&lt;br /&gt;
==Hopping glitch==&lt;br /&gt;
&lt;br /&gt;
When traveling forward in mid-air after either (1) releasing → in mid-air as detailed above, or (2) releasing Y when flying, Mario will travel forward at his current speed until he touches the ground (if → is not pressed again), at which point he begins to slow down. However, by jumping on the first frame allowed after touching the ground, Mario does not lose any speed. Using this technique, jumping over and over through a level can be faster than running, or can allow traveling at flight speeds through terrain that may not be able to be flown through without stopping or slowing down. &lt;br /&gt;
Other ways to quickly get up to speed in order to take advantage of this glitch include sliding, hitting an enemy that changes Mario's velocity, and entering a pipe cannon. &lt;br /&gt;
&lt;br /&gt;
6/5&lt;br /&gt;
&lt;br /&gt;
A way to gain some of the advantage of oscillating speeds without losing a full running meter is known as 6/5. Since sprinting speed oscillates every five frames, the trick is to jump, and while in the air, release → on the maximum speed for the maximum number of frames allowed so that pressing → together with Y for five frames will oscillate the speed back to the fastest value, refill the running meter to full, and consider the overall speed. &lt;br /&gt;
The pattern to fully optimize forward speed in mid-air while keeping a full P-meter is to release → for six frames, then press → together with Y for five frames, and repeat. It was previously (erroneously) thought that eight frames of releasing was the most optimal way to improve forward speed (and thus, the trick was called &amp;quot;8/5&amp;quot;), but the speed of the frames when recharging the P-meter was not considered in this analysis. Looking at average speeds, the 6/5 wins out. &lt;br /&gt;
&lt;br /&gt;
Average speed using 6/5: (49 * 6 + (49 + 48 + 47 + 48 + 47) ) / 11 = 48.45454...&lt;br /&gt;
Average speed using 8/5: (49 * 8 + (49 + 48 + 47 + 46 + 47) ) / 13 = 48.38462... &lt;br /&gt;
&lt;br /&gt;
Thus, when in the air, releasing → on the fastest speed for six frames, then holding → together with Y for five frames allows for the most optimal (though very slight) boost compared to running normally. The pattern can be done multiple times before touching the ground, depending on the height of the jump. The only requirement is that every frame that releases → has Mario in the air, so jumps must be timed correctly to allow this. &lt;br /&gt;
&lt;br /&gt;
==-1 Trick==&lt;br /&gt;
&lt;br /&gt;
When accelerating from a stop, Mario's speed increases in this sequence: 0 1 3 4 6 7 9 and continues. If you go the opposite direction first by pressing ← for 1 frame, Mario's speed increases in this sequence instead: 0 -2 3 5 6 8 9 and continues. This is because Mario decelerates faster than he accelerates, so the &amp;quot;extra&amp;quot; deceleration pushes Mario forward a little bit. This method sometimes saves a frame but does not work in slippery levels. &lt;br /&gt;
&lt;br /&gt;
= Flying =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oscillating flight speed==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing → accelerates Mario. However, once top speed is reached, the speed begins to oscillate, repeating its cycle of (51, 50, 49, 48, 47) every 5 frames. If → is released when this value is at its highest, Mario keeps that speed instead. &lt;br /&gt;
&lt;br /&gt;
==Fast air-catching==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing ← for one frame, releasing it for one frame, and pressing it again on the third frame will catch air faster than the normal 11 frames required when holding ← continuously. &lt;br /&gt;
&lt;br /&gt;
==Keeping flight after exiting a pipe / entering a door==&lt;br /&gt;
&lt;br /&gt;
When Mario makes a jump while sprinting, the game sets the takeoff meter to 80, and decrements it by 1 each frame until it returns to zero. When this value is positive, a few things react differently. First off, the screen will scroll up to follow Mario. Secondly, if Mario is caped, he will be able to ascend until this value reaches zero, at which point he will catch air and start flying. &lt;br /&gt;
Since this value decrements at this fixed speed, it's possible to land immediately after taking off, jumping again without running to speed, and still catch air. This happens because the value is not reset when Mario lands on solid ground, and during the second jump, the value is still positive. &lt;br /&gt;
&lt;br /&gt;
A useful application of this is possible due to the fact that this value does not decrement between rooms that are connected by pipes or doors. In this way, Mario can begin flying at the end of one room, enter a pipe or door, and simply jump in the next room to enter flight mode, as long as Mario reaches the peak of his jump before the takeoff meter hits zero. &lt;br /&gt;
&lt;br /&gt;
==Gain extra height during takeoff==&lt;br /&gt;
&lt;br /&gt;
Normally, liftoff should be kept as short as possible, because the sooner the liftoff phase ends, the sooner Mario can reach his top flying speed of 51. However, sometimes even higher heights are desired near takeoff. &lt;br /&gt;
To accomplish this, release Y after reaching top speed at the beginning of flight, and start holding Y again a bit later, during the fall. Because the takeoff meter is still above zero, Mario will re-gain flight, and depending on how far he's fallen, will gain quite a bit of height without any horizontal slowdown. This can also be used to avoid obstacles in Mario's flight path just after liftoff. &lt;br /&gt;
&lt;br /&gt;
==Turn around while flying==&lt;br /&gt;
&lt;br /&gt;
The X and Y buttons have the same function in this game. One must be held to remain flying, so pressing the other will cause Mario to spin. Sometimes the spin will not turn Mario around, but by varying the frame Mario spins on, this can be manipulated. Also, while spinning, you can control Mario's speed with ← and →. Keep in mind that Mario can only catch air if he is moving in the direction that he is facing. &lt;br /&gt;
&lt;br /&gt;
==Control flight speed during flight==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing ← and B will slow Mario down without changing his animation. Press B repeatedly to slow Mario down more. &lt;br /&gt;
&lt;br /&gt;
==Diving quickly==&lt;br /&gt;
&lt;br /&gt;
When flying, putting Mario into diving animation will increase the amount of air he can catch. A way to take advantage of the added height without having to waste time diving is to press → every other frame. After five presses of forward, Mario will be in swoop animation very quickly, and can lift off very high. Also, you will still have fast flying because → was pressed for 5 frames, which cycles the speed back to its original value. The only speed loss will be the few frames that Mario's speed oscillated due to pressing →. &lt;br /&gt;
&lt;br /&gt;
==Diving quickly without slowdown==&lt;br /&gt;
&lt;br /&gt;
This trick only works when Mario is flying and facing left. Normally when diving, each frame that forward is pressed will affect Mario's horizontal speed. However, when flying to the left, pressing ← and → simultaneously will behave just like pressing ← only, except that horizontal speed is not affected. When traveling to the left, this means Mario can get into a dive animation without losing any speed. When traveling to the right (but facing left), Mario can enter a left-facing dive animation while still traveling to the right, which sets the next air-catch to be higher. &lt;br /&gt;
&lt;br /&gt;
==Rise Cancel==&lt;br /&gt;
&lt;br /&gt;
When flying, making Mario face the opposite direction will not allow him to catch air. By abusing the cape-spin, we can regain Mario's potential to catch air by facing the opposite direction during a rise. For example, assume Mario is flying to the right. After a dive, perform a cape-spin in such a way that Mario faces to the left. If you catch air during this spin, he will rise anywhere from a tiny amount to a large amount depending on when you pressed the input to catch air. Afterwards, Mario will be able to catch air again either by spinning during the rise, or just retaining the potential to catch air. Mario's direction, 7E0076, is most useful to watch here. &lt;br /&gt;
&lt;br /&gt;
==Perpetual Air Catch==&lt;br /&gt;
&lt;br /&gt;
Another way to cancel a rise is to make Mario's x velocity non-positive (or positive when facing to the left). Let's assume Mario is facing to the right. During the rise, pressing ← and B on alternate frames will cause him to lose momentum quickly. With good timing, he can catch air but regain the potential to catch air again soon after by making his momentum positive. This can be repeated indefinitely by gaining air, cancelling it, gaining etc. repeatedly using good timing. This is useful for such circumstances as when we want to gain lots of air very quickly, such as after the door in Donut Ghost House (normal exit). A good demonstration of this is in gocha's demo. &lt;br /&gt;
&lt;br /&gt;
==Spin jump flying==&lt;br /&gt;
&lt;br /&gt;
By using the A button to start flight instead of B, Mario will spin-jump very high, following the physics of initial flight while holding an item or riding Yoshi. An advantage of this is that Mario is still running full speed after landing. A disadvantage is that this technique is not horizontally faster than running. 6/5 can be done while using this technique to move faster horizontally. &lt;br /&gt;
Mario can get boosts in mid-air several times if A is released and pressed again after he begins to drop. &lt;br /&gt;
&lt;br /&gt;
==Vertical scrolling==&lt;br /&gt;
&lt;br /&gt;
When Mario is flying (after takeoff), the screen will not follow him upwards if he continues to catch air. This normally is not too much of a problem, but there also is a limit to how high Mario can go above the screen. There are three ways to get the screen to begin scrolling upwards: &lt;br /&gt;
• Touch the ground for more than 1 frame &lt;br /&gt;
• Snag the wall (but do not walljump) &lt;br /&gt;
• Grab onto a rope/vine/fence &lt;br /&gt;
&lt;br /&gt;
The last technique has the advantage of keeping flight after jumping off. &lt;br /&gt;
&lt;br /&gt;
==Fly stuck to the ceiling==&lt;br /&gt;
&lt;br /&gt;
If Mario can catch air very close to the ceiling, continue holding ← and Mario will stick to the ceiling, flying along it as long as the environment allows. This can only happen by either bouncing off an enemy to the ceiling, or by a lower ceiling that Mario can approach from above. &lt;br /&gt;
&lt;br /&gt;
==Flying invincibility==&lt;br /&gt;
&lt;br /&gt;
Whenever Mario gets hit while flying, he loses his flying state and is invincible for a short time (shorter than normal hit-invincibility). At this point, flying speed can be kept by immediately starting the hopping glitch. If flying again is required, Mario will have to run back up to sprinting speed. &lt;br /&gt;
&lt;br /&gt;
==Fly with an item==&lt;br /&gt;
&lt;br /&gt;
While flying, guide Mario into an item that can be carried, and he will automatically grab it. Although he'll no longer have the flying animation, flying physics are still maintained. &lt;br /&gt;
This technique can be extended to spinning while in mid-air to hit a Koopa with Mario's cape, and grabbing the resulting shell in mid-air without losing speed. &lt;br /&gt;
&lt;br /&gt;
==Release an item and remain flying==&lt;br /&gt;
&lt;br /&gt;
Releasing Y while carrying an item will drop it or kick it, depending on the object. Releasing Y during flight will normally cause Mario to stop flying, but there are certain points of flight that are safe to drop an item by releasing Y for one frame and also remain flying afterwards. Examples include the first few frames after catching air, and the very top height of an air-catch, as the animation frame changes. &lt;br /&gt;
&lt;br /&gt;
==Catch less air==&lt;br /&gt;
&lt;br /&gt;
By pressing X around the same frame that Mario catches air, the height of the arc will be substantially less. This can be useful in very specific circumstances, for example, when flying through a very small area. The exact frame of pressing X can vary depending upon unknown factors. &lt;br /&gt;
&lt;br /&gt;
==Keeping flight after climbing==&lt;br /&gt;
&lt;br /&gt;
When flying by a vine, chain, or fence, press ↑ to grab it. Hold Y when jumping off the object to continue flying. The direction you face after jumping off the vine is manipulatable by jumping off at different frames. &lt;br /&gt;
&lt;br /&gt;
==Jump or fly through inclines==&lt;br /&gt;
&lt;br /&gt;
 Stairs and other 45-degree inclines are a one way platform at an angle. The game decides if Mario should land on it based only on his vertical speed. So, if Mario runs into the stairs while moving upwards, the game will determine that he is passing through them in the correct direction. This can be done without a cape by running and spin-jumping at the right time. With a cape, it can be done by flying through at a more shallow angle than the stairs. &lt;br /&gt;
&lt;br /&gt;
==Rope Boost==&lt;br /&gt;
&lt;br /&gt;
When going past a rope, such as those found in Cheese Bridge Area or Way Cool, pressing ↑ for one frame gives Mario a horizontal boost without actually grabbing onto the rope. The amount of boost given depends on when Mario grabs the rope, but generally it's best to grab the rope as early as possible. Mario can also jump off of these ropes, but jumping too early can negate the boosting effect. &lt;br /&gt;
&lt;br /&gt;
==Fast climbing==&lt;br /&gt;
&lt;br /&gt;
Pressing ↑ and B together every other frame will climb vines and chains at the same speed as the initial ascent of flight. The drawback is that the screen does not begin following Mario. This can be circumvented by landing on solid ground for more than one frame while above the screen - then the game will scroll upward until it catches up to him, and he can continuously climb above it quickly. &lt;br /&gt;
&lt;br /&gt;
= Movement in water =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==1/1 Swimming==&lt;br /&gt;
&lt;br /&gt;
Even Mario's swimming speed oscillates - between 15 and 17 (or 31 and 33 if carrying an item underwater). This can be abused by pressing back and forth when reaching the highest oscillation point. This way, swimming speed can be improved from (15 + 15 + 16 + 16 + 17) / 5 = 15.8 subpixels per frame, to (15 + 17) / 2 = 16 subpixels per frame. The technique works similarly when swimming with an item. &lt;br /&gt;
&lt;br /&gt;
==Corner Boost==&lt;br /&gt;
&lt;br /&gt;
When swimming underneath a square corner, swimming upward against it can push Mario forward, reaching a destination 2 frames sooner (per boost). This trick does not apply when carrying an item underwater, but it can be done simultaneously with 1/1 swimming. &lt;br /&gt;
&lt;br /&gt;
Floating through upward slopes&lt;br /&gt;
&lt;br /&gt;
By holding an item and floating up at an angle shallower than the angle of the slope, it can be passed through in the same way as an incline above water. &lt;br /&gt;
This can also be done without an item; however, it requires greater precision, and can only be done on every 16-pixel &amp;quot;block&amp;quot; boundary of the slope. &lt;br /&gt;
&lt;br /&gt;
= Yoshi =&lt;br /&gt;
&lt;br /&gt;
The amount of glitches involving Yoshi is so vast, that a seperate section seems more appropriate. When riding Yoshi, the gameplay changes dramatically too. &lt;br /&gt;
Double Yoshi&lt;br /&gt;
&lt;br /&gt;
Normally, two Yoshis cannot be anywhere in the level at the same time. However, if their eggs are spawned at the same time, the game skips the check to see if there is an already spawned Yoshi. However, one Yoshi (the one that spawned first) will be invisible. Riding an invisible Yoshi has some advantages: • If we jump off of him, we will jump from his original position. This can be used to pass through solid objects. &lt;br /&gt;
• If the normal Yoshi despawns with an item in his mouth, the invisible Yoshi will become visible holding a null sprite. More on this soon. &lt;br /&gt;
• If the normal Yoshi despawns, the invisible Yoshi will appear one tile below where Mario is standing, so we can fall through the ground. &lt;br /&gt;
&lt;br /&gt;
==Cancel Eat==&lt;br /&gt;
&lt;br /&gt;
If Yoshi has a sprite on his tongue and receives damage while doing it, the sprite will move to where it was on his tongue when he got hit. This gives the sprite weird properties, such as losing vertical interaction with ground and being unable to harm the player. &lt;br /&gt;
In the case of berries, we can cancel-eat them without taking a hit by timing a turn as it hits his tongue. &lt;br /&gt;
&lt;br /&gt;
==Item Swap==&lt;br /&gt;
&lt;br /&gt;
It is strongly advised to use the utility script to assist in performing this bug. &lt;br /&gt;
SMW allows for 12 sprites to be on screen at any time. Traditionally, we call these the first and second divisions. Division one is sprite slot #00 to slot #09. The second division is therefore #10 and #11. &lt;br /&gt;
&lt;br /&gt;
Typically, with a few exceptions, sprites in SMW are spawned in descending order into the first division. So the first sprite spawned will go into #09, the next into #08. Once these despawn, their slots are freed, and sprites will 'compete' for the highest slot. The only time slots are not freed are with permanant sprites, such as P-Switches, Keys, etc. In the first division, no sprites will replace others with the exception of the goal point. Note: Some level options will have the first division as low as 6 or so sprites. One such example is Yoshi's Island 1. Be careful when trying to fill sprite slots; if in doubt, check the Sprite Header settings in Lunar Magic. &lt;br /&gt;
&lt;br /&gt;
The second division is reserved only for sprites coming out of the reserve item box, or items out of blocks. If this division is full, sprites will go into the first division if there is free slots. If there is not, they will begin to replace sprites top-down. &lt;br /&gt;
&lt;br /&gt;
I have briefly mentioned two ways to swap sprites, but this has no benefit at all until Yoshi is introduced. If you observe a sprite being swapped, all that happens is that the original vanishes. If the original is on Yoshi's tongue, the new sprite will zip to Yoshi's tongue too. todo: explain why. &lt;br /&gt;
&lt;br /&gt;
Variant #1: Goal Point Swap. Because of the nature of the goal point, as mentioned before, it will replace sprites in the first division if there no free slots. Thus, we only have to fill slots #00 - #09 with permanent sprites (or, have the sprites all on screen at once: very difficult) and take a sprite with us near the goal. In the case of Yoshi's Island 2, we can cancel-eat berries turning them into sprites while taking a shell with us. If Yoshi licks the shell as the goal point spawns, the goal point will warp to Yoshi's tongue. With luck, Mario will hit the goal as opposed to Yoshi swallowing it. &lt;br /&gt;
&lt;br /&gt;
Variant #2: Yoshi Licks Nothing. Sometimes, the item on Yoshi's tongue can despawn, leaving Yoshi having nothing on it. Then, a sprite taking that slot will zip to Yoshi's tongue. This can be done in a variety of ways, but the most common are: &lt;br /&gt;
1. Sprite Coin: If Yoshi holds a sprite coin on his tongue and it is collected by Mario, Yoshi will temporarily hold nothing. &lt;br /&gt;
2. Powerup: Referred to as &amp;quot;double-eating&amp;quot;. Timing Yoshi's tongue when passing a powerup means we can collect the powerup, but Yoshi will have the powerup in a 'nulled' state on his tongue. If a sprite takes that slot, it will zip to Yoshi's tongue. Incidentally, if we do not spawn a new sprite in that slot, we get the powerup twice. &lt;br /&gt;
This method has the advantage of being much faster. In the case of powerups we must only fill the second division. In the case of sprite coins, they are already in the first. Other examples include a naked koopa as it disappears into a shell, and destroyed throwblocks. These require nearly no setup. &lt;br /&gt;
Variant 3: Yoshi Sacrifice. Due to Yoshi's properties, if he despawns and a new sprite takes his slot the frame after, the item will zip to underneath or near Mario. The easiest way to do this is to drop Yoshi into a pit as a new sprite spawns. This will only work with certain sprites and currently has no applications in the current SMW runs. &lt;br /&gt;
&lt;br /&gt;
==Null Sprites==&lt;br /&gt;
&lt;br /&gt;
Sometimes, there are circumstances where Yoshi will have a null sprite in his mouth (literally nothing), but is still referenced by the sprite table as ID #FF. It is difficult to word but Yoshi will have nothing in his mouth but still have something, because ths swallow timer is reset. This can be performed two ways: 1. As mentioned before, if we spawn two Yoshis and despawn the first one with an item in its mouth, the new one will become visible with a null sprite. &lt;br /&gt;
2. Double tongue method. Yoshi can stick out his tongue twice, and a sprite caught on the first lick will then be nullified when he sticks out his tongue the second time. This can be performed in two ways. Firstly, by using Double Yoshi glitch and despawning the first Yoshi with an item in its mouth. Secondly, by sticking out Yoshi's tongue when Mario collects a powerup, a Yoshi egg hatches, or during a room transition. &lt;br /&gt;
&lt;br /&gt;
When spitting out a null sprite, it has some strange effects and advantages: &lt;br /&gt;
• Whatever sprite is in ID #3 will be have the bits &amp;quot;Being eaten&amp;quot; set and &amp;quot;Interaction with Objects&amp;quot; cleared. Thus, the sprite #3 will be able to pass through ground, walls and ceilings, and will lose interaction with other sprites. This can be useful in the case of Yoshi or Springboard; if we land on them as they pass through the ground, Mario will move with them. &lt;br /&gt;
• Whatever sprite is in ID #1 will have all of its bits cleared (with the exception of bit 0, depending on Yoshi facing direction). This can cause weird effects such as infinitely usable P-Switches, or burnable sprites that normally aren't. &lt;br /&gt;
todo: spitting out on platforms... &lt;br /&gt;
Stunned Sprites&lt;br /&gt;
&lt;br /&gt;
A sprite has a few states it can be in. See SMWiki|$7E:14C8. One of these sprite states is a &amp;quot;stunned&amp;quot; state. In this state, the sprite is either about to be destroyed (disappearing P-Switch) or can be carried (such as a jumped-on Goomba). If an item can be held on Yoshi's mouth and is stompable, we can swap the stun timer for the stomp timer by eating it at the same time Yoshi stomps it. In the case of P-Switch, we can spawn fish. &lt;br /&gt;
A variant: Stunning &amp;quot;unstunnable&amp;quot; sprites. Some sprites aren't meant to be stunned and thus have no stun routine. We can force a sprite into its stunned state via double-tongue glitch. In this circumstance three steps must be followed: &lt;br /&gt;
1. Perform double-tongue glitch. &lt;br /&gt;
2. On the first lick, catch a sprite that remains in Yoshi's mouth, such as shell or springboard. &lt;br /&gt;
3. On the second lick, catch a sprite you wish to be stunned and take a hit. Then Yoshi will have the sprite in his mouth. Then, it can be spat out of Yoshi's mouth, even if it isn't meant to stay there. &lt;br /&gt;
&lt;br /&gt;
The stun timer of a sprite can be set in various ways. One way is stomp on it. The dust/cloud it leaves behind uses the stun timer to determine how long to display the effect. Some sprites use the timer for other things, such as when they first spawn, or for an action to take. For example, the goal point uses the timer to determine when to change direction. &lt;br /&gt;
&lt;br /&gt;
If we spit out (dropping) a sprite, which a) Doesn't have its own stun routine and b) Has a stun timer &amp;gt; 0, the game will overflow the SpriteKoopasSpawn table and read opcode values as a sprite to spawn. We can get very weird effects. The most useful cases are: &lt;br /&gt;
1. Naked Blue Sliding Koopa: When stunned, will spawn a Koopa Kid. This Koopa Kid, when killed, will end the level. &lt;br /&gt;
2. Pokey: When stunned, will spawn a Goal Point. To get the goal point we must go to X Position &amp;lt; 0 and Y Position.. todo &lt;br /&gt;
3. Dino Rhino: When stunned, will spawn a keyhole. A Dino Torch will cause the game to crash, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Holding Items on Yoshi==&lt;br /&gt;
&lt;br /&gt;
If an item is in a slot lower than Yoshi, it is possible to hold it while riding Yoshi. This is performed by landing on him at the same time an item is grabbed. It is also possible to grab two items (or more in the case of springboards) on Yoshi but this is much more difficult. &lt;br /&gt;
&lt;br /&gt;
==Yoshi flight==&lt;br /&gt;
&lt;br /&gt;
Normally, flying while riding Yoshi is the same as flying while holding an item - just a long jump, and the same oscillating speeds as sprinting. However, it is possible to trick the game into applying regular flight physics while riding Yoshi. Whenever Mario lands on Yoshi during flight, Yoshi flight is started. However, in most cases, Yoshi touches the ground a couple frames later. If air is caught immediately after landing, or something else keeps Yoshi from touching the ground, the flight can continue. &lt;br /&gt;
One problem is that although pressing ← will catch air, it will also turn Yoshi and Mario around. In order to take advantage of the flight like normal, fast air-catching must be used, followed by turning back around. You can even get a dive (without the animation) to catch a large amount of air by using ← and → simultaneously, while facing left. &lt;br /&gt;
&lt;br /&gt;
Ways to initiate Yoshi flight: &lt;br /&gt;
&lt;br /&gt;
• Fly onto Yoshi while maintaining a rise. &lt;br /&gt;
• While flying under a ceiling on Yoshi, dismount in mid-air &lt;br /&gt;
• Fly onto Yoshi and an enemy or shell at the same time &lt;br /&gt;
• Fly onto Yoshi while he is placed on the very edge of a platform &lt;br /&gt;
• Fly onto Yoshi while he is placed on a purple triangle[1] (the kind that let you run up the wall) &lt;br /&gt;
&lt;br /&gt;
==Springboard jumping abuse with Yoshi[2]==&lt;br /&gt;
&lt;br /&gt;
If Yoshi eats a springboard on the same frame he steps on it, he will soar upwards very fast, ignoring most boundaries. The speed and duration of takeoff can be tweaked with the ↑ and B buttons. &lt;br /&gt;
&lt;br /&gt;
= Going through solid objects =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Passing through solid yellow blocks (Smashola)==&lt;br /&gt;
&lt;br /&gt;
 This is a strange glitch that lets Mario move very rapidly downwards though the solid yellow blocks that spin. When his cape hits the blocks at his side, they begin to spin. However, the game only allows 4 spinning blocks at once in memory, so when a fifth block is caused to start spinning, it immediately stops the first. By placing Mario over the block that stops, the game will start to push him downwards at a very fast rate. The glitch can continue itself in a domino-effect. As Mario moves downwards, he's still spinning, which causes new blocks to start spinning, which stops others, and the glitch continues. &lt;br /&gt;
While doing this glitch, Mario is considered overlapping with the blocks, so in addition to moving down quickly, he will move to the left slowly as well. Also, if Mario goes too far below the screen, he can die. &lt;br /&gt;
&lt;br /&gt;
==Pass through floors==&lt;br /&gt;
&lt;br /&gt;
In very specific instances, ducking in a space that is too small for full-size Mario and spin-jumping can push Mario through the floor. See Valley of Bowser 2 for an example of this. &lt;br /&gt;
&lt;br /&gt;
==Faster floating speed==&lt;br /&gt;
&lt;br /&gt;
Pressing ← and → simultaneously while Mario has a P-Balloon or is riding a Lakitu cloud will send him to the right oscillating at speeds much faster than the normal speed of travel for these objects (52, 51, 50, ..., 38, 37, 36). &lt;br /&gt;
This form of travel will partially ignore many barriers, and so it can be used to go through some solid objects. &lt;br /&gt;
&lt;br /&gt;
In a cloud, Mario can jump out at any time, so a speed of 52 can be achieved and kept using the hopping glitch. &lt;br /&gt;
&lt;br /&gt;
==Survive underneath stompers==&lt;br /&gt;
&lt;br /&gt;
In some castles, it's possible to be smashed by a &amp;quot;stomper&amp;quot; and not take damage. As the stomper lowers onto Mario, alternate between pressing A and B every frame, and Mario will be in a constant state of jumping without being hit. &lt;br /&gt;
&lt;br /&gt;
==Corner Clip==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Corner Clip&amp;quot; refers to moving through solid ground, which can only be done when ground meets at a corner (either a convex or concave corner; the former is described here). This bug requires an X speed of at least 49 and a Y speed of at least 33. &lt;br /&gt;
A speed of 49 means Mario's subpixel moves his position like 0.00 -&amp;gt; 3.10 -&amp;gt; 6.20 -&amp;gt; 9.30, because 49 speed just means 49 subpixels per frame. Under these conditions a corner clip is not possible because to pass through the ground, a 4 pixel change is required. Eventually, this cycle reaches 36.e0 -&amp;gt; 39.f0 -&amp;gt; 43.00. The subpixel wraps around, increasing Mario's position by 4 pixels. &lt;br /&gt;
&lt;br /&gt;
One way to set this up is to stand against the left side of the block (assuming we will be flying to the right), and noting down Mario's x-position. So, we'll say a block is at x-position 42. This means Mario's x position must move such as (with a speed of 49): &lt;br /&gt;
&lt;br /&gt;
38.d0 -&amp;gt; 41.e0 -&amp;gt; 44.f0 -&amp;gt; 48.00 &lt;br /&gt;
&lt;br /&gt;
Mario moves two pixels inside the block (44.f0) then is boosted 4 pixels further (48.00). Knowing this, we need only to adjust the x speed/position of Mario as he approaches the corner, in such a way that his speed follows this pattern, and then adjust y position too, until the bug succeeds. This bug has the advantage of, not only allowing access to places much faster, but also boosting Mario some pixels while he is inside the block. Typically, a corner clip on a single block will save anything up to 3 pixels or so. &lt;br /&gt;
&lt;br /&gt;
In the above example, if Mario moves faster than 49 speed then the 44.f0 can take on other subpixel values. At a speed of 51, this part can be either 44.d0, 44.e0 or 44.f0, because the next frame will increase subpixel by 3 (51 subpixels/frame = 3 pixels 3 subpixels). Because of how 'pressure' works in this game (when inside a block, Mario is pushed to the left), corner clips to the right can not be consecutive. If there are two horizontal blocks in a row, they cannot both be passed. This is not the case when travelling to the left (see: Donut Secret House of any%). &lt;br /&gt;
&lt;br /&gt;
= Item abuse =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jump off a P-Switch==&lt;br /&gt;
&lt;br /&gt;
 By jumping at the exact frame Mario lands on a P-Switch, it can be used as a platform to jump off. Note that the Y button cannot be held on this frame - otherwise, Mario will just pick up the P-Switch again. Because of that, either the P-meter must be recharged after landing, or the jump should be followed by the hopping glitch. &lt;br /&gt;
&lt;br /&gt;
==Land on a midair P-switch==&lt;br /&gt;
&lt;br /&gt;
When dropping a P-switch, it will travel with the same horizontal speed that Mario does. To land on it, Mario must slow down a bit before releasing it, and then, regain the lost speed to catch up. The best way to do this is by dropping the P-switch at a low point of Mario's oscillating sprinting speed, and then using the high point of the oscillation to catch up to it in mid-air. &lt;br /&gt;
Note: When dropping the P-Switch, it must be dropped, not kicked. This is done by not holding → when releasing Y. &lt;br /&gt;
&lt;br /&gt;
==Springboard clipping abuse==&lt;br /&gt;
&lt;br /&gt;
When Mario jumps on a springboard to compress it, the game ignores most kill triggers, including walls. In addition to this, Mario will remain &amp;quot;stuck&amp;quot; to the spring while it is compressing. With these properties, Mario can go through solid objects[6] by throwing a springboard in the air, and jumping on it as it falls past a corner. &lt;br /&gt;
&lt;br /&gt;
==Keyjumping==&lt;br /&gt;
&lt;br /&gt;
 The key is a unique object - it can be stood on, and it cannot be destroyed. Because of these two properties, it can be jumped off of, and also carried with in the same jump. When near a wall, this process can be repeated: &lt;br /&gt;
1. Jump with the key. &lt;br /&gt;
2. Drop the key near the peak of the jump (but not at the very peak). &lt;br /&gt;
3. Land on the key in mid-air (without holding Y). &lt;br /&gt;
4. Jump off of the key, and start holding Y on the same frame. &lt;br /&gt;
5. You will now have jumped in mid-air and be holding the key. Repeat. &lt;br /&gt;
&lt;br /&gt;
By this process, walls can be scaled and jumping can pretty much go anywhere, as long as a key is handy. Note that if the key has too much downward momentum, it can be jumped off of, but not carried at the same time. &lt;br /&gt;
&lt;br /&gt;
==Using a key to enter mid-air pipes==&lt;br /&gt;
&lt;br /&gt;
The key can be used as a temporary platform to fool the game into thinking that there is ground near the pipe, and enter it in mid-air. It's also possible to bring the key with you through the pipe by holding Y on the frame before heading into the pipe. &lt;br /&gt;
&lt;br /&gt;
==Using a key to pass through invisible coin blocks==&lt;br /&gt;
&lt;br /&gt;
By standing on the key as it bounces, the height can lift Mario up far enough to jump above invisible coin blocks that would otherwise appear when jumped from the ground. &lt;br /&gt;
&lt;br /&gt;
==Hit a block while moving downwards==&lt;br /&gt;
&lt;br /&gt;
If Mario passes though the corner of a block enough, the game will think he is far enough inside of it that it gets hit. &lt;br /&gt;
&lt;br /&gt;
==Duplicating blocks==&lt;br /&gt;
&lt;br /&gt;
By throwing a carriable enemy or an item at a block while close to it, we can duplicate a block to the side, upwards, or upwards-diagonally. For this to occur, the projectile must have an x velocity of 0, a y velocity of at least 97 and it must go into the block at least 7 pixels from the bottom. The direction in which the item is forced out of the block determines how the block will be duplicated; if the item goes into the block by 15-16 pixels from the bottom, the block is duplicated upwards. If the item goes into the block by 7-10 pixels from the side, then the block is duplicated to sideways; if both conditions are met, the block will be duplicated upwards diagonally. &lt;br /&gt;
A variant: Duplication away from blocks. When we cannot get close to a block, certain conditions allow us to duplicate a block to the side by throwing an item upwards. After throwing up an item, its y velocity moves in the sequence: -112 -109 -106 -103 -100 -97 -94, so there remains only 7 frames in which it can go into the block by 7 pixels after it gets thrown. The following table shows when you should throw up an item to get block duplication; distance means “how far an item is from the block”, and subpixel “subpixel of the item”. Note that an item follows mario while he is holding it, and also that after he releases it there is a 1-frame delay on the item's following mario. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance&lt;br /&gt;
0 7 13 14 20 26 27 33 &lt;br /&gt;
&lt;br /&gt;
Subpixel&lt;br /&gt;
00-F0 00-C0 D0-F0 00-60 70-D0 E0-F0 00-10 20 &lt;br /&gt;
&lt;br /&gt;
A variant: Duplicating a block on the ground. Occasionally, a block desired to be duplicated is on the floor. Such situations do not allow for an item to be thrown upwards to duplicate it. In this circumstance, we can duplicate a turn block by dropping an item while it stops turning, in such a way so it bounces off the ground inside the block. See ISM's Demo. &lt;br /&gt;
&lt;br /&gt;
A variant: New items from old blocks. The game differentiates certain items by the block's horizontal position in the level. For example, blue P-switches and gray P-switches are actually the same object in the game, but determined by an odd/even horizontal position of the question block which contains it. Thus, by duplicating a block to the side with a p-switch inside, it will give a P-switch of the other color. &lt;br /&gt;
&lt;br /&gt;
An interesting item-group abused by this trick is the group which contains keys, p-balloons, and yoshi wings. See Super Demo World's Crystal Star World level in the short run for an example of this. &lt;br /&gt;
&lt;br /&gt;
Yoshi Wings ↔ P-Balloon ↔ Shell ↔ Key ↔ Yoshi Wings &lt;br /&gt;
&lt;br /&gt;
==Duplicating into a dragon coin==&lt;br /&gt;
&lt;br /&gt;
If the block duplication glitch is used over half of a dragon coin and Mario collects the remaining half of the dragon coin afterward, the part of the coin the block was duplicated on will become a key/wings/balloon/shell block. &lt;br /&gt;
This happens because of how the block IDs were set up in the coding of the game (see the &amp;quot;Direct MAP16 Access&amp;quot; pages in Lunar Magic). Dragon coins are set up to change to tile 25 (essentially a block of nothingness) of whatever page the tiles are on. Because the bottom half becomes a tile on MAP16 page 0x1 rather than 0x0 when you duplicate into it, it turns into tile 125 instead, which happens to be the key/wings/balloon/shell block. &lt;br /&gt;
&lt;br /&gt;
= Other stuff =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platform Boost==&lt;br /&gt;
&lt;br /&gt;
Horizontal boosts can be achieved from rotating platforms, such as the ones found in Donut Plains 3 and Star World 4. Hopping onto the platform will boost Mario to the left or right a bit as the game places him fully on the platform. The amount of distance boosted depends on the exact positioning of the platform and how it is jumped onto. &lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
Walljumping happens when Mario jumps towards a wall, and his foot catches the wall, stops his falling speed, and allows him to jump again in mid-air. In order to pull off a walljump, Mario needs at least a speed of 33 going toward a wall, and must run into the wall at exactly a block boundary (every 16 pixels). If Mario &amp;quot;catches&amp;quot; the wall, then conditions are good for a walljump - simply press jump a couple frames before he snags it. &lt;br /&gt;
The smallest variations in speed and position during the jump onto the wall can affect whether or not this works correctly. Keep trying! &lt;br /&gt;
&lt;br /&gt;
==Entering pipes without ground==&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;catching&amp;quot; the wall at the right spot, the same way the wall is caught when performing a walljump, the game treats that state as Mario standing on solid ground. If this is done near a pipe that can be entered, but doesn't normally have ground below it (the higher pipe in Gnarly, for example), the pipe can be entered in mid-air. &lt;br /&gt;
&lt;br /&gt;
==Fadeout lag==&lt;br /&gt;
&lt;br /&gt;
Although still not completely understood, some things are now known about the lag during the end of levels. &lt;br /&gt;
There are three different kinds of fadeout. The first is after completing a normal level, when the black circle closes around Mario. The amount of lag here is based on Mario's score and coin count. The general pattern seems to be: &amp;quot;The more digits below 4, the less lag&amp;quot;.[5] By poking zero into the 2-byte RAM address 7E0F34, the score will be zero, and the lag given is the best that the particular exit can get. &lt;br /&gt;
&lt;br /&gt;
The second is after completing a boss level. This is still score dependent, but a pattern hasn't been found, although it is definitely similar to that of normal exits. &lt;br /&gt;
&lt;br /&gt;
The third is a secret exit. This depends on two things: Mario's score, and the sprites on-screen (especially the ones around the edge of the keyhole at its largest position). &lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Game Boy Advance]]&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_World</id>
		<title>Super Mario World</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_World"/>
				<updated>2013-05-21T23:44:29Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Created page with &amp;quot;{{Sda run|http://speeddemosarchive.com/MarioWorld.html}}  Explanation of terms to be used on this page  • ← and → will be used for &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; on the directional ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/MarioWorld.html}}&lt;br /&gt;
&lt;br /&gt;
Explanation of terms to be used on this page&lt;br /&gt;
&lt;br /&gt;
• ← and → will be used for &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; on the directional pad. &lt;br /&gt;
• All explanations on this page assume Mario is facing to the right. (→) &lt;br /&gt;
• All explanations assume the Y button to be used for all purposes, at all times unless both X and Y need to be pressed. &lt;br /&gt;
&lt;br /&gt;
WalkingMario's speed when holding →.RunningMario's speed when first holding right together with Y.SprintingMario's speed when holding right together with Y for a prolonged time.FlyingMario's top speed when flying with a cape.P-meterA value in memory that increases as Mario runs. Once this reaches its peak, Mario begins to sprint.&lt;br /&gt;
PixelOne graphical &amp;quot;block&amp;quot; on the screen. Used to determine Mario's position on screen.SubpixelA smaller unit of measure used in internal game calculations for a more precise measuring system. In this game, subpixels are measured in sixteenths of a pixel.&lt;br /&gt;
Running / Sprinting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Explanation of oscillating speeds==&lt;br /&gt;
&lt;br /&gt;
The algorithm for Mario's sprinting speed does not actually give him a constant speed. Instead, his speed varies between five different values (48, 47, 48, 47, 49). Releasing → will stop this oscillation on whatever speed Mario is traveling that frame. By releasing → on the right frame while in mid-air, this oscillation will stop on a speed faster than Mario runs on average. This trick is fully utilized with continuous jumping, as detailed below. &lt;br /&gt;
Mario's running speed also oscillates (36, 35, 36, 35, 37). So even in situations where there isn't enough space to run to sprinting speed, this technique can still be used to gain a bit of ground. &lt;br /&gt;
&lt;br /&gt;
==Hopping glitch==&lt;br /&gt;
&lt;br /&gt;
When traveling forward in mid-air after either (1) releasing → in mid-air as detailed above, or (2) releasing Y when flying, Mario will travel forward at his current speed until he touches the ground (if → is not pressed again), at which point he begins to slow down. However, by jumping on the first frame allowed after touching the ground, Mario does not lose any speed. Using this technique, jumping over and over through a level can be faster than running, or can allow traveling at flight speeds through terrain that may not be able to be flown through without stopping or slowing down. &lt;br /&gt;
Other ways to quickly get up to speed in order to take advantage of this glitch include sliding, hitting an enemy that changes Mario's velocity, and entering a pipe cannon. &lt;br /&gt;
&lt;br /&gt;
6/5&lt;br /&gt;
&lt;br /&gt;
A way to gain some of the advantage of oscillating speeds without losing a full running meter is known as 6/5. Since sprinting speed oscillates every five frames, the trick is to jump, and while in the air, release → on the maximum speed for the maximum number of frames allowed so that pressing → together with Y for five frames will oscillate the speed back to the fastest value, refill the running meter to full, and consider the overall speed. &lt;br /&gt;
The pattern to fully optimize forward speed in mid-air while keeping a full P-meter is to release → for six frames, then press → together with Y for five frames, and repeat. It was previously (erroneously) thought that eight frames of releasing was the most optimal way to improve forward speed (and thus, the trick was called &amp;quot;8/5&amp;quot;), but the speed of the frames when recharging the P-meter was not considered in this analysis. Looking at average speeds, the 6/5 wins out. &lt;br /&gt;
&lt;br /&gt;
Average speed using 6/5: (49 * 6 + (49 + 48 + 47 + 48 + 47) ) / 11 = 48.45454...&lt;br /&gt;
Average speed using 8/5: (49 * 8 + (49 + 48 + 47 + 46 + 47) ) / 13 = 48.38462... &lt;br /&gt;
&lt;br /&gt;
Thus, when in the air, releasing → on the fastest speed for six frames, then holding → together with Y for five frames allows for the most optimal (though very slight) boost compared to running normally. The pattern can be done multiple times before touching the ground, depending on the height of the jump. The only requirement is that every frame that releases → has Mario in the air, so jumps must be timed correctly to allow this. &lt;br /&gt;
&lt;br /&gt;
==-1 Trick==&lt;br /&gt;
&lt;br /&gt;
When accelerating from a stop, Mario's speed increases in this sequence: 0 1 3 4 6 7 9 and continues. If you go the opposite direction first by pressing ← for 1 frame, Mario's speed increases in this sequence instead: 0 -2 3 5 6 8 9 and continues. This is because Mario decelerates faster than he accelerates, so the &amp;quot;extra&amp;quot; deceleration pushes Mario forward a little bit. This method sometimes saves a frame but does not work in slippery levels. &lt;br /&gt;
&lt;br /&gt;
= Flying =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oscillating flight speed==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing → accelerates Mario. However, once top speed is reached, the speed begins to oscillate, repeating its cycle of (51, 50, 49, 48, 47) every 5 frames. If → is released when this value is at its highest, Mario keeps that speed instead. &lt;br /&gt;
&lt;br /&gt;
==Fast air-catching==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing ← for one frame, releasing it for one frame, and pressing it again on the third frame will catch air faster than the normal 11 frames required when holding ← continuously. &lt;br /&gt;
&lt;br /&gt;
==Keeping flight after exiting a pipe / entering a door==&lt;br /&gt;
&lt;br /&gt;
When Mario makes a jump while sprinting, the game sets the takeoff meter to 80, and decrements it by 1 each frame until it returns to zero. When this value is positive, a few things react differently. First off, the screen will scroll up to follow Mario. Secondly, if Mario is caped, he will be able to ascend until this value reaches zero, at which point he will catch air and start flying. &lt;br /&gt;
Since this value decrements at this fixed speed, it's possible to land immediately after taking off, jumping again without running to speed, and still catch air. This happens because the value is not reset when Mario lands on solid ground, and during the second jump, the value is still positive. &lt;br /&gt;
&lt;br /&gt;
A useful application of this is possible due to the fact that this value does not decrement between rooms that are connected by pipes or doors. In this way, Mario can begin flying at the end of one room, enter a pipe or door, and simply jump in the next room to enter flight mode, as long as Mario reaches the peak of his jump before the takeoff meter hits zero. &lt;br /&gt;
&lt;br /&gt;
==Gain extra height during takeoff==&lt;br /&gt;
&lt;br /&gt;
Normally, liftoff should be kept as short as possible, because the sooner the liftoff phase ends, the sooner Mario can reach his top flying speed of 51. However, sometimes even higher heights are desired near takeoff. &lt;br /&gt;
To accomplish this, release Y after reaching top speed at the beginning of flight, and start holding Y again a bit later, during the fall. Because the takeoff meter is still above zero, Mario will re-gain flight, and depending on how far he's fallen, will gain quite a bit of height without any horizontal slowdown. This can also be used to avoid obstacles in Mario's flight path just after liftoff. &lt;br /&gt;
&lt;br /&gt;
==Turn around while flying==&lt;br /&gt;
&lt;br /&gt;
The X and Y buttons have the same function in this game. One must be held to remain flying, so pressing the other will cause Mario to spin. Sometimes the spin will not turn Mario around, but by varying the frame Mario spins on, this can be manipulated. Also, while spinning, you can control Mario's speed with ← and →. Keep in mind that Mario can only catch air if he is moving in the direction that he is facing. &lt;br /&gt;
&lt;br /&gt;
==Control flight speed during flight==&lt;br /&gt;
&lt;br /&gt;
When flying, pressing ← and B will slow Mario down without changing his animation. Press B repeatedly to slow Mario down more. &lt;br /&gt;
&lt;br /&gt;
==Diving quickly==&lt;br /&gt;
&lt;br /&gt;
When flying, putting Mario into diving animation will increase the amount of air he can catch. A way to take advantage of the added height without having to waste time diving is to press → every other frame. After five presses of forward, Mario will be in swoop animation very quickly, and can lift off very high. Also, you will still have fast flying because → was pressed for 5 frames, which cycles the speed back to its original value. The only speed loss will be the few frames that Mario's speed oscillated due to pressing →. &lt;br /&gt;
&lt;br /&gt;
==Diving quickly without slowdown==&lt;br /&gt;
&lt;br /&gt;
This trick only works when Mario is flying and facing left. Normally when diving, each frame that forward is pressed will affect Mario's horizontal speed. However, when flying to the left, pressing ← and → simultaneously will behave just like pressing ← only, except that horizontal speed is not affected. When traveling to the left, this means Mario can get into a dive animation without losing any speed. When traveling to the right (but facing left), Mario can enter a left-facing dive animation while still traveling to the right, which sets the next air-catch to be higher. &lt;br /&gt;
&lt;br /&gt;
==Rise Cancel==&lt;br /&gt;
&lt;br /&gt;
When flying, making Mario face the opposite direction will not allow him to catch air. By abusing the cape-spin, we can regain Mario's potential to catch air by facing the opposite direction during a rise. For example, assume Mario is flying to the right. After a dive, perform a cape-spin in such a way that Mario faces to the left. If you catch air during this spin, he will rise anywhere from a tiny amount to a large amount depending on when you pressed the input to catch air. Afterwards, Mario will be able to catch air again either by spinning during the rise, or just retaining the potential to catch air. Mario's direction, 7E0076, is most useful to watch here. &lt;br /&gt;
&lt;br /&gt;
==Perpetual Air Catch==&lt;br /&gt;
&lt;br /&gt;
Another way to cancel a rise is to make Mario's x velocity non-positive (or positive when facing to the left). Let's assume Mario is facing to the right. During the rise, pressing ← and B on alternate frames will cause him to lose momentum quickly. With good timing, he can catch air but regain the potential to catch air again soon after by making his momentum positive. This can be repeated indefinitely by gaining air, cancelling it, gaining etc. repeatedly using good timing. This is useful for such circumstances as when we want to gain lots of air very quickly, such as after the door in Donut Ghost House (normal exit). A good demonstration of this is in gocha's demo. &lt;br /&gt;
&lt;br /&gt;
==Spin jump flying==&lt;br /&gt;
&lt;br /&gt;
By using the A button to start flight instead of B, Mario will spin-jump very high, following the physics of initial flight while holding an item or riding Yoshi. An advantage of this is that Mario is still running full speed after landing. A disadvantage is that this technique is not horizontally faster than running. 6/5 can be done while using this technique to move faster horizontally. &lt;br /&gt;
Mario can get boosts in mid-air several times if A is released and pressed again after he begins to drop. &lt;br /&gt;
&lt;br /&gt;
==Vertical scrolling==&lt;br /&gt;
&lt;br /&gt;
When Mario is flying (after takeoff), the screen will not follow him upwards if he continues to catch air. This normally is not too much of a problem, but there also is a limit to how high Mario can go above the screen. There are three ways to get the screen to begin scrolling upwards: &lt;br /&gt;
• Touch the ground for more than 1 frame &lt;br /&gt;
• Snag the wall (but do not walljump) &lt;br /&gt;
• Grab onto a rope/vine/fence &lt;br /&gt;
&lt;br /&gt;
The last technique has the advantage of keeping flight after jumping off. &lt;br /&gt;
&lt;br /&gt;
==Fly stuck to the ceiling==&lt;br /&gt;
&lt;br /&gt;
If Mario can catch air very close to the ceiling, continue holding ← and Mario will stick to the ceiling, flying along it as long as the environment allows. This can only happen by either bouncing off an enemy to the ceiling, or by a lower ceiling that Mario can approach from above. &lt;br /&gt;
&lt;br /&gt;
==Flying invincibility==&lt;br /&gt;
&lt;br /&gt;
Whenever Mario gets hit while flying, he loses his flying state and is invincible for a short time (shorter than normal hit-invincibility). At this point, flying speed can be kept by immediately starting the hopping glitch. If flying again is required, Mario will have to run back up to sprinting speed. &lt;br /&gt;
&lt;br /&gt;
==Fly with an item==&lt;br /&gt;
&lt;br /&gt;
While flying, guide Mario into an item that can be carried, and he will automatically grab it. Although he'll no longer have the flying animation, flying physics are still maintained. &lt;br /&gt;
This technique can be extended to spinning while in mid-air to hit a Koopa with Mario's cape, and grabbing the resulting shell in mid-air without losing speed. &lt;br /&gt;
&lt;br /&gt;
==Release an item and remain flying==&lt;br /&gt;
&lt;br /&gt;
Releasing Y while carrying an item will drop it or kick it, depending on the object. Releasing Y during flight will normally cause Mario to stop flying, but there are certain points of flight that are safe to drop an item by releasing Y for one frame and also remain flying afterwards. Examples include the first few frames after catching air, and the very top height of an air-catch, as the animation frame changes. &lt;br /&gt;
&lt;br /&gt;
==Catch less air==&lt;br /&gt;
&lt;br /&gt;
By pressing X around the same frame that Mario catches air, the height of the arc will be substantially less. This can be useful in very specific circumstances, for example, when flying through a very small area. The exact frame of pressing X can vary depending upon unknown factors. &lt;br /&gt;
&lt;br /&gt;
==Keeping flight after climbing==&lt;br /&gt;
&lt;br /&gt;
When flying by a vine, chain, or fence, press ↑ to grab it. Hold Y when jumping off the object to continue flying. The direction you face after jumping off the vine is manipulatable by jumping off at different frames. &lt;br /&gt;
&lt;br /&gt;
==Jump or fly through inclines==&lt;br /&gt;
&lt;br /&gt;
 Stairs and other 45-degree inclines are a one way platform at an angle. The game decides if Mario should land on it based only on his vertical speed. So, if Mario runs into the stairs while moving upwards, the game will determine that he is passing through them in the correct direction. This can be done without a cape by running and spin-jumping at the right time. With a cape, it can be done by flying through at a more shallow angle than the stairs. &lt;br /&gt;
&lt;br /&gt;
==Rope Boost==&lt;br /&gt;
&lt;br /&gt;
When going past a rope, such as those found in Cheese Bridge Area or Way Cool, pressing ↑ for one frame gives Mario a horizontal boost without actually grabbing onto the rope. The amount of boost given depends on when Mario grabs the rope, but generally it's best to grab the rope as early as possible. Mario can also jump off of these ropes, but jumping too early can negate the boosting effect. &lt;br /&gt;
&lt;br /&gt;
==Fast climbing==&lt;br /&gt;
&lt;br /&gt;
Pressing ↑ and B together every other frame will climb vines and chains at the same speed as the initial ascent of flight. The drawback is that the screen does not begin following Mario. This can be circumvented by landing on solid ground for more than one frame while above the screen - then the game will scroll upward until it catches up to him, and he can continuously climb above it quickly. &lt;br /&gt;
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= Movement in water =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==1/1 Swimming==&lt;br /&gt;
&lt;br /&gt;
Even Mario's swimming speed oscillates - between 15 and 17 (or 31 and 33 if carrying an item underwater). This can be abused by pressing back and forth when reaching the highest oscillation point. This way, swimming speed can be improved from (15 + 15 + 16 + 16 + 17) / 5 = 15.8 subpixels per frame, to (15 + 17) / 2 = 16 subpixels per frame. The technique works similarly when swimming with an item. &lt;br /&gt;
&lt;br /&gt;
==Corner Boost==&lt;br /&gt;
&lt;br /&gt;
When swimming underneath a square corner, swimming upward against it can push Mario forward, reaching a destination 2 frames sooner (per boost). This trick does not apply when carrying an item underwater, but it can be done simultaneously with 1/1 swimming. &lt;br /&gt;
&lt;br /&gt;
Floating through upward slopes&lt;br /&gt;
&lt;br /&gt;
By holding an item and floating up at an angle shallower than the angle of the slope, it can be passed through in the same way as an incline above water. &lt;br /&gt;
This can also be done without an item; however, it requires greater precision, and can only be done on every 16-pixel &amp;quot;block&amp;quot; boundary of the slope. &lt;br /&gt;
&lt;br /&gt;
= Yoshi =&lt;br /&gt;
&lt;br /&gt;
The amount of glitches involving Yoshi is so vast, that a seperate section seems more appropriate. When riding Yoshi, the gameplay changes dramatically too. &lt;br /&gt;
Double Yoshi&lt;br /&gt;
&lt;br /&gt;
Normally, two Yoshis cannot be anywhere in the level at the same time. However, if their eggs are spawned at the same time, the game skips the check to see if there is an already spawned Yoshi. However, one Yoshi (the one that spawned first) will be invisible. Riding an invisible Yoshi has some advantages: • If we jump off of him, we will jump from his original position. This can be used to pass through solid objects. &lt;br /&gt;
• If the normal Yoshi despawns with an item in his mouth, the invisible Yoshi will become visible holding a null sprite. More on this soon. &lt;br /&gt;
• If the normal Yoshi despawns, the invisible Yoshi will appear one tile below where Mario is standing, so we can fall through the ground. &lt;br /&gt;
&lt;br /&gt;
==Cancel Eat==&lt;br /&gt;
&lt;br /&gt;
If Yoshi has a sprite on his tongue and receives damage while doing it, the sprite will move to where it was on his tongue when he got hit. This gives the sprite weird properties, such as losing vertical interaction with ground and being unable to harm the player. &lt;br /&gt;
In the case of berries, we can cancel-eat them without taking a hit by timing a turn as it hits his tongue. &lt;br /&gt;
&lt;br /&gt;
==Item Swap==&lt;br /&gt;
&lt;br /&gt;
It is strongly advised to use the utility script to assist in performing this bug. &lt;br /&gt;
SMW allows for 12 sprites to be on screen at any time. Traditionally, we call these the first and second divisions. Division one is sprite slot #00 to slot #09. The second division is therefore #10 and #11. &lt;br /&gt;
&lt;br /&gt;
Typically, with a few exceptions, sprites in SMW are spawned in descending order into the first division. So the first sprite spawned will go into #09, the next into #08. Once these despawn, their slots are freed, and sprites will 'compete' for the highest slot. The only time slots are not freed are with permanant sprites, such as P-Switches, Keys, etc. In the first division, no sprites will replace others with the exception of the goal point. Note: Some level options will have the first division as low as 6 or so sprites. One such example is Yoshi's Island 1. Be careful when trying to fill sprite slots; if in doubt, check the Sprite Header settings in Lunar Magic. &lt;br /&gt;
&lt;br /&gt;
The second division is reserved only for sprites coming out of the reserve item box, or items out of blocks. If this division is full, sprites will go into the first division if there is free slots. If there is not, they will begin to replace sprites top-down. &lt;br /&gt;
&lt;br /&gt;
I have briefly mentioned two ways to swap sprites, but this has no benefit at all until Yoshi is introduced. If you observe a sprite being swapped, all that happens is that the original vanishes. If the original is on Yoshi's tongue, the new sprite will zip to Yoshi's tongue too. todo: explain why. &lt;br /&gt;
&lt;br /&gt;
Variant #1: Goal Point Swap. Because of the nature of the goal point, as mentioned before, it will replace sprites in the first division if there no free slots. Thus, we only have to fill slots #00 - #09 with permanent sprites (or, have the sprites all on screen at once: very difficult) and take a sprite with us near the goal. In the case of Yoshi's Island 2, we can cancel-eat berries turning them into sprites while taking a shell with us. If Yoshi licks the shell as the goal point spawns, the goal point will warp to Yoshi's tongue. With luck, Mario will hit the goal as opposed to Yoshi swallowing it. &lt;br /&gt;
&lt;br /&gt;
Variant #2: Yoshi Licks Nothing. Sometimes, the item on Yoshi's tongue can despawn, leaving Yoshi having nothing on it. Then, a sprite taking that slot will zip to Yoshi's tongue. This can be done in a variety of ways, but the most common are: &lt;br /&gt;
1. Sprite Coin: If Yoshi holds a sprite coin on his tongue and it is collected by Mario, Yoshi will temporarily hold nothing. &lt;br /&gt;
2. Powerup: Referred to as &amp;quot;double-eating&amp;quot;. Timing Yoshi's tongue when passing a powerup means we can collect the powerup, but Yoshi will have the powerup in a 'nulled' state on his tongue. If a sprite takes that slot, it will zip to Yoshi's tongue. Incidentally, if we do not spawn a new sprite in that slot, we get the powerup twice. &lt;br /&gt;
This method has the advantage of being much faster. In the case of powerups we must only fill the second division. In the case of sprite coins, they are already in the first. Other examples include a naked koopa as it disappears into a shell, and destroyed throwblocks. These require nearly no setup. &lt;br /&gt;
Variant 3: Yoshi Sacrifice. Due to Yoshi's properties, if he despawns and a new sprite takes his slot the frame after, the item will zip to underneath or near Mario. The easiest way to do this is to drop Yoshi into a pit as a new sprite spawns. This will only work with certain sprites and currently has no applications in the current SMW runs. &lt;br /&gt;
&lt;br /&gt;
==Null Sprites==&lt;br /&gt;
&lt;br /&gt;
Sometimes, there are circumstances where Yoshi will have a null sprite in his mouth (literally nothing), but is still referenced by the sprite table as ID #FF. It is difficult to word but Yoshi will have nothing in his mouth but still have something, because ths swallow timer is reset. This can be performed two ways: 1. As mentioned before, if we spawn two Yoshis and despawn the first one with an item in its mouth, the new one will become visible with a null sprite. &lt;br /&gt;
2. Double tongue method. Yoshi can stick out his tongue twice, and a sprite caught on the first lick will then be nullified when he sticks out his tongue the second time. This can be performed in two ways. Firstly, by using Double Yoshi glitch and despawning the first Yoshi with an item in its mouth. Secondly, by sticking out Yoshi's tongue when Mario collects a powerup, a Yoshi egg hatches, or during a room transition. &lt;br /&gt;
&lt;br /&gt;
When spitting out a null sprite, it has some strange effects and advantages: &lt;br /&gt;
• Whatever sprite is in ID #3 will be have the bits &amp;quot;Being eaten&amp;quot; set and &amp;quot;Interaction with Objects&amp;quot; cleared. Thus, the sprite #3 will be able to pass through ground, walls and ceilings, and will lose interaction with other sprites. This can be useful in the case of Yoshi or Springboard; if we land on them as they pass through the ground, Mario will move with them. &lt;br /&gt;
• Whatever sprite is in ID #1 will have all of its bits cleared (with the exception of bit 0, depending on Yoshi facing direction). This can cause weird effects such as infinitely usable P-Switches, or burnable sprites that normally aren't. &lt;br /&gt;
todo: spitting out on platforms... &lt;br /&gt;
Stunned Sprites&lt;br /&gt;
&lt;br /&gt;
A sprite has a few states it can be in. See SMWiki|$7E:14C8. One of these sprite states is a &amp;quot;stunned&amp;quot; state. In this state, the sprite is either about to be destroyed (disappearing P-Switch) or can be carried (such as a jumped-on Goomba). If an item can be held on Yoshi's mouth and is stompable, we can swap the stun timer for the stomp timer by eating it at the same time Yoshi stomps it. In the case of P-Switch, we can spawn fish. &lt;br /&gt;
A variant: Stunning &amp;quot;unstunnable&amp;quot; sprites. Some sprites aren't meant to be stunned and thus have no stun routine. We can force a sprite into its stunned state via double-tongue glitch. In this circumstance three steps must be followed: &lt;br /&gt;
1. Perform double-tongue glitch. &lt;br /&gt;
2. On the first lick, catch a sprite that remains in Yoshi's mouth, such as shell or springboard. &lt;br /&gt;
3. On the second lick, catch a sprite you wish to be stunned and take a hit. Then Yoshi will have the sprite in his mouth. Then, it can be spat out of Yoshi's mouth, even if it isn't meant to stay there. &lt;br /&gt;
&lt;br /&gt;
The stun timer of a sprite can be set in various ways. One way is stomp on it. The dust/cloud it leaves behind uses the stun timer to determine how long to display the effect. Some sprites use the timer for other things, such as when they first spawn, or for an action to take. For example, the goal point uses the timer to determine when to change direction. &lt;br /&gt;
&lt;br /&gt;
If we spit out (dropping) a sprite, which a) Doesn't have its own stun routine and b) Has a stun timer &amp;gt; 0, the game will overflow the SpriteKoopasSpawn table and read opcode values as a sprite to spawn. We can get very weird effects. The most useful cases are: &lt;br /&gt;
1. Naked Blue Sliding Koopa: When stunned, will spawn a Koopa Kid. This Koopa Kid, when killed, will end the level. &lt;br /&gt;
2. Pokey: When stunned, will spawn a Goal Point. To get the goal point we must go to X Position &amp;lt; 0 and Y Position.. todo &lt;br /&gt;
3. Dino Rhino: When stunned, will spawn a keyhole. A Dino Torch will cause the game to crash, however. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Holding Items on Yoshi==&lt;br /&gt;
&lt;br /&gt;
If an item is in a slot lower than Yoshi, it is possible to hold it while riding Yoshi. This is performed by landing on him at the same time an item is grabbed. It is also possible to grab two items (or more in the case of springboards) on Yoshi but this is much more difficult. &lt;br /&gt;
&lt;br /&gt;
==Yoshi flight==&lt;br /&gt;
&lt;br /&gt;
Normally, flying while riding Yoshi is the same as flying while holding an item - just a long jump, and the same oscillating speeds as sprinting. However, it is possible to trick the game into applying regular flight physics while riding Yoshi. Whenever Mario lands on Yoshi during flight, Yoshi flight is started. However, in most cases, Yoshi touches the ground a couple frames later. If air is caught immediately after landing, or something else keeps Yoshi from touching the ground, the flight can continue. &lt;br /&gt;
One problem is that although pressing ← will catch air, it will also turn Yoshi and Mario around. In order to take advantage of the flight like normal, fast air-catching must be used, followed by turning back around. You can even get a dive (without the animation) to catch a large amount of air by using ← and → simultaneously, while facing left. &lt;br /&gt;
&lt;br /&gt;
Ways to initiate Yoshi flight: &lt;br /&gt;
&lt;br /&gt;
• Fly onto Yoshi while maintaining a rise. &lt;br /&gt;
• While flying under a ceiling on Yoshi, dismount in mid-air &lt;br /&gt;
• Fly onto Yoshi and an enemy or shell at the same time &lt;br /&gt;
• Fly onto Yoshi while he is placed on the very edge of a platform &lt;br /&gt;
• Fly onto Yoshi while he is placed on a purple triangle[1] (the kind that let you run up the wall) &lt;br /&gt;
&lt;br /&gt;
==Springboard jumping abuse with Yoshi[2]==&lt;br /&gt;
&lt;br /&gt;
If Yoshi eats a springboard on the same frame he steps on it, he will soar upwards very fast, ignoring most boundaries. The speed and duration of takeoff can be tweaked with the ↑ and B buttons. &lt;br /&gt;
&lt;br /&gt;
= Going through solid objects =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Passing through solid yellow blocks (Smashola)==&lt;br /&gt;
&lt;br /&gt;
 This is a strange glitch that lets Mario move very rapidly downwards though the solid yellow blocks that spin. When his cape hits the blocks at his side, they begin to spin. However, the game only allows 4 spinning blocks at once in memory, so when a fifth block is caused to start spinning, it immediately stops the first. By placing Mario over the block that stops, the game will start to push him downwards at a very fast rate. The glitch can continue itself in a domino-effect. As Mario moves downwards, he's still spinning, which causes new blocks to start spinning, which stops others, and the glitch continues. &lt;br /&gt;
While doing this glitch, Mario is considered overlapping with the blocks, so in addition to moving down quickly, he will move to the left slowly as well. Also, if Mario goes too far below the screen, he can die. &lt;br /&gt;
&lt;br /&gt;
==Pass through floors==&lt;br /&gt;
&lt;br /&gt;
In very specific instances, ducking in a space that is too small for full-size Mario and spin-jumping can push Mario through the floor. See Valley of Bowser 2 for an example of this. &lt;br /&gt;
&lt;br /&gt;
==Faster floating speed==&lt;br /&gt;
&lt;br /&gt;
Pressing ← and → simultaneously while Mario has a P-Balloon or is riding a Lakitu cloud will send him to the right oscillating at speeds much faster than the normal speed of travel for these objects (52, 51, 50, ..., 38, 37, 36). &lt;br /&gt;
This form of travel will partially ignore many barriers, and so it can be used to go through some solid objects. &lt;br /&gt;
&lt;br /&gt;
In a cloud, Mario can jump out at any time, so a speed of 52 can be achieved and kept using the hopping glitch. &lt;br /&gt;
&lt;br /&gt;
==Survive underneath stompers==&lt;br /&gt;
&lt;br /&gt;
In some castles, it's possible to be smashed by a &amp;quot;stomper&amp;quot; and not take damage. As the stomper lowers onto Mario, alternate between pressing A and B every frame, and Mario will be in a constant state of jumping without being hit. &lt;br /&gt;
&lt;br /&gt;
==Corner Clip==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Corner Clip&amp;quot; refers to moving through solid ground, which can only be done when ground meets at a corner (either a convex or concave corner; the former is described here). This bug requires an X speed of at least 49 and a Y speed of at least 33. &lt;br /&gt;
A speed of 49 means Mario's subpixel moves his position like 0.00 -&amp;gt; 3.10 -&amp;gt; 6.20 -&amp;gt; 9.30, because 49 speed just means 49 subpixels per frame. Under these conditions a corner clip is not possible because to pass through the ground, a 4 pixel change is required. Eventually, this cycle reaches 36.e0 -&amp;gt; 39.f0 -&amp;gt; 43.00. The subpixel wraps around, increasing Mario's position by 4 pixels. &lt;br /&gt;
&lt;br /&gt;
One way to set this up is to stand against the left side of the block (assuming we will be flying to the right), and noting down Mario's x-position. So, we'll say a block is at x-position 42. This means Mario's x position must move such as (with a speed of 49): &lt;br /&gt;
&lt;br /&gt;
38.d0 -&amp;gt; 41.e0 -&amp;gt; 44.f0 -&amp;gt; 48.00 &lt;br /&gt;
&lt;br /&gt;
Mario moves two pixels inside the block (44.f0) then is boosted 4 pixels further (48.00). Knowing this, we need only to adjust the x speed/position of Mario as he approaches the corner, in such a way that his speed follows this pattern, and then adjust y position too, until the bug succeeds. This bug has the advantage of, not only allowing access to places much faster, but also boosting Mario some pixels while he is inside the block. Typically, a corner clip on a single block will save anything up to 3 pixels or so. &lt;br /&gt;
&lt;br /&gt;
In the above example, if Mario moves faster than 49 speed then the 44.f0 can take on other subpixel values. At a speed of 51, this part can be either 44.d0, 44.e0 or 44.f0, because the next frame will increase subpixel by 3 (51 subpixels/frame = 3 pixels 3 subpixels). Because of how 'pressure' works in this game (when inside a block, Mario is pushed to the left), corner clips to the right can not be consecutive. If there are two horizontal blocks in a row, they cannot both be passed. This is not the case when travelling to the left (see: Donut Secret House of any%). &lt;br /&gt;
&lt;br /&gt;
= Item abuse =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jump off a P-Switch==&lt;br /&gt;
&lt;br /&gt;
 By jumping at the exact frame Mario lands on a P-Switch, it can be used as a platform to jump off. Note that the Y button cannot be held on this frame - otherwise, Mario will just pick up the P-Switch again. Because of that, either the P-meter must be recharged after landing, or the jump should be followed by the hopping glitch. &lt;br /&gt;
&lt;br /&gt;
==Land on a midair P-switch==&lt;br /&gt;
&lt;br /&gt;
When dropping a P-switch, it will travel with the same horizontal speed that Mario does. To land on it, Mario must slow down a bit before releasing it, and then, regain the lost speed to catch up. The best way to do this is by dropping the P-switch at a low point of Mario's oscillating sprinting speed, and then using the high point of the oscillation to catch up to it in mid-air. &lt;br /&gt;
Note: When dropping the P-Switch, it must be dropped, not kicked. This is done by not holding → when releasing Y. &lt;br /&gt;
&lt;br /&gt;
==Springboard clipping abuse==&lt;br /&gt;
&lt;br /&gt;
When Mario jumps on a springboard to compress it, the game ignores most kill triggers, including walls. In addition to this, Mario will remain &amp;quot;stuck&amp;quot; to the spring while it is compressing. With these properties, Mario can go through solid objects[6] by throwing a springboard in the air, and jumping on it as it falls past a corner. &lt;br /&gt;
&lt;br /&gt;
==Keyjumping==&lt;br /&gt;
&lt;br /&gt;
 The key is a unique object - it can be stood on, and it cannot be destroyed. Because of these two properties, it can be jumped off of, and also carried with in the same jump. When near a wall, this process can be repeated: &lt;br /&gt;
1. Jump with the key. &lt;br /&gt;
2. Drop the key near the peak of the jump (but not at the very peak). &lt;br /&gt;
3. Land on the key in mid-air (without holding Y). &lt;br /&gt;
4. Jump off of the key, and start holding Y on the same frame. &lt;br /&gt;
5. You will now have jumped in mid-air and be holding the key. Repeat. &lt;br /&gt;
&lt;br /&gt;
By this process, walls can be scaled and jumping can pretty much go anywhere, as long as a key is handy. Note that if the key has too much downward momentum, it can be jumped off of, but not carried at the same time. &lt;br /&gt;
&lt;br /&gt;
==Using a key to enter mid-air pipes==&lt;br /&gt;
&lt;br /&gt;
The key can be used as a temporary platform to fool the game into thinking that there is ground near the pipe, and enter it in mid-air. It's also possible to bring the key with you through the pipe by holding Y on the frame before heading into the pipe. &lt;br /&gt;
&lt;br /&gt;
==Using a key to pass through invisible coin blocks==&lt;br /&gt;
&lt;br /&gt;
By standing on the key as it bounces, the height can lift Mario up far enough to jump above invisible coin blocks that would otherwise appear when jumped from the ground. &lt;br /&gt;
&lt;br /&gt;
==Hit a block while moving downwards==&lt;br /&gt;
&lt;br /&gt;
If Mario passes though the corner of a block enough, the game will think he is far enough inside of it that it gets hit. &lt;br /&gt;
&lt;br /&gt;
==Duplicating blocks==&lt;br /&gt;
&lt;br /&gt;
By throwing a carriable enemy or an item at a block while close to it, we can duplicate a block to the side, upwards, or upwards-diagonally. For this to occur, the projectile must have an x velocity of 0, a y velocity of at least 97 and it must go into the block at least 7 pixels from the bottom. The direction in which the item is forced out of the block determines how the block will be duplicated; if the item goes into the block by 15-16 pixels from the bottom, the block is duplicated upwards. If the item goes into the block by 7-10 pixels from the side, then the block is duplicated to sideways; if both conditions are met, the block will be duplicated upwards diagonally. &lt;br /&gt;
A variant: Duplication away from blocks. When we cannot get close to a block, certain conditions allow us to duplicate a block to the side by throwing an item upwards. After throwing up an item, its y velocity moves in the sequence: -112 -109 -106 -103 -100 -97 -94, so there remains only 7 frames in which it can go into the block by 7 pixels after it gets thrown. The following table shows when you should throw up an item to get block duplication; distance means “how far an item is from the block”, and subpixel “subpixel of the item”. Note that an item follows mario while he is holding it, and also that after he releases it there is a 1-frame delay on the item's following mario. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Distance&lt;br /&gt;
0 7 13 14 20 26 27 33 &lt;br /&gt;
&lt;br /&gt;
Subpixel&lt;br /&gt;
00-F0 00-C0 D0-F0 00-60 70-D0 E0-F0 00-10 20 &lt;br /&gt;
&lt;br /&gt;
A variant: Duplicating a block on the ground. Occasionally, a block desired to be duplicated is on the floor. Such situations do not allow for an item to be thrown upwards to duplicate it. In this circumstance, we can duplicate a turn block by dropping an item while it stops turning, in such a way so it bounces off the ground inside the block. See ISM's Demo. &lt;br /&gt;
&lt;br /&gt;
A variant: New items from old blocks. The game differentiates certain items by the block's horizontal position in the level. For example, blue P-switches and gray P-switches are actually the same object in the game, but determined by an odd/even horizontal position of the question block which contains it. Thus, by duplicating a block to the side with a p-switch inside, it will give a P-switch of the other color. &lt;br /&gt;
&lt;br /&gt;
An interesting item-group abused by this trick is the group which contains keys, p-balloons, and yoshi wings. See Super Demo World's Crystal Star World level in the short run for an example of this. &lt;br /&gt;
&lt;br /&gt;
Yoshi Wings ↔ P-Balloon ↔ Shell ↔ Key ↔ Yoshi Wings &lt;br /&gt;
&lt;br /&gt;
==Duplicating into a dragon coin==&lt;br /&gt;
&lt;br /&gt;
If the block duplication glitch is used over half of a dragon coin and Mario collects the remaining half of the dragon coin afterward, the part of the coin the block was duplicated on will become a key/wings/balloon/shell block. &lt;br /&gt;
This happens because of how the block IDs were set up in the coding of the game (see the &amp;quot;Direct MAP16 Access&amp;quot; pages in Lunar Magic). Dragon coins are set up to change to tile 25 (essentially a block of nothingness) of whatever page the tiles are on. Because the bottom half becomes a tile on MAP16 page 0x1 rather than 0x0 when you duplicate into it, it turns into tile 125 instead, which happens to be the key/wings/balloon/shell block. &lt;br /&gt;
&lt;br /&gt;
= Other stuff =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Platform Boost==&lt;br /&gt;
&lt;br /&gt;
Horizontal boosts can be achieved from rotating platforms, such as the ones found in Donut Plains 3 and Star World 4. Hopping onto the platform will boost Mario to the left or right a bit as the game places him fully on the platform. The amount of distance boosted depends on the exact positioning of the platform and how it is jumped onto. &lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
Walljumping happens when Mario jumps towards a wall, and his foot catches the wall, stops his falling speed, and allows him to jump again in mid-air. In order to pull off a walljump, Mario needs at least a speed of 33 going toward a wall, and must run into the wall at exactly a block boundary (every 16 pixels). If Mario &amp;quot;catches&amp;quot; the wall, then conditions are good for a walljump - simply press jump a couple frames before he snags it. &lt;br /&gt;
The smallest variations in speed and position during the jump onto the wall can affect whether or not this works correctly. Keep trying! &lt;br /&gt;
&lt;br /&gt;
==Entering pipes without ground==&lt;br /&gt;
&lt;br /&gt;
By &amp;quot;catching&amp;quot; the wall at the right spot, the same way the wall is caught when performing a walljump, the game treats that state as Mario standing on solid ground. If this is done near a pipe that can be entered, but doesn't normally have ground below it (the higher pipe in Gnarly, for example), the pipe can be entered in mid-air. &lt;br /&gt;
&lt;br /&gt;
==Fadeout lag==&lt;br /&gt;
&lt;br /&gt;
Although still not completely understood, some things are now known about the lag during the end of levels. &lt;br /&gt;
There are three different kinds of fadeout. The first is after completing a normal level, when the black circle closes around Mario. The amount of lag here is based on Mario's score and coin count. The general pattern seems to be: &amp;quot;The more digits below 4, the less lag&amp;quot;.[5] By poking zero into the 2-byte RAM address 7E0F34, the score will be zero, and the lag given is the best that the particular exit can get. &lt;br /&gt;
&lt;br /&gt;
The second is after completing a boss level. This is still score dependent, but a pattern hasn't been found, although it is definitely similar to that of normal exits. &lt;br /&gt;
&lt;br /&gt;
The third is a secret exit. This depends on two things: Mario's score, and the sprites on-screen (especially the ones around the edge of the keyhole at its largest position). &lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Game Boy Advance]]&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra</id>
		<title>Contra</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra"/>
				<updated>2013-05-21T21:35:49Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:NES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Current Fastest low% Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=2Sx4Yntp46E 11:27 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 low% =&lt;br /&gt;
Some jump manipulation is required to get past the turret that appears just after the second R upgrade.  On the boss, you need to walk up to the core and shoot.  You can't shoot fast enough to destroy the boss using the any % strategy.  &lt;br /&gt;
&lt;br /&gt;
= Stage 2 low% =&lt;br /&gt;
The regular cores take 8 shots to kill.  You can have up to 4 peashooter shots on the screen.  This means you have to make sure that you don't hit enemies instead of the core.  This becomes even more difficult with the core in the last room as that takes 16 shots or 4 waves of 4.  You need to focus all shots on the cores and avoid ducking when possible to destroy each core as fast as possible.&lt;br /&gt;
&lt;br /&gt;
After the cores are destroyed you need to move left and right with the boss, but you'll have to be slightly ahead to give your bullets enough time to travel up and hit.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 low% =&lt;br /&gt;
Not having the barrier makes the second half of the climb up the waterfall difficult.  You need to kill the bombers hiding the waterfall near the spread pickup on the left before he can shoot otherwise you will lose time waiting for their shots to explode.&lt;br /&gt;
&lt;br /&gt;
The boss is ideally taken out in two mouth cycles.  With spread you can attempt to destroy the arms, but in a low % run you shouldn't attempt to.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 low% =&lt;br /&gt;
The second base stage requires the same type of precision that the first base stage does.  Focus your shots on the cores, don't hit enemies and don't duck under enemy fire.&lt;br /&gt;
&lt;br /&gt;
The boss fight is difficult in low % when it comes to dodging the snipers as you take out the cores.  You will want to get the glitch kill on the boss of this stage.  You can refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches#Stage_4_Boss_Quick_Kill mechanics page for details]  This is much harder to perform in a low % run.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 low% =&lt;br /&gt;
Watch out for random spawns on this stage.  You can see what I mean in the video.  The snow plows can be taken out by simply ducking in front of them and shooting quickly.  You need to shoot extremely quickly to not die.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 low% =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the pattern for the timings on the flames and for the fastest strategy to get through the section.  The boss fight is entirely random and with bad luck you can lose several seconds.  &lt;br /&gt;
&lt;br /&gt;
= Stage 7 low% =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the timings on the claws.  After the last set of claws you have to duck under shots fired by the first gunner, however you can jump over shots from the remaining gunners and take them out without stopping if you mash fast enough.  Watch out for bad spawns.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 low% =&lt;br /&gt;
You cannot run through this stage without taking out some of the projectiles the mouths drop.  You can follow what the current fastest run does.  When you reach the heart, there is no need to jump at it when you have peashooter.  This will not help your fire rate and it is dangerous.&lt;br /&gt;
&lt;br /&gt;
= Current Fastest Any% Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=5EtECO0hE10 10:11 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 Any% =&lt;br /&gt;
You need to collect Spread and R by the end of the stage.  Jump as little as possible.  The jump from the high cliff down before the boss is a bit tight.  It's a three frame window.&lt;br /&gt;
&lt;br /&gt;
There are a few different strategies for the boss fight and they all rely on a bit of luck.  The SDA run uses a quick and reasonably reliable strategy.  There are two turrets as you approach the base wall boss.  Run past the first turret and drop down to the bottom level of ground and continue moving forward and start building up spread rhythm.  After the second turret fires at you jump up to reach ground just a bit above you.  Continue moving right until you reach the end of the platform and jump forward while shooting at the core.  You will land on the platform right in front of the core.  Duck as you land and mash the B button.&lt;br /&gt;
&lt;br /&gt;
= Stage 2 Any% =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Contra_game_mechanics_and_glitches mechanics page] on getting spread rhythm for these base stages.   The boss fight is about timing.  Start on the left side and start and move from left to right taking out the cores.  The boss will appear suddenly in the middle after the cores are destroyed and move from right to left.  It's important to have a straight stream of spread that hits the boss as it moves.  You'll need to be jumping in the same direction as the boss (but slightly ahead of it) and fire a straight stream of spread directly upwards to kill it quickly.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 Any% =&lt;br /&gt;
The height of your jumps in this stage is random (refer to the glitches page).  This can cause you to reach platforms sooner than you normally do and it may catch you off guard.  There is a potentially difficult jump as you reach the bridge.  You'll need to jump over the flames that move across and depending on the randomness of your jump height this jump can be extremely tight.  The item carrier on the left side of the screen has barrier and you'll need to trigger it so that it lands on the platforms above you so that you can collect it without losing time.&lt;br /&gt;
&lt;br /&gt;
On the boss it's possible to take it out in one mouth cycle, but it requires good spread rhythm.  It is recommended that you take out both arms because if you don't kill the boss in one mouth cycle it will open its mouth again immediately.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 Any% =&lt;br /&gt;
Spread rhythm is the key here.  Refer to the glitch video on getting the stage 4 boss quick kill.  To get it, you need to get the best spread rhythm that you can and hope for the best.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 Any% =&lt;br /&gt;
With good spread rhythm, it's possible to take out the first gunner and run through the first set of bombs without stopping.  Refer to the mechanics video on the second series of bomb jumps.  The snow plows can be taken out quickly at point blank range.  To save some frames you can jump up and forward into them as you finish them.  It's recommended that you do this when they turn dark red as they only can take 15 more shots.&lt;br /&gt;
&lt;br /&gt;
Where the boss appears in this stage is random.  Shoot up and get spread rhythm.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 Any% =&lt;br /&gt;
Refer to the mechanics video on the timings for the flames.  Refer to the Exo strat in the mechanics video for saving a few seconds getting the barrier.  The boss attack pattern is random.  Mash fast and hope he doesn't jump.   You can be a bit more aggressive when the boss turns red as it can only take 14 more shots.&lt;br /&gt;
&lt;br /&gt;
= Stage 7 Any% =&lt;br /&gt;
Refer to the video on the timings for the flames and claws for this stage.  While it's theoretically possible to get past all of the gunners after the last set of claws without ducking, getting over the first one is impractical.  You want to jump as their first shot gets a bit close to you (but not too close) so that you'll have enough height to make it over their second shot as you take them out.  The timing on them gets a bit tricky.  It's an eight frame window on the jump.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 any% =&lt;br /&gt;
This stage is pretty straightforward and you should do exactly what the SDA run does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_any_%25 Any %]- Do whatever it takes to beat the game as fast as possible&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_low_%25 Low %]- Do not collect any items&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches Game Mechanics and Glitches]- Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_casual_speedrunning Casual Speedrunning]- Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_additional_resources Additional Resources]- Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra/low_%25</id>
		<title>Contra/low %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra/low_%25"/>
				<updated>2013-05-21T21:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Redirected page to Contra&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra</id>
		<title>Contra</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra"/>
				<updated>2013-05-21T21:33:45Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:NES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Current Fastest low% Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=2Sx4Yntp46E 11:27 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 low% =&lt;br /&gt;
Some jump manipulation is required to get past the turret that appears just after the second R upgrade.  On the boss, you need to walk up to the core and shoot.  You can't shoot fast enough to destroy the boss using the any % strategy.  &lt;br /&gt;
&lt;br /&gt;
= Stage 2 low% =&lt;br /&gt;
The regular cores take 8 shots to kill.  You can have up to 4 peashooter shots on the screen.  This means you have to make sure that you don't hit enemies instead of the core.  This becomes even more difficult with the core in the last room as that takes 16 shots or 4 waves of 4.  You need to focus all shots on the cores and avoid ducking when possible to destroy each core as fast as possible.&lt;br /&gt;
&lt;br /&gt;
After the cores are destroyed you need to move left and right with the boss, but you'll have to be slightly ahead to give your bullets enough time to travel up and hit.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 low% =&lt;br /&gt;
Not having the barrier makes the second half of the climb up the waterfall difficult.  You need to kill the bombers hiding the waterfall near the spread pickup on the left before he can shoot otherwise you will lose time waiting for their shots to explode.&lt;br /&gt;
&lt;br /&gt;
The boss is ideally taken out in two mouth cycles.  With spread you can attempt to destroy the arms, but in a low % run you shouldn't attempt to.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 low% =&lt;br /&gt;
The second base stage requires the same type of precision that the first base stage does.  Focus your shots on the cores, don't hit enemies and don't duck under enemy fire.&lt;br /&gt;
&lt;br /&gt;
The boss fight is difficult in low % when it comes to dodging the snipers as you take out the cores.  You will want to get the glitch kill on the boss of this stage.  You can refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches#Stage_4_Boss_Quick_Kill mechanics page for details]  This is much harder to perform in a low % run.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 low% =&lt;br /&gt;
Watch out for random spawns on this stage.  You can see what I mean in the video.  The snow plows can be taken out by simply ducking in front of them and shooting quickly.  You need to shoot extremely quickly to not die.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 low% =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the pattern for the timings on the flames and for the fastest strategy to get through the section.  The boss fight is entirely random and with bad luck you can lose several seconds.  &lt;br /&gt;
&lt;br /&gt;
= Stage 7 low% =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the timings on the claws.  After the last set of claws you have to duck under shots fired by the first gunner, however you can jump over shots from the remaining gunners and take them out without stopping if you mash fast enough.  Watch out for bad spawns.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 low% =&lt;br /&gt;
You cannot run through this stage without taking out some of the projectiles the mouths drop.  You can follow what the current fastest run does.  When you reach the heart, there is no need to jump at it when you have peashooter.  This will not help your fire rate and it is dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_any_%25 Any %]- Do whatever it takes to beat the game as fast as possible&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_low_%25 Low %]- Do not collect any items&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches Game Mechanics and Glitches]- Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_casual_speedrunning Casual Speedrunning]- Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_additional_resources Additional Resources]- Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra</id>
		<title>Contra</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra"/>
				<updated>2013-05-21T21:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:NES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Current Fastest Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=2Sx4Yntp46E 11:27 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 =&lt;br /&gt;
Some jump manipulation is required to get past the turret that appears just after the second R upgrade.  On the boss, you need to walk up to the core and shoot.  You can't shoot fast enough to destroy the boss using the any % strategy.  &lt;br /&gt;
&lt;br /&gt;
= Stage 2 =&lt;br /&gt;
The regular cores take 8 shots to kill.  You can have up to 4 peashooter shots on the screen.  This means you have to make sure that you don't hit enemies instead of the core.  This becomes even more difficult with the core in the last room as that takes 16 shots or 4 waves of 4.  You need to focus all shots on the cores and avoid ducking when possible to destroy each core as fast as possible.&lt;br /&gt;
&lt;br /&gt;
After the cores are destroyed you need to move left and right with the boss, but you'll have to be slightly ahead to give your bullets enough time to travel up and hit.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 =&lt;br /&gt;
Not having the barrier makes the second half of the climb up the waterfall difficult.  You need to kill the bombers hiding the waterfall near the spread pickup on the left before he can shoot otherwise you will lose time waiting for their shots to explode.&lt;br /&gt;
&lt;br /&gt;
The boss is ideally taken out in two mouth cycles.  With spread you can attempt to destroy the arms, but in a low % run you shouldn't attempt to.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 =&lt;br /&gt;
The second base stage requires the same type of precision that the first base stage does.  Focus your shots on the cores, don't hit enemies and don't duck under enemy fire.&lt;br /&gt;
&lt;br /&gt;
The boss fight is difficult in low % when it comes to dodging the snipers as you take out the cores.  You will want to get the glitch kill on the boss of this stage.  You can refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches#Stage_4_Boss_Quick_Kill mechanics page for details]  This is much harder to perform in a low % run.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 =&lt;br /&gt;
Watch out for random spawns on this stage.  You can see what I mean in the video.  The snow plows can be taken out by simply ducking in front of them and shooting quickly.  You need to shoot extremely quickly to not die.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the pattern for the timings on the flames and for the fastest strategy to get through the section.  The boss fight is entirely random and with bad luck you can lose several seconds.  &lt;br /&gt;
&lt;br /&gt;
= Stage 7 =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the timings on the claws.  After the last set of claws you have to duck under shots fired by the first gunner, however you can jump over shots from the remaining gunners and take them out without stopping if you mash fast enough.  Watch out for bad spawns.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 =&lt;br /&gt;
You cannot run through this stage without taking out some of the projectiles the mouths drop.  You can follow what the current fastest run does.  When you reach the heart, there is no need to jump at it when you have peashooter.  This will not help your fire rate and it is dangerous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_any_%25 Any %]- Do whatever it takes to beat the game as fast as possible&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_low_%25 Low %]- Do not collect any items&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches Game Mechanics and Glitches]- Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_casual_speedrunning Casual Speedrunning]- Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://kb.speeddemosarchive.com/Contra_additional_resources Additional Resources]- Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-21T21:30:42Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Landing earlier==&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning.&lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
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It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
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See also: kagoball. &lt;br /&gt;
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==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
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Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
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Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
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==Stop-on-a-dime==&lt;br /&gt;
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Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
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Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
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Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
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The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
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==Wrapping beam shots around==&lt;br /&gt;
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Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
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==Passing through solid objects/surfaces==&lt;br /&gt;
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Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
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==Falling through thin floors==&lt;br /&gt;
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Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
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==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
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==X-ray climb==&lt;br /&gt;
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(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
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The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
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==Exploiting enemies==&lt;br /&gt;
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Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
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==Enemy knockback==&lt;br /&gt;
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Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
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==Passing through enemies unharmed==&lt;br /&gt;
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If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
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The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
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The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
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==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
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==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
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==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
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==Entering green gates backwards==&lt;br /&gt;
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(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
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Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
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==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
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The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
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Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
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==Charge beam combos==&lt;br /&gt;
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(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
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Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
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Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
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Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
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Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
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==Glitched beams==&lt;br /&gt;
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A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
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''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
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''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
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One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
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YouTube video. &lt;br /&gt;
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''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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''Any other combination involving Spazer+Plasma''&lt;br /&gt;
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Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
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==Specific Boss Tricks==&lt;br /&gt;
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==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
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Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
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You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
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Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
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After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
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The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
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==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
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==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
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==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
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In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
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==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
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==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
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Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
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==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
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However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
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==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
&lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
&lt;br /&gt;
• Frames of lag &lt;br /&gt;
&lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
&lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
&lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
&lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
&lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
&lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
&lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a Speedrun?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
==Glitched route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar Bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Spike Room)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump)&lt;br /&gt;
&lt;br /&gt;
High Jump&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump)&lt;br /&gt;
&lt;br /&gt;
*GT Code&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
==RBO Route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar Bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump)&lt;br /&gt;
&lt;br /&gt;
High Jump&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar Middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar right)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar left)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
*X-Ray Glitch into Lower Norfair&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Fireflea room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
*Phantoon Boss Battle&lt;br /&gt;
&lt;br /&gt;
*Kraid boss battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-21T20:51:10Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Landing earlier==&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning.&lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
&lt;br /&gt;
It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
&lt;br /&gt;
Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
&lt;br /&gt;
Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
&lt;br /&gt;
==Stop-on-a-dime==&lt;br /&gt;
&lt;br /&gt;
Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
&lt;br /&gt;
Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
&lt;br /&gt;
Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
&lt;br /&gt;
The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
&lt;br /&gt;
==Wrapping beam shots around==&lt;br /&gt;
&lt;br /&gt;
Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
&lt;br /&gt;
==Passing through solid objects/surfaces==&lt;br /&gt;
&lt;br /&gt;
Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Falling through thin floors==&lt;br /&gt;
&lt;br /&gt;
Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
&lt;br /&gt;
==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X-ray climb==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
&lt;br /&gt;
The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting enemies==&lt;br /&gt;
&lt;br /&gt;
Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
&lt;br /&gt;
==Enemy knockback==&lt;br /&gt;
&lt;br /&gt;
Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
&lt;br /&gt;
==Passing through enemies unharmed==&lt;br /&gt;
&lt;br /&gt;
If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
&lt;br /&gt;
The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
&lt;br /&gt;
The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
&lt;br /&gt;
==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
&lt;br /&gt;
==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
&lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
&lt;br /&gt;
• Frames of lag &lt;br /&gt;
&lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
&lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
&lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
&lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
&lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
&lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
&lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a Speedrun?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
==Glitched route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar Bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Spike Room)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump)&lt;br /&gt;
&lt;br /&gt;
High Jump&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump)&lt;br /&gt;
&lt;br /&gt;
*GT Code&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:Delete</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:Delete"/>
				<updated>2013-05-21T20:46:55Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a candidate for deletion.&lt;br /&gt;
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&lt;br /&gt;
Reason: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disagree with this deletion you may visit the article's talk page to explain why you think this page should be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt; [[Category:Candidates for deletion]] &amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/WinniethePooh%27sRumblyTumblyAdventure</id>
		<title>WinniethePooh'sRumblyTumblyAdventure</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/WinniethePooh%27sRumblyTumblyAdventure"/>
				<updated>2013-05-21T20:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete|not a real game}}&lt;br /&gt;
Winnie the Pooh's Rumbly Tumbly Adventure&lt;br /&gt;
[[Category: Games]] [[System: Gamecube]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
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		<title>Template:Delete</title>
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				<updated>2013-05-21T20:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
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&lt;div&gt;This page is a candidate for deletion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reason: {{{1}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disagree with this deletion you may visit the article's talk page to explain why you think this page should be deleted.&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

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		<title>Template:Delete</title>
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				<updated>2013-05-21T20:45:18Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Created page with &amp;quot;This page is a candidate for deletion.  Reason: {{{1}}}  If you disagree with this deletion you may visit the article's talk page to explain why you think this page should be ...&amp;quot;&lt;/p&gt;
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Reason: {{{1}}}&lt;br /&gt;
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If you disagree with this deletion you may visit the article's talk page to explain why you think this page should be deleted.&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-05-13T17:16:42Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: /* Segmented */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short)===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BLJ to &amp;quot;Walk&amp;quot; on Slopes'''&lt;br /&gt;
&lt;br /&gt;
Basically, get into close up Mario camera and BLJ somewhere. While in the process of running, press C^. This will cause Mario to go in the direction his back is facing until he hits a &amp;quot;wall&amp;quot; or runs out of speed. This enables Mario to do strange things such as flying up random slopes as long as a &amp;quot;wall&amp;quot; or super steep slope doesn't get in the way. This trick might be useful for improving some stars, and will be a great freerun trick. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Grinding'''&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Wind Hyperspeed Glitch'''&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
Dust frames&lt;br /&gt;
&lt;br /&gt;
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust. &lt;br /&gt;
&lt;br /&gt;
'''MIPS (The Rabbit)'''&lt;br /&gt;
&lt;br /&gt;
Though now an obsolete trick, MIPS was once necessary in any low% run. MIPS is a rabbit who appears in the basement once Mario collects 15 (and later, 50) stars; usually, Mario grabs him, takes his star, then goes on with the rest of the game. The rabbit was not meant to go anywhere outside the &amp;quot;green&amp;quot; part of the basement: Mario could not open a door and carry MIPS at the same time. However, a glitch was discovered that allowed Mario to merge MIPS with any &amp;quot;normal sized&amp;quot; door. This would put MIPS on both sides of the door, and Mario could jump out and grab him from the &amp;quot;wrong&amp;quot; side. When used with the entry to the part of the basement with the 30 star door, MIPS could actually be taken right up to that place. A second, similar glitch allowed Mario to get through the 30 star door: as Mario walked up to the side of the door using MIPS, letting him go while pressing Z gave Mario a sort of push, which put him on the other side of the door (an alternative, harder, and slower method was to let go of MIPS just before the door, and jump between it and the door, which would also push Mario through). This discovery led to the completion of the game with only 16 stars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HSWK (Hyper Speed Wall Kicks)'''&lt;br /&gt;
&lt;br /&gt;
This trick is similar to BLJing, but instead of abusing Mario's unlimited negative speed, it utilizes another oversight by the game's programmers; unlimited forward speed via wall kicks. By wall kicking over and over again on the first frame possible, Mario gains speed. Repeatedly wall kicking for long periods of time can get you enough forward speed to pass through walls, star doors, and even the endless stairs! &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== 16 Star (Glitch Low% Humanly possible) ===&lt;br /&gt;
&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
Notes: A segmented 16 star run is not reccomended because the save warp takes you back away from the castle costing at least 10 extra seconds. The only good choice that doesn't lose too much time is saving after getting the 2nd Bowser Key. But it's not really worth it.&lt;br /&gt;
&lt;br /&gt;
* Behind chain chomp's gate&lt;br /&gt;
* Shoot to the island in the sky&lt;br /&gt;
* Find the 8 red coins&lt;br /&gt;
* CCM 100coins&lt;br /&gt;
* Slip slidin' away&lt;br /&gt;
* Chip off whomp's block&lt;br /&gt;
* treasure in the ocean cave&lt;br /&gt;
* Secret slide (Under 21s)&lt;br /&gt;
* BOWSER 1&lt;br /&gt;
* Metal cap red coins&lt;br /&gt;
* Metal head mario can move&lt;br /&gt;
* Toad's star 1&lt;br /&gt;
* Rabbit 1&lt;br /&gt;
* Board Bowser's sub&lt;br /&gt;
* Bowser 2 red coins&lt;br /&gt;
* Through the jet stream&lt;br /&gt;
* 5 itty bitty secrets&lt;br /&gt;
* BOWSER 3 and ending&lt;br /&gt;
&lt;br /&gt;
=== 70 Star (Default Any%)===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-05-13T16:30:11Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short)===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BLJ to &amp;quot;Walk&amp;quot; on Slopes'''&lt;br /&gt;
&lt;br /&gt;
Basically, get into close up Mario camera and BLJ somewhere. While in the process of running, press C^. This will cause Mario to go in the direction his back is facing until he hits a &amp;quot;wall&amp;quot; or runs out of speed. This enables Mario to do strange things such as flying up random slopes as long as a &amp;quot;wall&amp;quot; or super steep slope doesn't get in the way. This trick might be useful for improving some stars, and will be a great freerun trick. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Grinding'''&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Wind Hyperspeed Glitch'''&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
Dust frames&lt;br /&gt;
&lt;br /&gt;
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust. &lt;br /&gt;
&lt;br /&gt;
'''MIPS (The Rabbit)'''&lt;br /&gt;
&lt;br /&gt;
Though now an obsolete trick, MIPS was once necessary in any low% run. MIPS is a rabbit who appears in the basement once Mario collects 15 (and later, 50) stars; usually, Mario grabs him, takes his star, then goes on with the rest of the game. The rabbit was not meant to go anywhere outside the &amp;quot;green&amp;quot; part of the basement: Mario could not open a door and carry MIPS at the same time. However, a glitch was discovered that allowed Mario to merge MIPS with any &amp;quot;normal sized&amp;quot; door. This would put MIPS on both sides of the door, and Mario could jump out and grab him from the &amp;quot;wrong&amp;quot; side. When used with the entry to the part of the basement with the 30 star door, MIPS could actually be taken right up to that place. A second, similar glitch allowed Mario to get through the 30 star door: as Mario walked up to the side of the door using MIPS, letting him go while pressing Z gave Mario a sort of push, which put him on the other side of the door (an alternative, harder, and slower method was to let go of MIPS just before the door, and jump between it and the door, which would also push Mario through). This discovery led to the completion of the game with only 16 stars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HSWK (Hyper Speed Wall Kicks)'''&lt;br /&gt;
&lt;br /&gt;
This trick is similar to BLJing, but instead of abusing Mario's unlimited negative speed, it utilizes another oversight by the game's programmers; unlimited forward speed via wall kicks. By wall kicking over and over again on the first frame possible, Mario gains speed. Repeatedly wall kicking for long periods of time can get you enough forward speed to pass through walls, star doors, and even the endless stairs! &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== 16 Star (Glitch Low% Humanly possible) ===&lt;br /&gt;
&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
Notes: A segmented 16 star run is not reccomended because the save warp takes you back away from the castle costing at least 10 extra seconds. The only good choice that doesn't lose too much time is saving after getting the 2nd Bowser Key. But it's not really worth it.&lt;br /&gt;
&lt;br /&gt;
* Behind chain chomp's gate&lt;br /&gt;
* Shoot to the island in the sky&lt;br /&gt;
* Find the 8 red coins&lt;br /&gt;
* CCM 100coins&lt;br /&gt;
* Slip slidin' away&lt;br /&gt;
* Chip off whomp's block&lt;br /&gt;
* treasure in the ocean cave&lt;br /&gt;
* Secret slide (Under 21s)&lt;br /&gt;
* BOWSER 1&lt;br /&gt;
* Metal cap red coins&lt;br /&gt;
* Metal head mario can move&lt;br /&gt;
* Toad's star 1&lt;br /&gt;
* Rabbit 1&lt;br /&gt;
* Board Bowser's sub&lt;br /&gt;
* Bowser 2 red coins&lt;br /&gt;
* Through the jet stream&lt;br /&gt;
* 5 itty bitty secrets&lt;br /&gt;
* BOWSER 3 and ending&lt;br /&gt;
&lt;br /&gt;
=== 70 Star (Default Any%)===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Behind Chain Chomp's Gate&lt;br /&gt;
* BBB: Big Bob-omb on the Summit&lt;br /&gt;
* BBB: Shoot into the Island in the Sky&lt;br /&gt;
* Cool, Cool Mountain (CCM): Slip Slidn' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
Segment 2&lt;br /&gt;
* CCM: Big Penguin Race&lt;br /&gt;
* Whomp's Fortress (WF): Shoot into the Wild Blue&lt;br /&gt;
* BBB: 8 Red Coins&lt;br /&gt;
* Bowser Key 1&lt;br /&gt;
Segment 3&lt;br /&gt;
* The Secret Aquarium&lt;br /&gt;
* Jolly Roger Bay (JRB): Plunder in the Sunken Ship&lt;br /&gt;
* JRB: Can the eel come out to play?&lt;br /&gt;
* JRB: Treasure of the Ocean Cave&lt;br /&gt;
* Princess's Secret Slide (PSS): Under 21 Seconds&lt;br /&gt;
* Tower of the Wing Cap Red Coins/Switch&lt;br /&gt;
Segment 4&lt;br /&gt;
* Lethal Lava Land (LLL): Red-Hot Log Rolling&lt;br /&gt;
* LLL: 8 Coin Puzzle with 15 peices&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* LLL: Hot-Foot it into the Valcano&lt;br /&gt;
* LLL: Elevator Tour in the Valcano&lt;br /&gt;
* Hazy Maze Cave (HMC): Swimming Beast in the Cavern&lt;br /&gt;
&lt;br /&gt;
* SPOILER: Route not finished planning yet.&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-13T16:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: /* Mechanics of the in-game timer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Landing earlier==&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning.&lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
&lt;br /&gt;
It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
&lt;br /&gt;
Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
&lt;br /&gt;
Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
&lt;br /&gt;
==Stop-on-a-dime==&lt;br /&gt;
&lt;br /&gt;
Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
&lt;br /&gt;
Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
&lt;br /&gt;
Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
&lt;br /&gt;
The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
&lt;br /&gt;
==Wrapping beam shots around==&lt;br /&gt;
&lt;br /&gt;
Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
&lt;br /&gt;
==Passing through solid objects/surfaces==&lt;br /&gt;
&lt;br /&gt;
Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Falling through thin floors==&lt;br /&gt;
&lt;br /&gt;
Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
&lt;br /&gt;
==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X-ray climb==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
&lt;br /&gt;
The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
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&lt;br /&gt;
==Exploiting enemies==&lt;br /&gt;
&lt;br /&gt;
Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
&lt;br /&gt;
==Enemy knockback==&lt;br /&gt;
&lt;br /&gt;
Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
&lt;br /&gt;
==Passing through enemies unharmed==&lt;br /&gt;
&lt;br /&gt;
If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
&lt;br /&gt;
The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
&lt;br /&gt;
The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
&lt;br /&gt;
==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
&lt;br /&gt;
==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
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&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
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&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
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&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
&lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
&lt;br /&gt;
• Frames of lag &lt;br /&gt;
&lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
&lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
&lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
&lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
&lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
&lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
&lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
&lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a Speedrun?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-13T16:25:38Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: /* Varying Samus's hitbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Landing earlier==&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning.&lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
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&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
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&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
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&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
&lt;br /&gt;
It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
&lt;br /&gt;
Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
&lt;br /&gt;
Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
&lt;br /&gt;
==Stop-on-a-dime==&lt;br /&gt;
&lt;br /&gt;
Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
&lt;br /&gt;
Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
&lt;br /&gt;
Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
&lt;br /&gt;
The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
&lt;br /&gt;
==Wrapping beam shots around==&lt;br /&gt;
&lt;br /&gt;
Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
&lt;br /&gt;
==Passing through solid objects/surfaces==&lt;br /&gt;
&lt;br /&gt;
Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
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&lt;br /&gt;
==Falling through thin floors==&lt;br /&gt;
&lt;br /&gt;
Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
&lt;br /&gt;
==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
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&lt;br /&gt;
==X-ray climb==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
&lt;br /&gt;
The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
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&lt;br /&gt;
==Exploiting enemies==&lt;br /&gt;
&lt;br /&gt;
Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
&lt;br /&gt;
==Enemy knockback==&lt;br /&gt;
&lt;br /&gt;
Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
&lt;br /&gt;
==Passing through enemies unharmed==&lt;br /&gt;
&lt;br /&gt;
If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
&lt;br /&gt;
The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
&lt;br /&gt;
The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
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==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
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==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
• Frames of lag &lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a TAS?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_Bros.</id>
		<title>Super Mario Bros.</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_Bros."/>
				<updated>2013-05-13T16:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Created page with &amp;quot;{{Sda run|http://speeddemosarchive.com/Mario1.html}}  ====Tricks====  DISCLAIMER: This page is referring to NES Classic, not any of the remakes.  ==Walljump (SMB1, SMB2j)==   ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sda run|http://speeddemosarchive.com/Mario1.html}}&lt;br /&gt;
&lt;br /&gt;
====Tricks====&lt;br /&gt;
&lt;br /&gt;
DISCLAIMER: This page is referring to NES Classic, not any of the remakes.&lt;br /&gt;
&lt;br /&gt;
==Walljump (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
  Walljump is when you jump towards a wall and somehow Mario's foot catches the wall and allows to jump again, boosting from the wall. The walljump in the left image is easy to try even on the real console. In the right image (using a custom map), three walljumps are performed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theory: &lt;br /&gt;
 Walljump happens because the game does a floor check (a simple &amp;quot;is there a solid block below him?&amp;quot; test) even during a wall-ejection. Wall-ejection is SMB's mechanism to push Mario out of a wall when he entered it partially. The game ejects Mario towards the opposite of his steering. &lt;br /&gt;
&lt;br /&gt;
To perform a walljump, you need two things: &lt;br /&gt;
• Some horizontal speed towards the wall &lt;br /&gt;
• Mario's feet must hit the wall exactly at a block boundary (every 16 pixels) &lt;br /&gt;
&lt;br /&gt;
It's possible to perform walljump from any non-lethal solid material (bricks, pipes, etc.) &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Flagpole glitch (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
Complete the level without lowering the flag by glitching into the base block of the flagpole and touch the flapole from inside. Doing so is faster than lowering the flag. The points you get from the flagpole will be only 100. This trick can not be used in 8-3 since the timer would turn 343 which results in fireworks. The flagpole glitch was originally found by klmz. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Flagpole glitch using an enemy==&lt;br /&gt;
&lt;br /&gt;
Koopa Troopas and Bullet Bills can be useful for flagpole glitching. When Mario enters the block at the flagpole with proper height, the &amp;quot;walking to the castle&amp;quot; sequence will be skipped. Landing on shells results in a higher bounce than Bullet Bills, so in order to use shells for this version of the flagpole glitch, you need to be inside the block at the flagpole already, at the moment you bounce off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vine teleporting glitch (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
If you touch a vine at the extreme left edge of the screen, you'll be transported to the right edge. &lt;br /&gt;
Uses: In 4-2 of SMB1, hit the vine block and get up on the ceiling. Walk to the right so that about half of the vine block gets scrolled off the screen, and the vine will dissappear. Go back to the left and touch the vine, and if you went the correct amount to the right, you'll be teleported to the extreme right edge of the screen. If you misestimated the amount, you'll get stuck in the left edge of the screen. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternate pipe glitches (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
The alternate pipe glitch occurs when a pipe takes you to somewhere other than where it was intended to. &lt;br /&gt;
Theory: The game can have only one &amp;quot;entry point&amp;quot; (a pipe or vine) per screen. The reason lies in how the game is designed: There is just one global variable in the game RAM that determines where pipes or vines in the current screen lead. Once the screen scrolls far enough for the next target label to be loaded from the level data, all entry points in the current screen will lead to that place. &lt;br /&gt;
&lt;br /&gt;
• If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid. Making the vine appear is not required for this glitch. The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) &lt;br /&gt;
• If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) &lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the left side of the screen&lt;br /&gt;
&lt;br /&gt;
• Just move back. &lt;br /&gt;
&lt;br /&gt;
Methods of getting Mario to the right side of the screen&lt;br /&gt;
&lt;br /&gt;
• Teleport to the right edge of the screen the vine glitch (explained above). &lt;br /&gt;
• If you enter a wall, the wall will automatically transport Mario towards the right edge of the screen without scrolling. &lt;br /&gt;
• If Mario bumps into the left edge of an obstacle (wall, pipe, coin block etc.) while jumping, the screen scrolling will momentarily stop even if Mario continues to move to the right. Since Mario accelerates faster into the direction he doesn't face to, you should use this trick while jumping backwards (Mario faces to the left). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Going through bricks (SMB1, SMB2j, SMB3)==&lt;br /&gt;
&lt;br /&gt;
There are several occasions when Mario can partially or even completely enter a solid object (brick, question mark block, etc). &lt;br /&gt;
The easiest of them, though not very useful, is to stand under a brick so that less than half of Mario is under the brick, and then jump up. Mario will not hit the brick, and will get pushed away from the brick instead. When the pushing away effect happens, if you try to manually steer away from the brick, the brick actually pulls you inside instead of ejecting. &lt;br /&gt;
&lt;br /&gt;
This is a basic technique which has many uses. &lt;br /&gt;
&lt;br /&gt;
TODO: Explain the flagpole glitches with images (might need to merge &amp;quot;Going through bricks&amp;quot; and &amp;quot;Flagpole glitch&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Application: Catch a power-up before it appears&lt;br /&gt;
&lt;br /&gt;
If you are quick enough, you can catch the bonus item through the block even before it has completely exited from the block it came from. &lt;br /&gt;
In the example image on the right, you can see that it's also possible to jump again after getting a mushroom or fire flower (have the &amp;quot;A&amp;quot;-button pressed at the end of the transformation). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Application: Jump into a solid object below a floor&lt;br /&gt;
&lt;br /&gt;
 For the purpose of this glitch, any solid object (including pipes) counts as a floor. &lt;br /&gt;
It is really difficult to perform (much harder than the walljump), but here are the instructions. &lt;br /&gt;
&lt;br /&gt;
1. You need proper speed. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. Use the left+right trick to deaccelerate quickly before jumping. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. &lt;br /&gt;
2. You need the right position. The right position is: as near as possible. You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel. &lt;br /&gt;
3. Immediately when the wall starts ejecting Mario, start steering away from it. This causes the wall to pull you in instead of push you out. &lt;br /&gt;
4. Immediately after your vertical movement stops, start moving to the direction you want to go. If the wall is ejecting you now, you failed some of the previous steps. &lt;br /&gt;
&lt;br /&gt;
The easiest way to perform this trick is into 2-block tall obstacles at walking speed.  &lt;br /&gt;
1. Do a minimal height jump (hold A for 1 frame) at the exactly right distance. ◦ You are too close, if you bump into the wall without a chance to counter the ejection. &lt;br /&gt;
◦ You held A for more than 1 frame (or your jumping platform was less than 2 block distance far from the floor), if you land on top of the floor. &lt;br /&gt;
&lt;br /&gt;
2. When the wall would start ejecting, hold to the opposite direction from the obstacle. &lt;br /&gt;
3. Once Mario lands into the wall, start walking normally. ◦ If the wall just ejects Mario, you were too far from the wall when you jumped. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 This trick is apparently also possible in SMB3 (noticed against some water level end pipes). &lt;br /&gt;
&lt;br /&gt;
A special case of this trick is called 'the swim of death', as demonstrated in the image on the right. The physics of Super Mario Bros is nearly the same in air and in water, and thus walls can be entered in water too. &lt;br /&gt;
&lt;br /&gt;
TODO: Add other swimming tricks. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Application: Jump into a wall just below a solid ceiling and walk through it&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt; With small Mario (SMB1, SMB2j) &lt;br /&gt;
To perform the trick, do a walljump into the wall position right below the ceiling. When you get foothold, jump immediately. When you land, jump again. When you land again, jump again. Usually three or four jumps are enough before you can walk through the wall. Each jump takes you deeper into the wall. &lt;br /&gt;
&lt;br /&gt;
During each of the jumps, you need to steer heavily to the opposite direction you're going to. Otherwise the wall will eject Mario.  &lt;br /&gt;
&lt;br /&gt;
Note: Steering only has effect during a jump (i.e. when Mario is not standing or walking). If Mario is standing, the direction of ejection is determined by the location of his upper body in relation to the left edge of the wall. (If it's partially out from the wall, he'll be ejected to the left (unstoppable unless you jump). Otherwise, he'll be ejected to the right (stoppable, speedable). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 -&amp;gt; With big Mario (SMB1, SMB2j, SMB3) &lt;br /&gt;
&lt;br /&gt;
As demonstrated in the right image, big Mario doesn't need to do any of the complicated stuff that applied to when he is small. When he is big, he can simply perform a duck-jump into the corner and start walking. This is because his head will be well inside the ceiling, enabling the ejection to the right. (If he ducks again before he is fully inside the wall, he'll be ejected to the left instead.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Application: Jump into a solid wall and walk through it&lt;br /&gt;
&lt;br /&gt;
 It is possible to perform the wall-entry trick even without a ceiling. However, it requires extremely precise positioning and efficient speed. This is the hardest of all of the tricks. &lt;br /&gt;
Instructions: You will need to have a proper X-subpixel position value for this to work. A subpixel is a position component which is not rendered onscreen. In this game, 16 subpixels make up 1 pixel. Now when you jump into a wall (not doing this trick), you might be pushed out immediately without having entered the wall at all. At other times you might have been able to be inside the wall partially. This is the result that you want when optimizing your X-subpixel position. You can press &amp;quot;left&amp;quot; for 1 frame while running to the right to decrease your subpixel value by one unit. Do this until jumping into a wall will result in Mario being partially inside the wall. If this condition is met, you can follow these instructions. &lt;br /&gt;
&lt;br /&gt;
1. Jump towards a wall, approach its edge as closely as possible right before you enter it, and become embeded in it as deep as possible at the first frame you have entered it. The required minimum depth is 3 pixels. &lt;br /&gt;
2. Immediately when the wall starts ejecting you, start steering away from it. This causes the wall to pull you in instead of pushing you out. &lt;br /&gt;
3. As soon as you land inside the wall, jump while moving away from the wall for 1 frame. You have to hit the block above you inside the wall. You may have to repeat doing this until you are so deep inside the wall that you will not be ejected out while you are walking forwards inside the wall. ◦ If you can't hit the solid block above when jumping, you will be ejected out. You will need to try again from the start. &lt;br /&gt;
&lt;br /&gt;
4. After you have entered the wall deep enough, start moving in the direction you want to go as soon as you land. If the wall is ejecting you now, you failed the previous steps. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Application: Off-screen wall climbing (SMB1, SMB2j)&lt;br /&gt;
&lt;br /&gt;
This trick is trivial to perform. When there is a hole on the left side of the screen, you can cram Mario in between of the screen edge and the wall, and climb upwards the hole. Mario will be unable to fall down. It can be used to reach the ceiling of the dungeon in places where there normally is no route to the ceiling. &lt;br /&gt;
By jumping repeatedly and steering to the left, it can also be used to enter the wall, as shown in the right example image. &lt;br /&gt;
&lt;br /&gt;
Aside from brick walls, it works with other solid walls too. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Accelerating faster (SMB1, SMB2j except with Luigi)==&lt;br /&gt;
&lt;br /&gt;
When you need to accelerate from zero speed, you can do it faster if you jump a small jump backwards and steer to the opposite direction Mario is facing. This can be used to start a level faster, to accelerate faster after exiting a pipe and to complete a walljump faster. &lt;br /&gt;
Press &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot; for 1 frame. Press the &amp;quot;A&amp;quot;-button for 1 frame to make a small jump to the right. Start holding the &amp;quot;B&amp;quot;-button. When landing on the ground you will need to face backwards for one frame (without holding the &amp;quot;B&amp;quot;-button). The next frame you can start jumping again, holding the &amp;quot;B&amp;quot;-button and you will have gained running speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shooting faster (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
By pressing right+left at the same time, you can shoot to the left and the shots travel horizontally at twice the normal speed. It looks very aggressive, compared to the normal merrily bouncing fire balls. Though, this technique is more userful in water levels since it doesn't slow down Mario. &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Stomping&amp;quot; enemies from below (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
You don't need to land on the top of an enemy to kill it. As long as you're moving downward as you hit the enemy, you'll kill it. If you time it just right, sometimes you can even hit the bottom of the enemy. This is useful for killing enemies that seem to be too high to jump on. &lt;br /&gt;
&lt;br /&gt;
This is not a walljump. This image illustrates how &amp;quot;landing&amp;quot; on a turtle at the &lt;br /&gt;
 right time can save Mario's life, even if it is only his moustache that lands on the turtle. &lt;br /&gt;
&lt;br /&gt;
==Walking inside enemies (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
 When you stomp an enemy, the enemy becomes a friend for a short while, so if you stomp it from below, &lt;br /&gt;
 you don't need to worry about being immediately killed by it when you bounce upwards. &lt;br /&gt;
In fact, you can sometimes get inside an enemy right after stomping it, &lt;br /&gt;
 and the enemy doesn't harm you as long as you are inside it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bouncing high off turtles (SMB1, SMB2j, SMB3)==&lt;br /&gt;
&lt;br /&gt;
 How it's done: If you jump toward a turtle while it's in the air, you can stomp it while moving upward and keep moving upward. The maximum height that you'll be able to reach if you keep holding down A depends on the exact frame that you made your jump and which part of the turtle you hit, so if you aren't bouncing high enough, keep adjusting your jump. &lt;br /&gt;
This is useful for being able to get over an obstacle or landing on another enemy after bouncing off a turtle. &lt;br /&gt;
&lt;br /&gt;
In SMB2j, a special case was added for flying turtles: When you &amp;quot;stomp&amp;quot; them in upward motion, you'll gain a lot of vertical velocity. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Jumping through hammers (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
How it's done: The game does a very poor job of detecting collisions with hammers, so sometimes you can go through a hammer without getting hit, and sometimes you can completely miss a hammer and still get hit. &lt;br /&gt;
Bowser will start throwing hammers beginning from 6-4. Even if it looks like there's no gap in the stream of hammers, it's still likely that you'll be able to get through without taking a hit. &lt;br /&gt;
&lt;br /&gt;
It is easier if you are small or ducking, due to the smaller hitbox. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turning around quickly (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
Press left and right simultaneously for 1 frame. &lt;br /&gt;
When you press left+right, you'll start walking backwards to the right. How exactly it works is slightly different in SMB1 and SMB2j, but what is common for both of them is that your running speed is instantly reduced to a walking speed or even slower. This allows for a much more sudden braking. It can be applied anywhere where you need to brake quickly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Avoiding fireworks (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
In SMB1, fireworks come when a level is completed with the last digit of the timer at 1, 3, or 6. &lt;br /&gt;
In SMB2j, fireworks come when the last digit of your coin counter matches the last digit of the timer. &lt;br /&gt;
&lt;br /&gt;
Getting fireworks wastes time, so you should avoid them. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Sliding on one foot (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
This is a well-known trick which requires the fiery Mario. When you start a level or exit from a pipe, hold B and jump, and continue holding B. When you move, Mario will slide instead of running, for some time. This trick is trivial to do on the real console. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Lip jumps (SMB1, SMB2)==&lt;br /&gt;
&lt;br /&gt;
It is possible to stand on the edge of a pipe even where's a plant coming out of the pipe. There are a few pixels of room at both sides of the pipe. You can land on it, and jump immediately again. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;21 frame rule&amp;quot; (SMB1, SMB2j)==&lt;br /&gt;
&lt;br /&gt;
In SMB1 and SMB2j, every time the screen blacks out (entering a new level), the game delays for a varying amount of time. &lt;br /&gt;
The delay is actually calculated so that the current playing progress will be rounded up to next 21 frame boundary. &lt;br /&gt;
&lt;br /&gt;
As an example, this means that if you complete a level in &lt;br /&gt;
• 1 frames, the level length will be N+21 frames &lt;br /&gt;
• 15 frames, the level length will be N+21 frames &lt;br /&gt;
• 20 frames, the level length will be N+21 frames &lt;br /&gt;
• 21 frames, the level length will be N+21 frames &lt;br /&gt;
• 22 frames, the level length will be N+42 frames &lt;br /&gt;
• 30 frames, the level length will be N+42 frames &lt;br /&gt;
• 42 frames, the level length will be N+42 frames &lt;br /&gt;
• 43 frames, the level length will be N+63 frames &lt;br /&gt;
And so on, where N is a constant minimum length of the black screen. &lt;br /&gt;
Therefore, the only part of the game that can be improved by a time less than 21 frames is the entire last level. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Walking in place (Moonwalking)==&lt;br /&gt;
&lt;br /&gt;
See level 8-4 of HappyLee's SMB walkathon TAS for a demonstration. &lt;br /&gt;
This kind of moonwalk where Mario is walking in place without further input is a special state which can be achieved by pressing &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;. It happens sometimes when you slow down the speed on the ground with &amp;quot;left&amp;quot; and &amp;quot;right&amp;quot;. While walking in place, the X-speed goes &amp;quot;1, 255, 1, 255...&amp;quot;and it will never stop, so the X-subpixel goes &amp;quot;x, x-16 ,x, x-16...&amp;quot;. When &amp;quot;x&amp;quot;=0, &amp;quot;x-16&amp;quot; turns to be 240, so the X-pixel has changed. Mario is shaking and the screen begins to scroll. This is what makes the moonwalk trick useful, because the screen scrolls without further actions. &lt;br /&gt;
&lt;br /&gt;
== Firebar hiding trick==&lt;br /&gt;
&lt;br /&gt;
A FireBar can't always hurt Mario. In the image on the right, The firebar moves too fast to hurt Mario because there is no frame rendered where Mario is &amp;quot;&amp;quot;inside&amp;quot;&amp;quot; the firebar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Small fiery Mario / negative Mushroom (SMB1, maybe SMB2j too)==&lt;br /&gt;
&lt;br /&gt;
(The following explanation is copied from Wikipedia. It is a good explanation, but someone seems to stick to that it is “fan cruft” and does not belong into an encyclopedia. Thus copying it here instead of linking to the Wikipedia article.) &lt;br /&gt;
Internal to the game, Mario’s powerup state is recorded in two independent variables; one describes size (0=regular; 1=super) and the other tracks the ‘upgrade state’ (0=need mushroom; 1=need flower; 2=has flower). The ‘size’ decides the sprite (small on 0; big on 1) used for Mario; the ‘upgrade state’ decides what powerup will come out of a block (mushroom on 0; flower on 1 or 2) and what will happen when Mario is hit (die on 0; switch ‘size' and clear ‘upgrade state’ on 1). &lt;br /&gt;
&lt;br /&gt;
These states can be knocked out of synchronization. The game checks for all sprite collisions, knocks the ‘upgrade state’ to 0 if it hits, and switches size only when all checks are done. If Mario’s sprite strikes the King Koopa sprite and the bridge release sprite in one frame, the game will register the collision between Mario and Koopa, knock the ‘upgrade state’ to 0, register the collision between Mario and the bridge release, and jump into the level complete loop that causes Mario to walk to the right ― and never switches the ‘size’ variable. &lt;br /&gt;
&lt;br /&gt;
If Mario was naturally large (state 1 or 2, size 1) when he hit the switch he will stay large (state 0, size 1). If he strikes an enemy he will die (because his ‘upgrade state’ is 0), but he can break blocks. If he gets a mushroom, he will shrink and be unable to hit blocks; if he is hit now, he will grow again. If he gets a fire flower, his palette will be changed and he will be able to shoot (but the game will use the large image for shooting; it will, however, keep Mario’s small feet if Mario is moving). Mario will now be Little Fiery Mario. &lt;br /&gt;
&lt;br /&gt;
If Mario was naturally small (state 0, size 0) when he hit the switch, he will appear to die but the level will still be beat and he will not lose a life. If Mario was unnaturally small (state 1 or 2, size 0) when he hit the switch (that is, if he does this trick twice), he will revert to his normal form. When Mario dies his size is set small and his state is set unupgraded, no matter how he died or what his state was before. &lt;br /&gt;
&lt;br /&gt;
Using the third part only of a 3-code Game Genie code for “Always Stay Big” will produce similar results (the code is SZLIVO). As long as Mario has gained a power-up, he will become small when hit, then grow when hit a second time. This is a much simpler way to view the “Little Fiery Mario” quirk. &lt;br /&gt;
&lt;br /&gt;
This glitch appears to have been fixed in the Super Mario All-Stars version, though the two-variable mechanism behind it still exists. &lt;br /&gt;
&lt;br /&gt;
==The Minus World (SMB1)==&lt;br /&gt;
&lt;br /&gt;
This is a well-known glitch which occurs when Mario glitches behind the wall in 1-2 in SMB1 and enters the first pipe. &lt;br /&gt;
The minus world is basically just a random location of the game ROM, it is not a real world. It wasn't designed that way ― it's just an oversight of the programmers that you can get into the pipe before the correct warp labels are assigned. &lt;br /&gt;
&lt;br /&gt;
In the NES version of Super Mario Bros., the &amp;quot;minus world&amp;quot; was a looping, uncompleteable copy of world 2-2. In the FDS version, however, it is an underwater 1-3, 2-3, and an underground 4-4, making it completable. Completing the game this way would give the &amp;quot;in another castle&amp;quot; message, but would return to the title screen as if 8-4 had been beaten; hard mode and the level become accessible, as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low-Gravity Mario (SMB1)==&lt;br /&gt;
&lt;br /&gt;
When a level starts, Mario is in a special state regarding falling speed until he jumps for the first time. He regains this state whenever there is a screen transition (when a new level starts or after exiting a pipe). This is not useful for speedrunning, though it is featured in the &amp;quot;minimum buttons pressed&amp;quot; submission. &lt;br /&gt;
TODO: Add image (1-1 after exiting the pipe, landing on the two goombas). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Koopa walking in mid-air (SMB1)==&lt;br /&gt;
&lt;br /&gt;
Usually, when a shell is being landed on in mid-air, it will just turn around and continue falling down. But if a shell is being landed on at the bottom of the screen (within the first two rows of blocks), the shell will not be falling down anymore, mysteriously. When the Koopa Troopa starts walking, he will be walking in mid-air and he will be able to walk through solid obstacles. &lt;br /&gt;
TODO: Add image. &lt;br /&gt;
&lt;br /&gt;
==Enemies, firebars, or platforms not appearing (SMB1/SMB2J)==&lt;br /&gt;
&lt;br /&gt;
Sometimes enemies or objects will not appear when they are supposed to normally. When there are 5 or more object sprites on the screen (this can include firebars, fireballs, and platforms) this will occur. One of the most bizarre cases of this is seen in level 4-4 of SMB2J (The Lost Levels). If you approach Bowser the moment 5 other sprites are on screen, Bowser will not spawn. It is as if you've already defeated him. &lt;br /&gt;
TODO: Add image. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Any% times==&lt;br /&gt;
&lt;br /&gt;
World 1-1: 370 left&lt;br /&gt;
&lt;br /&gt;
World 1-2 Warp to 4-1: 346 left&lt;br /&gt;
&lt;br /&gt;
World 4-1: 340 left&lt;br /&gt;
&lt;br /&gt;
World 4-2 Warp to 8-1: 354 left&lt;br /&gt;
&lt;br /&gt;
World 8-1: 200 left&lt;br /&gt;
&lt;br /&gt;
World 8-2: 342 left&lt;br /&gt;
&lt;br /&gt;
World 8-3: 242 left&lt;br /&gt;
&lt;br /&gt;
Lose control: 314 left&lt;br /&gt;
&lt;br /&gt;
[[Category:NES]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/LEGO_Star_Wars:_The_Complete_Saga</id>
		<title>LEGO Star Wars: The Complete Saga</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/LEGO_Star_Wars:_The_Complete_Saga"/>
				<updated>2013-05-12T23:57:09Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Infinite anything is not allowed at all by SDA rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tricks==&lt;br /&gt;
&lt;br /&gt;
--Triple Jump--&lt;br /&gt;
&lt;br /&gt;
This glitch requires you to double jump as Grievous and switch into a Jedi and quickly switch back.&lt;br /&gt;
&lt;br /&gt;
--Speed through Jabba--&lt;br /&gt;
&lt;br /&gt;
Just avoid the Gammoreans in Jabba's Palace (Story)&lt;br /&gt;
&lt;br /&gt;
--Skip Darth Maul Fight 1--&lt;br /&gt;
&lt;br /&gt;
Use the triple jump up there. it may take lots of resets.&lt;br /&gt;
&lt;br /&gt;
==Useful Power bricks==&lt;br /&gt;
&lt;br /&gt;
*Force Grapple Leap (Darth Maul): Lets lots of Minikits be able to be done in Story Mode&lt;br /&gt;
&lt;br /&gt;
*Stud Magnet (Bounty Hunter Pursuit) : Makes it easier to find LEGO studs&lt;br /&gt;
&lt;br /&gt;
Dark Side (Darth Vader) : Like Force Grapple Leap, lets minikits usually required in Free Play mode get done in Story Mode&lt;br /&gt;
&lt;br /&gt;
Fast Force (Through The Jundland Wastes) : The downside to this one is TAS-like triple jumping but it can avoid getting hit at some parts&lt;br /&gt;
&lt;br /&gt;
*Score X2 (Rebel Attack) : Like it says, Score multiplied by 2&lt;br /&gt;
&lt;br /&gt;
Fast Build (Escape From Echo Base) : You build VERY fast&lt;br /&gt;
&lt;br /&gt;
*Score X4 (Falcon Flight) : Adding this and X2 = X8&lt;br /&gt;
&lt;br /&gt;
*Score X6 (Cloud City Trap) : X2, X4, and X6 = X48&lt;br /&gt;
&lt;br /&gt;
*Score X8 (Speeder Showdown) : X2, X4, X6, and X8 = X384&lt;br /&gt;
&lt;br /&gt;
*Score X10 (Jedi Destiny) : All 5 Multipliers let you skip breaking stuff to collect studs&lt;br /&gt;
&lt;br /&gt;
==100% (Segmented) ==&lt;br /&gt;
&lt;br /&gt;
--Segment 1--&lt;br /&gt;
&lt;br /&gt;
*Uses all cheat codes&lt;br /&gt;
&lt;br /&gt;
*Buys all characters unlocked by Cheat Codes&lt;br /&gt;
&lt;br /&gt;
Negotiations Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 2&lt;br /&gt;
&lt;br /&gt;
''Segment 2''&lt;br /&gt;
&lt;br /&gt;
Battle Over Coruscant Story&lt;br /&gt;
&lt;br /&gt;
Chancellor In Peril Story (Turns off Invincibility)&lt;br /&gt;
&lt;br /&gt;
General Grievous Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment:9&lt;br /&gt;
&lt;br /&gt;
''Segment 3''&lt;br /&gt;
&lt;br /&gt;
Defense of Kashyyk Story&lt;br /&gt;
&lt;br /&gt;
Ruin of the Jedi Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 13&lt;br /&gt;
&lt;br /&gt;
''Segment 4''&lt;br /&gt;
&lt;br /&gt;
Darth Vader Story&lt;br /&gt;
&lt;br /&gt;
Character Bonus Mustafar&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus Kashyyyk&lt;br /&gt;
&lt;br /&gt;
Darth Vader Free Play&lt;br /&gt;
&lt;br /&gt;
*Buys Dark Side&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 18&lt;br /&gt;
&lt;br /&gt;
''Segment 5''&lt;br /&gt;
&lt;br /&gt;
Secret Plans Story&lt;br /&gt;
&lt;br /&gt;
Through the Jundland Wastes Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at End of Segment: 22&lt;br /&gt;
&lt;br /&gt;
''Segment 6''&lt;br /&gt;
&lt;br /&gt;
Through the Jundland Wastes Free Play&lt;br /&gt;
&lt;br /&gt;
*Buys Fast Force&lt;br /&gt;
&lt;br /&gt;
Hoth Battle Story &lt;br /&gt;
&lt;br /&gt;
Escape From Echo Base Story &lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 27&lt;br /&gt;
&lt;br /&gt;
''Segment 7''&lt;br /&gt;
&lt;br /&gt;
Escape From Echo Base Free Play &lt;br /&gt;
&lt;br /&gt;
Invasion of Naboo Story &lt;br /&gt;
&lt;br /&gt;
Escape From Naboo Story &lt;br /&gt;
&lt;br /&gt;
Mos Espa Pod Race Story &lt;br /&gt;
&lt;br /&gt;
Retake Theed Palace Story &lt;br /&gt;
&lt;br /&gt;
Darth Maul Story &lt;br /&gt;
&lt;br /&gt;
Super Story I&lt;br /&gt;
&lt;br /&gt;
Character Bonus: Theed Palace&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus: Mos Espa&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 40&lt;br /&gt;
&lt;br /&gt;
''Segment 8''&lt;br /&gt;
&lt;br /&gt;
Falcon Flight Story&lt;br /&gt;
&lt;br /&gt;
*Buys TIE Interceptor&lt;br /&gt;
&lt;br /&gt;
Negotiations Free Play&lt;br /&gt;
&lt;br /&gt;
Negotiations Challenge&lt;br /&gt;
&lt;br /&gt;
Invasion of Naboo Free Play&lt;br /&gt;
&lt;br /&gt;
Invasion of Naboo Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 44&lt;br /&gt;
&lt;br /&gt;
''Segment 9''&lt;br /&gt;
&lt;br /&gt;
Invasion of Naboo Free Play&lt;br /&gt;
&lt;br /&gt;
Invasion of Naboo Challenge&lt;br /&gt;
&lt;br /&gt;
Mos Espa Pod Race Free Play&lt;br /&gt;
&lt;br /&gt;
Mos Espa Pod Race Challenge&lt;br /&gt;
&lt;br /&gt;
Retake Theed Palace Free Play&lt;br /&gt;
&lt;br /&gt;
Retake Theed Palace Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 47&lt;br /&gt;
&lt;br /&gt;
''Segment 10''&lt;br /&gt;
&lt;br /&gt;
Darth Maul Free Play&lt;br /&gt;
&lt;br /&gt;
Darth Maul Challenge&lt;br /&gt;
&lt;br /&gt;
Bounty Hunter Pursuit Story&lt;br /&gt;
&lt;br /&gt;
Discovery On Kanimo Story&lt;br /&gt;
&lt;br /&gt;
Droid Factory Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 54&lt;br /&gt;
&lt;br /&gt;
''Segment 11''&lt;br /&gt;
&lt;br /&gt;
Jedi Battle Story&lt;br /&gt;
&lt;br /&gt;
Gunship Calvary Story&lt;br /&gt;
&lt;br /&gt;
Count Dooku Story&lt;br /&gt;
&lt;br /&gt;
Character Bonus Geonosis&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus Coruscant&lt;br /&gt;
&lt;br /&gt;
Mos Eisley Spaceport Story&lt;br /&gt;
&lt;br /&gt;
Rescue the Princess Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 66&lt;br /&gt;
&lt;br /&gt;
''Segment 12''&lt;br /&gt;
&lt;br /&gt;
Death Star Escape Story&lt;br /&gt;
&lt;br /&gt;
Rebel Attack Story&lt;br /&gt;
&lt;br /&gt;
Character Bonus Mos Eisley&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus Death Star&lt;br /&gt;
&lt;br /&gt;
Dagobah Story&lt;br /&gt;
&lt;br /&gt;
Cloud City Trap Story&lt;br /&gt;
&lt;br /&gt;
Betrayal over Bespin Story&lt;br /&gt;
&lt;br /&gt;
Character Bonus Bespin&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus Hoth&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 80&lt;br /&gt;
&lt;br /&gt;
''Segment 13''&lt;br /&gt;
&lt;br /&gt;
Jabba's Palace Story&lt;br /&gt;
&lt;br /&gt;
The Great Pit of Carkoon Story&lt;br /&gt;
&lt;br /&gt;
Speeder Showdown Story&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 86&lt;br /&gt;
&lt;br /&gt;
''Segment 14''&lt;br /&gt;
&lt;br /&gt;
The Battle of Endor Story&lt;br /&gt;
&lt;br /&gt;
Jedi Destiny Story&lt;br /&gt;
&lt;br /&gt;
Into the Death Star Story&lt;br /&gt;
&lt;br /&gt;
Character Bonus Endor&lt;br /&gt;
&lt;br /&gt;
Minikit Bonus Endor&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 94&lt;br /&gt;
&lt;br /&gt;
''Segment 15''&lt;br /&gt;
&lt;br /&gt;
Battle over Coruscant Challenge&lt;br /&gt;
&lt;br /&gt;
Chancellor In Peril Free Play&lt;br /&gt;
&lt;br /&gt;
Chancellor In Peril Challenge&lt;br /&gt;
&lt;br /&gt;
General Grievous Free Play&lt;br /&gt;
&lt;br /&gt;
General Grievous Challenge&lt;br /&gt;
&lt;br /&gt;
Defense of Kashyyyk Free Play&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 97&lt;br /&gt;
&lt;br /&gt;
''Segment 16''&lt;br /&gt;
&lt;br /&gt;
Defense of Kashyyk Challenge&lt;br /&gt;
&lt;br /&gt;
Ruin of the Jedi Free Play&lt;br /&gt;
&lt;br /&gt;
Ruin of the Jedi Challenge&lt;br /&gt;
&lt;br /&gt;
Darth Vader Challenge&lt;br /&gt;
&lt;br /&gt;
Super Story III&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 98&lt;br /&gt;
&lt;br /&gt;
''Segment 17''&lt;br /&gt;
&lt;br /&gt;
Secret Plans Free Play&lt;br /&gt;
&lt;br /&gt;
Secret Plans Challenge&lt;br /&gt;
&lt;br /&gt;
Through the Jundland Wastes Challenge&lt;br /&gt;
&lt;br /&gt;
Mos Eisley Spaceport Free Play&lt;br /&gt;
&lt;br /&gt;
Mos Eisley Spaceport Challenge&lt;br /&gt;
&lt;br /&gt;
Rescue the Princess Free Play&lt;br /&gt;
&lt;br /&gt;
Rescue the Princess Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 101&lt;br /&gt;
&lt;br /&gt;
''Segment 18''&lt;br /&gt;
&lt;br /&gt;
Death Star Escape Free Play&lt;br /&gt;
&lt;br /&gt;
Death Star Escape Challenge&lt;br /&gt;
&lt;br /&gt;
Rebel Attack Free Play&lt;br /&gt;
&lt;br /&gt;
Rebel Attack Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 103&lt;br /&gt;
&lt;br /&gt;
''Segment 19''&lt;br /&gt;
&lt;br /&gt;
Super Story IV&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 103&lt;br /&gt;
&lt;br /&gt;
''Segment 20''&lt;br /&gt;
&lt;br /&gt;
Hoth Battle Free Play&lt;br /&gt;
&lt;br /&gt;
Hoth Battle Challenge&lt;br /&gt;
&lt;br /&gt;
Escape From Echo Base Challenge&lt;br /&gt;
&lt;br /&gt;
Falcon Flight Free Play&lt;br /&gt;
&lt;br /&gt;
Falcon Flight Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 105&lt;br /&gt;
&lt;br /&gt;
''Segment 21''&lt;br /&gt;
&lt;br /&gt;
Dagobah Free Play&lt;br /&gt;
&lt;br /&gt;
Dagobah Challenge&lt;br /&gt;
&lt;br /&gt;
Cloud City Trap Free Play&lt;br /&gt;
&lt;br /&gt;
Cloud City Trap Challenge&lt;br /&gt;
&lt;br /&gt;
Betrayal Over Bespin Free Play&lt;br /&gt;
&lt;br /&gt;
Betrayal Over Bespin Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 108&lt;br /&gt;
&lt;br /&gt;
''Segment 22''&lt;br /&gt;
&lt;br /&gt;
Super Story V&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 108&lt;br /&gt;
''Segment 23''&lt;br /&gt;
&lt;br /&gt;
Jabba's Palace Free Play&lt;br /&gt;
&lt;br /&gt;
Jabba's Palace Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 109&lt;br /&gt;
&lt;br /&gt;
''Segment 24''&lt;br /&gt;
&lt;br /&gt;
The Great Pit of Carkoon Free Play&lt;br /&gt;
&lt;br /&gt;
The Great Pit of Carkoon Challenge&lt;br /&gt;
&lt;br /&gt;
Speeder Showdown Free Play&lt;br /&gt;
&lt;br /&gt;
Speeder Showdown Challenge&lt;br /&gt;
&lt;br /&gt;
The Battle of Endor Free Play&lt;br /&gt;
&lt;br /&gt;
The Battle of Endor Challenge&lt;br /&gt;
&lt;br /&gt;
Jedi Destiny Free Play&lt;br /&gt;
&lt;br /&gt;
Jedi Destiny Challenge&lt;br /&gt;
&lt;br /&gt;
Into the Death Star Free Play&lt;br /&gt;
&lt;br /&gt;
Into the Death Star Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 114&lt;br /&gt;
&lt;br /&gt;
''Segment 25''&lt;br /&gt;
&lt;br /&gt;
Super Story VI&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 114&lt;br /&gt;
&lt;br /&gt;
''Segment 26''&lt;br /&gt;
&lt;br /&gt;
Bounty Hunter Pursuit Free Play&lt;br /&gt;
&lt;br /&gt;
Bounty Hunter Pursuit Challenge&lt;br /&gt;
&lt;br /&gt;
Discovery on Kanimo Free Play&lt;br /&gt;
&lt;br /&gt;
Discovery on Kanimo Challenge&lt;br /&gt;
&lt;br /&gt;
Droid Factory Free Play&lt;br /&gt;
&lt;br /&gt;
Droid Factory Challenge&lt;br /&gt;
&lt;br /&gt;
Jedi Battle Free Play&lt;br /&gt;
&lt;br /&gt;
Jedi Battle Challenge&lt;br /&gt;
&lt;br /&gt;
Gunship Calvary Free Play&lt;br /&gt;
&lt;br /&gt;
Gunship Calvary Challenge&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 119&lt;br /&gt;
&lt;br /&gt;
''Segment 27''&lt;br /&gt;
&lt;br /&gt;
Count Dooku Free Play&lt;br /&gt;
&lt;br /&gt;
Count Dooku Challenge&lt;br /&gt;
&lt;br /&gt;
Super Story II&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 120&lt;br /&gt;
&lt;br /&gt;
''Segment 28''&lt;br /&gt;
&lt;br /&gt;
*Buys EVERYTHING not unlocked by Cheats or in Story Mode&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 134&lt;br /&gt;
&lt;br /&gt;
''Segment 29''&lt;br /&gt;
&lt;br /&gt;
Bounty Hunter Missions 1-20&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 154&lt;br /&gt;
&lt;br /&gt;
''Segment 30''&lt;br /&gt;
&lt;br /&gt;
Pod Race Original&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 155&lt;br /&gt;
&lt;br /&gt;
''Segment 31''&lt;br /&gt;
&lt;br /&gt;
Anakin's Flight&lt;br /&gt;
&lt;br /&gt;
Gunship Calvary Original&lt;br /&gt;
&lt;br /&gt;
A New Hope&lt;br /&gt;
&lt;br /&gt;
LEGO City&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 159&lt;br /&gt;
&lt;br /&gt;
''Segment 32''&lt;br /&gt;
&lt;br /&gt;
New Town&lt;br /&gt;
&lt;br /&gt;
*Watches Indiana Jones Trailer*&lt;br /&gt;
&lt;br /&gt;
*Buys Indiana Jones&lt;br /&gt;
&lt;br /&gt;
*Creates Spigot&lt;br /&gt;
&lt;br /&gt;
**Gold Bricks at end of Segment: 160&lt;br /&gt;
&lt;br /&gt;
[[Category:Wii]] [[Category:Xbox 360]] [[Category:PlayStation 3]] [[Category:Games]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-12T23:55:55Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
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==Varying Samus's hitbox==&lt;br /&gt;
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Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
Landing earlier&lt;br /&gt;
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When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning. &lt;br /&gt;
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==Corner hugging==&lt;br /&gt;
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When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
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==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
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(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
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==Corner boosting==&lt;br /&gt;
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When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
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==Platform grabbing==&lt;br /&gt;
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Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
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==Morphball tricks==&lt;br /&gt;
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Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
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Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
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==Waterball==&lt;br /&gt;
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When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
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“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
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==Mockball==&lt;br /&gt;
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A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
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==Morphing through platforms==&lt;br /&gt;
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(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
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==Bomb jumping==&lt;br /&gt;
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Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
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==Hovering==&lt;br /&gt;
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Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
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To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
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==Infinite bombjump==&lt;br /&gt;
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(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
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==Diagonal bombjump==&lt;br /&gt;
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Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
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TODO: add demos and explanations here. &lt;br /&gt;
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==Horizontal bombjump==&lt;br /&gt;
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(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
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• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
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TODO: add demos and explanations here. &lt;br /&gt;
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==Springball jump demonstration==&lt;br /&gt;
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Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
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==Gravity Jump==&lt;br /&gt;
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After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
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==Walljumping==&lt;br /&gt;
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(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
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To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
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==Continuous walljump==&lt;br /&gt;
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(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
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•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
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Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
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A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
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•Post-Red Brinstar power bomb room. &lt;br /&gt;
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==Entering doors and getting items early==&lt;br /&gt;
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(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
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Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
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The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
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If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
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==Avoiding turnaround animation==&lt;br /&gt;
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(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
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==Exploiting the turnaround animation==&lt;br /&gt;
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When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
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(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
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This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
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It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
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==Jump continues rising when turning around==&lt;br /&gt;
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If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
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==Corner jump==&lt;br /&gt;
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(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
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==Exploiting the animation lock==&lt;br /&gt;
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Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
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It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
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See also: kagoball. &lt;br /&gt;
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==Shoulder pumping==&lt;br /&gt;
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When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
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Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
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Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
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==Stop-on-a-dime==&lt;br /&gt;
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Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
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Charging shinespark in shorter distance&lt;br /&gt;
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After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
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Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
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• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
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Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
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The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
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==Wrapping beam shots around==&lt;br /&gt;
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Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
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==Passing through solid objects/surfaces==&lt;br /&gt;
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Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
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At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
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==Falling through thin floors==&lt;br /&gt;
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Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
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==Passing through robots==&lt;br /&gt;
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Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
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==Passing through Zebetites==&lt;br /&gt;
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To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
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The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
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==X-ray climb==&lt;br /&gt;
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(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
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To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
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The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
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==Exploiting enemies==&lt;br /&gt;
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Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
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==Enemy knockback==&lt;br /&gt;
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Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
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==Passing through enemies unharmed==&lt;br /&gt;
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If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
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The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
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The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
&lt;br /&gt;
==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
&lt;br /&gt;
==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
• Frames of lag &lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a TAS?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-12T18:56:06Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/SuperMetroid.html}}&lt;br /&gt;
&lt;br /&gt;
Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
Landing earlier&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning. &lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
&lt;br /&gt;
It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
&lt;br /&gt;
Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
&lt;br /&gt;
Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
&lt;br /&gt;
==Stop-on-a-dime==&lt;br /&gt;
&lt;br /&gt;
Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
&lt;br /&gt;
Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
&lt;br /&gt;
Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
&lt;br /&gt;
The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
&lt;br /&gt;
==Wrapping beam shots around==&lt;br /&gt;
&lt;br /&gt;
Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
&lt;br /&gt;
==Passing through solid objects/surfaces==&lt;br /&gt;
&lt;br /&gt;
Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Falling through thin floors==&lt;br /&gt;
&lt;br /&gt;
Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
&lt;br /&gt;
==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X-ray climb==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
&lt;br /&gt;
The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
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&lt;br /&gt;
==Exploiting enemies==&lt;br /&gt;
&lt;br /&gt;
Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
&lt;br /&gt;
==Enemy knockback==&lt;br /&gt;
&lt;br /&gt;
Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
&lt;br /&gt;
==Passing through enemies unharmed==&lt;br /&gt;
&lt;br /&gt;
If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
&lt;br /&gt;
The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
&lt;br /&gt;
The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
&lt;br /&gt;
==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
&lt;br /&gt;
==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
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&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
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&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
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&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
• Frames of lag &lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a TAS?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Metroid</id>
		<title>Super Metroid</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Metroid"/>
				<updated>2013-05-12T18:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: Created page with &amp;quot;Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.  ====Techniques====   ==Varying Samus's h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Super Metroid was released In 1994 by Nintendo for the SNES, 2007 for the Wii Virtual Console and 2013 for the Wii U Virtual Console.&lt;br /&gt;
&lt;br /&gt;
====Techniques====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Varying Samus's hitbox==&lt;br /&gt;
&lt;br /&gt;
Samus's hitbox when jumping is not matched perfectly to her visual sprite. This allows for some time saving maneuvers. &lt;br /&gt;
Landing earlier&lt;br /&gt;
&lt;br /&gt;
When aiming down or somersaulting, Samus's sprite is smaller vertically. By pressing up, L, R, or shooting, Samus will stand up fully and land a couple frames earlier. &lt;br /&gt;
Note: By pressing the shot button for only one frame while somersaulting, Samus will unspin, but not shoot. However, if you have Charge Beam collected, or have any other weapon selected, Samus will shoot immediately after unspinning. &lt;br /&gt;
&lt;br /&gt;
==Corner hugging==&lt;br /&gt;
&lt;br /&gt;
When jumping to clear a platform, a somersaulting jump may not get the height needed. However, a jump of the same power and speed may be able to clear the platform if Samus aims down a few frames before she would normally catch the platform, as the hitbox for aiming down is even smaller than the somersaulting hitbox. &lt;br /&gt;
&lt;br /&gt;
==Preserving the aimed-down posture while falling forward==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;back-down fall&amp;quot;) &lt;br /&gt;
Usually, when you push down during a fall to enter the aimed-down posture (for instance, in a preparation for a corner hug), Samus's horizontal speed is reset. However, if you simultaneously press back and down on the d-pad, she will continue moving forward, preserving all the benefits of having reduced vertical hitbox at the same time. It can be used for more effective corner boosting or clearing certain vertical rooms without stopping. Note: sometimes it requires shooting right before pressing back in order for this trick to work. &lt;br /&gt;
&lt;br /&gt;
==Corner boosting==&lt;br /&gt;
&lt;br /&gt;
When falling alongside a wall or a ledge that ends, aiming down and then immediately left/right on the d-pad at the right frames will shift Samus's position a few pixels down and, in case of pressing d-pad towards the ledge, go under it faster. It happens due to &amp;quot;aiming down&amp;quot; hitbox having about half the normal height; by pressing left or right Samus restores her full-size hitbox and gets immediately pushed down out of the ledge boundaries her hitbox is colliding with. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
This trick is the most effective at the beginning of the jump/fall. At full downward speed, Samus will sometimes fail to be pushed down if she falls too fast for the hitbox to &amp;quot;reach&amp;quot; the ledge's boundaries. &lt;br /&gt;
&lt;br /&gt;
==Platform grabbing==&lt;br /&gt;
&lt;br /&gt;
Samus can jump up to a platform faster than normal by aiming downward on the final frame that the jump button is held, and then immediately moving toward the platform for one frame. &lt;br /&gt;
In case you need to continue moving in the same direction, it is advised to time your jump so that you don't bump into the platform's edge before grabbing it. Sometimes it means doing a higher jump or pressing down a frame earlier. &lt;br /&gt;
&lt;br /&gt;
==Morphball tricks==&lt;br /&gt;
&lt;br /&gt;
Morphing ball is the signature item of every Metroid game. It has many uses in Super Metroid due to its high maneuverability and initial momentum. &lt;br /&gt;
Morphball bounce&lt;br /&gt;
&lt;br /&gt;
Pressing down twice in mid-air will put Samus in morph ball mode in mid-air. Samus's horizontal velocity will remain until she hits the ground if the jump button is held while pressing down, and holding forwards after morphing. &lt;br /&gt;
When hitting the ground as a ball, Samus will bounce once before fully entering the &amp;quot;ground&amp;quot; state, where her speed is reduced to that of morph ball's roll. This bounce can be useful in a situation where a lot of small platforms would otherwise cause slower jumping. &lt;br /&gt;
&lt;br /&gt;
==Waterball==&lt;br /&gt;
&lt;br /&gt;
When using a morphball bounce while jumping into the water (without the gravity suit), the speed before hitting the water can be kept until the end of the morphball bounce. &lt;br /&gt;
Graveworm says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;Water ball&amp;quot; works because, as a ball, you keep all your speed when going into the water. You can even keep Speed booster even if you don't have the Gravity suit if you jump into the water from the ground. You can also use the &amp;quot;mockball&amp;quot; technique underwater if you build the speed up from the dry ground and jump into the water. Also, since gravity is changed underwater, you bounce much higher and can keep your speed longer, even though the water slows you down due to friction.” &lt;br /&gt;
&lt;br /&gt;
==Mockball==&lt;br /&gt;
&lt;br /&gt;
A mockball is a method of using the morph ball without resetting running speed. To perform it, jump into the air when at the desired speed. After reaching the peak of the jump (or releasing the jump button), hold the jump button and press down twice to morph into a ball, followed by immediately holding forward. If done close enough to the ground that Samus doesn't bounce, Samus will instead glide smoothly along the ground in ball form at the speed she was previously running with. &lt;br /&gt;
&lt;br /&gt;
==Morphing through platforms==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;kagoball&amp;quot;) &lt;br /&gt;
Certain objects (such as Kagos, moving or temporary platforms, certain enemies — generally everything that is of the &amp;quot;SPECIES&amp;quot; object code[1]) in the game can be passed through if Samus morphs one frame before landing on the object, providing falling speed is sufficient[2]. A well-known example is the two vertical moving spiked platforms to the right of the Elite Pirate guards near Ridley's lair. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb jumping==&lt;br /&gt;
&lt;br /&gt;
Morphball bombs can be used to propel Samus in the air. While very slow, this technique is so robust that there are nearly no limitations to its explorative properties. &lt;br /&gt;
When Samus's hitbox is &amp;quot;caught&amp;quot; by bomb explosion, you temporarily lose control over her. The lock happens when the bomb countdown timer reaches 9. If you're caught in a lock, you have to wait until Samus is propelled and the upward speed reaches zero. &lt;br /&gt;
&lt;br /&gt;
==Hovering==&lt;br /&gt;
&lt;br /&gt;
Hovering is basically IBJ (see below) without gaining height. It can be used to lose height (albeit very slowly), wait for something without unmorphing, or as a preparation for IBJ. &lt;br /&gt;
To hover without gaining height optimally, you need to lay a new bomb every time the counter on the previous one reads 7, and once per 2-3 jumps, 6. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To descend while hovering, lay a new bomb every time the counter on the previous one reads 5, and, once per 3-4 jumps, 4. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Infinite bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;IBJ&amp;quot;) &lt;br /&gt;
In Super Metroid, it is possible to reach unlimited height with bombjumps. There are two different ways to do IBJ. &lt;br /&gt;
•Through hovering: an easier method. Each new bomb should be laid when the counter on the previous reads 12 (except the first one). Visually, the button should be pressed as Samus's sprite is about to touch the previous bomb's sprite while falling. Each jump gains ~15 pixels of height on average with this method. &lt;br /&gt;
•Through copying double bombjump: harder to do, but more effective. Each new bomb should be laid when the vertical speed address reads 0.1024[3] (visually, at the apex of each jump). Each jump gains ~21 pixels of height on average with this method. &lt;br /&gt;
&lt;br /&gt;
==Diagonal bombjump==&lt;br /&gt;
&lt;br /&gt;
Diagonal bombjumps are used to cross pits or other similar obstacles which are impossible (or at least infeasible) to cross otherwise. There are three different ways of doing this type of bombjump. • Simple diagonal bombjump. &lt;br /&gt;
• Extended diagonal bombjump. &lt;br /&gt;
• Height-oriented diagonal bombjump (Terimakasih's method). &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Horizontal bombjump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;HBJ&amp;quot;) &lt;br /&gt;
Horizontal bombjump is a way to travel across long distances without gaining height (mainly useful in rooms that have low ceilings, rendering diagonal bombjump impossible). There are two ways of doing HBJ: &lt;br /&gt;
&lt;br /&gt;
• Through hovering. &lt;br /&gt;
• Through diagonal bombjumps. &lt;br /&gt;
&lt;br /&gt;
TODO: add demos and explanations here. &lt;br /&gt;
&lt;br /&gt;
==Springball jump demonstration==&lt;br /&gt;
&lt;br /&gt;
Springball doesn't check if Samus is on the ground to initiate a jump — only her vertical speed. By letting a bomb propel Samus and pressing jump when her upward acceleration reaches zero, you can successfully springball from mid-air. You can extend the jump height afterwards further by infinite bombjumping. You can't do double springball jumps in such fashion, though. &lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
After obtaining the gravity suit, when underwater, press start to pause the game, then jump just as the screen is fading out, the later the jump, the higher the jump will be. Switch to Samus's status screen and turn off the gravity suit. When the game resumes, Samus will jump extremely high, even if her jump carries her out of the water. This trick also works with Spring Ball, although this is hardly useful due to lower jump height. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
By using Speed Booster to increase the jump strength further, it's possible to jump really high. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walljumping==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;WJ&amp;quot;) &lt;br /&gt;
One of the key moves in the game when it comes to traveling through vertically aligned rooms. To execute it, Samus must be somersaulting near a wall. Press away from the wall for atleast one frame, then press jump while holding the d-pad in the same direction. If Samus hasn't strayed away from the wall by more than 6 pixels, she will kick it and receive vertical acceleration close to that of a normal jump. &lt;br /&gt;
&lt;br /&gt;
To walljump effectively, you need to find a good balance between keeping the amount of jumps low and not letting the acceleration decay long enough to slow you down. Good idea would be to monitor the RAM addresses for vertical speed (listed in the table below) and not let it fall under a specific (chosen arbitrary) value. Letting it drop under 3 pixels/frame is almost always slower than doing another jump, though. &lt;br /&gt;
&lt;br /&gt;
==Continuous walljump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CWJ&amp;quot;) &lt;br /&gt;
By not turning around prior to walljumping, Samus keeps her speed intact after a jump. It has many timesaving applications, such as: &lt;br /&gt;
&lt;br /&gt;
•Old MB room on the way to blue Brinstar; &lt;br /&gt;
•Pre-Wave beam room missile pack skip; &lt;br /&gt;
•Wrecked Ship missile lake room; &lt;br /&gt;
and many others. &lt;br /&gt;
The only drawback of using this method is that you won't be able to release jump and continue somersaulting without losing speed. This can only be worked around by exiting the spinjump state by shooting or other similar way (see the OMBR demo above). &lt;br /&gt;
&lt;br /&gt;
Note: The missile lake jump is actually manageable in realtime. To do it, you must be standing right in front of the door and start running from there, then jump on the last possible frame. When you reach the pole, you have exactly two frames to press jump until you drown, so the timing is pretty strict. Presence of the missile on that pole won't change or interfere with the timing involved in this trick. &lt;br /&gt;
&lt;br /&gt;
A special case of the CWJ is &amp;quot;upwards CWJ&amp;quot;. Its use is very limited, but it can save a few frames if a good application is found. One example of this is: &lt;br /&gt;
&lt;br /&gt;
•Post-Red Brinstar power bomb room. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entering doors and getting items early==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;walljump pickup&amp;quot;) &lt;br /&gt;
When spinjumping forward, the game checks the tile immediately behind Samus to see if she can wall jump off of it, starting with the top-most tile and moving down. If any solid tiles are found, the game stops checking and allows Samus to walljump. &lt;br /&gt;
&lt;br /&gt;
Additionally, the game considers Samus as touching any tiles checked, allowing you to trigger items and doors earlier by spinjumping and turning around right as the tile is within walljump range. If an item that is to be collected requires Samus to turn around immediately after collecting it, using this technique can get the item a bit faster. This can also be utilized when entering doors that do not require momentum in the direction they are entered (such as boss rooms). &lt;br /&gt;
&lt;br /&gt;
The maximum distance of a remote trigger pickup depends on Samus's velocity by the moment of the walljump check and can go as high as 8 pixels away from the target. This is especially noticeable during Torizo skip. &lt;br /&gt;
&lt;br /&gt;
If you don't need to turn around nor continue rising after touching the trigger, but instead want to preserve the horizontal speed, you can substitute the turnaround with pressing back+down in a way similar to back-down fall. &lt;br /&gt;
&lt;br /&gt;
==Avoiding turnaround animation==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;elevator hop&amp;quot;) &lt;br /&gt;
By pressing either left or right on the d-pad and pressing jump during one of the next frames, it's possible to spinjump (and thus turn around) instantly, without having to wait for the full six frames of turnaround animation cycle. This is especially useful when regaining control after elevator rides, such as in Ceres. &lt;br /&gt;
&lt;br /&gt;
==Exploiting the turnaround animation==&lt;br /&gt;
&lt;br /&gt;
When not somersaulting, Samus has a short animation whenever she changes direction, which has several interesting properties. &lt;br /&gt;
Fall through crumble blocks quickly&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;edgehogging&amp;quot;) &lt;br /&gt;
When landing on a crumble block (or a block about to be destroyed by a bomb), if Samus is in one of her turnaround animations, her falling speed will not be reset — instead, her vertical speed will continue rising even though she's not moving. &lt;br /&gt;
&lt;br /&gt;
This can be performed on consecutive rows of crumble blocks in succession. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use this technique when waiting for a block to detonate, instead of making a high jump to build vertical speed up. Compare: with edgehogging, without edgehogging. &lt;br /&gt;
&lt;br /&gt;
==Jump continues rising when turning around==&lt;br /&gt;
&lt;br /&gt;
If Samus is jumping up while turning around in mid-air, she will continue to rise until the animation is complete, even if the jump button is not pressed. Also, if Samus bumps into a ceiling during this animation, but is no longer under the ceiling when the animation finishes, her jump can continue to rise, despite being &amp;quot;stalled&amp;quot; by the ceiling. &lt;br /&gt;
SMV demonstration &lt;br /&gt;
&lt;br /&gt;
==Corner jump==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;flatley jump&amp;quot;) &lt;br /&gt;
First introduced by Michael Flatley (hence the name), corner jump is a technique that effectively allows jumping from mid-air. To do it, run off a ledge turning around just before Samus enters the &amp;quot;falling&amp;quot; state, and press jump while turning around. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting the animation lock==&lt;br /&gt;
&lt;br /&gt;
Samus has several uninterruptible animations that can be used to avoid unwanted effects such as damage knockback or other slowdowns. The first one is morphing/unmorphing, the second is turning around when unmorphed and not somersaulting. &lt;br /&gt;
Normally, taking a hit from an enemy will throw Samus off from her intended movement. If you time it so that the damage source touches Samus while she is in one of the intermediate animation frames, it will register a hit but won't affect her movement in any form. &lt;br /&gt;
&lt;br /&gt;
It can also be used to prolong beneficial effects, such as running speed and speed echoes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Shoulder pumping==&lt;br /&gt;
&lt;br /&gt;
When running, each time L or R is pressed or released, Samus's position is shifted forward by one pixel. By putting L or R on autofire, Samus's running speed is effectively increased. &lt;br /&gt;
Note that this does not actually increase Samus's forward velocity; rather, it is a series of increases in her forward position. Thus, when jumping, this extra &amp;quot;speed&amp;quot; is lost, because shoulder pumping does not affect movement in the air. For this reason, there are times when shoulder pumping is a slower strategy than regular running — particularly, when a short platform is followed by a long jump. &lt;br /&gt;
&lt;br /&gt;
Shooting Samus's beam (particularly, making her thrust her arm cannon forward) yields the same effect, although it is of much lesser use. &lt;br /&gt;
&lt;br /&gt;
Note: Alternating L and R or shooting inbetween doesn't give any additional benefits, but may serve as a shortcut when optimizing lag-filled sequences. &lt;br /&gt;
&lt;br /&gt;
==Stop-on-a-dime==&lt;br /&gt;
&lt;br /&gt;
Pressing L or R with no direction held for one frame will bring Samus's movement to an immediate halt. &lt;br /&gt;
&lt;br /&gt;
Charging shinespark in shorter distance&lt;br /&gt;
&lt;br /&gt;
After getting the Speed Booster, Samus's speed is kept track of in two different ways. Her actual horizontal velocity is increased each frame that the dash button and the forward direction are pressed together. During a certain frame of Samus's run animation, the game will also increment the boost counter if these buttons are pressed. This is kept track of visually by the speed of Samus's running animation. Once the boost counter is incremented four times, the speed echoes appear and Samus can break speed blocks. &lt;br /&gt;
The fact that these are kept track of separately makes for some useful applications. &lt;br /&gt;
&lt;br /&gt;
Samus's boost counter is tied to her running animation, specifically to the &amp;quot;magic frame&amp;quot; (), on both NTSC and PAL ROMs. Thus, pressing the dash button on only these check frames (while constantly moving forward) will give Samus her speed echoes — even though she's moving at near walking speed! &lt;br /&gt;
&lt;br /&gt;
• NTSC: If forward is pressed from frame 0 and on, dash should be pressed on frames 25, 50, 70, and 85. On frame 85, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
• PAL: If forward is pressed from frame 0 and on, dash should be pressed on frames 20, 40, 60 and 70. On frame 70, both dash and down can be pressed together and Samus will charge her speed in preparation for a shinespark. &lt;br /&gt;
&lt;br /&gt;
Once unleashed, the shinespark travels at full speed, even though Samus was hardly running previously! This allows charging the shinespark in areas that do not have enough running room to charge up normally. &lt;br /&gt;
&lt;br /&gt;
The distance can be made even shorter by using a type of &amp;quot;stutter-walk&amp;quot; during the first 24 frames (NTSC) / 20 frames (PAL). This is done by releasing the forward button following a certain pattern. Samus will be able to achieve the first level of boost in almost no distance at all, and from there the technique is the same. The optimal patterns are: &lt;br /&gt;
• NTSC — press forward for 3 frames, release for one frame, 4 more, release, 4 more, release, 4 more, release, 2 more, then without releasing forward in between press forward+run for 3 frames, and lastly release forward but keep holding run for 1 more frame before pressing forward+run on frame 25 (3-4-4-4-2+3B). The minimum distance required to charge the spark using this technique is 163.1875 pixels (164.1875 to full stop). &lt;br /&gt;
• PAL — press forward for 3 frames, release for one frame, 4 more, release, 3 more, release, 2 more, release, 3 more, release (3-4-3-2-3-). The minimum distance required to charge the spark using this technique is 157.668 pixels. &lt;br /&gt;
&lt;br /&gt;
==Wrapping beam shots around==&lt;br /&gt;
&lt;br /&gt;
Doors on the far left of a room can be triggered by firing a shot diagonally off the far right side of the room, at the same height as the door. Charged Wave/Spazer and uncharged or charged Wave/Plasma are known to work. Beams disappear as soon as they're offscreen, so the beam must be at full width as it reaches the edge of the screen in order to trigger the door. You should hear the opening sound of the door if done correctly. This generally does not work firing left to open a door on the right, but under extremely specific circumstances it might be possible. &lt;br /&gt;
&lt;br /&gt;
==Passing through solid objects/surfaces==&lt;br /&gt;
&lt;br /&gt;
Samus's positioning and block collision checks can be abused over and out due to numerous quirks including crouching, shinesparking or the X-ray climb. &lt;br /&gt;
Jumping through ceilings&lt;br /&gt;
&lt;br /&gt;
At the right height below a thin (one-block) ceiling, Samus can jump through it by jumping straight up while kneeling. A correctly-placed frozen enemy can be used as a platform as well. It works because crouching prior to the jump makes Samus start it about half a block above the ground, effectively placing her inside the ceiling. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Horizontal platforms thinner than a full block can be passed through simply by jumping straight up through them if the vertical speed is sufficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Falling through thin floors==&lt;br /&gt;
&lt;br /&gt;
Floors that are thinner than a full block can be passed through by having Samus unmorph or stand up in a place with not enough room vertically. Since collision check while unmorphing/standing up gives a priority to the upper side of her hitbox, the lower side sinks into the ground, allowing Samus to pass through a thin floor. This is used to enter the Maridia tube from the outer side without breaking it. &lt;br /&gt;
&lt;br /&gt;
==Passing through robots==&lt;br /&gt;
&lt;br /&gt;
Robots on the Wrecked Ship can be passed through if Samus is invincible from recently taking damage and the robot is moving toward her. &lt;br /&gt;
See also: kagoball. &lt;br /&gt;
&lt;br /&gt;
==Passing through Zebetites==&lt;br /&gt;
&lt;br /&gt;
To pass through the first Zebetite in Tourian, you must take damage for the invincibility effect (therefore you �461�must disable Screw Attack�462�). Freeze the lower Rinka (fireball) as soon as it spawns, and then spinjump onto it to &amp;quot;land&amp;quot; on it. This will push Samus to the left very slightly, but enough to jump straight up and walk through the Zebetite provided you are still invincible. The remaining three Zebetites will not appear. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
The other way to pass through the Zebetite is to diagonally shinespark beneath it. After the crash animation ends, Samus will end up inside the pillar; after that you need to jump up and aim downwards, jump up again and finally walk or damage boost through the Zebetite. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==X-ray climb==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;door glitch&amp;quot;) &lt;br /&gt;
Known mainly as the door glitch of NES Metroid fame, this technique allows an incredible amount of sequence breaking and traveling out-of-rooms possibilities. &lt;br /&gt;
&lt;br /&gt;
To execute it, get yourself stuck in a door (by trying to walljump off of it from the other room) or an array of self-restoring blocks, crouch and enable X-ray scope, then turn around and immediately release dash button. If you do it before the turnaround animation is finished, Samus will be forced to stand up upon turning around with her vertical position shifted up by 5 pixels. By crouching and repeating the process, you can wrap around the screen, travel out-of-rooms and do other interesting things, including 6% runs and no-boss runs. &lt;br /&gt;
&lt;br /&gt;
The optimal way to x-ray climb is to repeat the following (starting from a crouched position): press run for 11 frames, then backward for a frame, then down for a frame, and wait 4 frames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exploiting enemies==&lt;br /&gt;
&lt;br /&gt;
Despite being inherently harmful, enemies and most other hazards that deal collision damage can be abused in many ways to ease traveling, gaining speed, and other things. &lt;br /&gt;
&lt;br /&gt;
==Enemy knockback==&lt;br /&gt;
&lt;br /&gt;
Most easily exploited on spikes, but possible during any hit, enemy knockback will send Samus flying at high speed in the direction opposite to the one she is facing at the moment of being hit. To perform this trick, you must be hit by an enemy and enter the &amp;quot;ouch&amp;quot; animation. There is a window of 4 frames (the first two frames of the &amp;quot;ouch&amp;quot;, and two frames before it) during which you must press and hold the jump button and backwards. She will continue to fly backwards until either of these buttons are released, or until she lands on solid ground (in which case she will instatly turn in the direction she was flying). &lt;br /&gt;
This technique is quite robust; depending on the direction and height the collision takes place at, and timing of pressing jump, enemy knockback can start higher or lower, and go shorter or farther. Experiment depending on the situation. &lt;br /&gt;
&lt;br /&gt;
==Passing through enemies unharmed==&lt;br /&gt;
&lt;br /&gt;
If an enemy is taking damage at the moment its and Samus's hitboxes collide, the hit will not be registered. However, there is little to no chance that Samus will have enough speed to pass the enemy's hitbox by the time it finishes taking damage. By shooting an enemy with a plasma beam, it will become intangible for a number of frames, thus allowing Samus to pass through it easily until that timer runs out and beam finishes colliding with the enemy's hitbox. &lt;br /&gt;
Note that the enemy that Samus is passing through doesn't need to be actually harmed by the plasma shot to be rendered harmless. &lt;br /&gt;
&lt;br /&gt;
The effect won't work on solid damage sources and enemies that eject Samus out of their collision zone (Mother Brain is an example of such enemy). &lt;br /&gt;
&lt;br /&gt;
The same can also be done using power bombs, but in that case the enemy must be harmed in order to be rendered intangible. &lt;br /&gt;
&lt;br /&gt;
==Screw Attack invincibility cancel==&lt;br /&gt;
&lt;br /&gt;
After being hit, Samus is invincible for a brief amount of time. In certain situations, it may be desirable to take damage as fast as possible. Using the Screw Attack will cancel any damage invincibility and allow Samus to get hit again much faster. &lt;br /&gt;
Note: This only happens if there are active enemies in the room. If there are no active enemies, such as a room with only spikes, Screw Attack will not disable invincibility after being hit. &lt;br /&gt;
&lt;br /&gt;
==Avoiding cooldowns==&lt;br /&gt;
&lt;br /&gt;
There are situations when you have to wait for a certain weapon-related effect to &amp;quot;wear off&amp;quot; until you regain full control of Samus and her weaponry. There are several ways to bypass such effects or reduce their duration. &lt;br /&gt;
Grappling beam cooldown cancel&lt;br /&gt;
&lt;br /&gt;
Each type of weapon has a certain time span, during which it renders Samus's gun inactive (see &amp;quot;cooldown timer&amp;quot; in the RAM address table). After the cooldown timer is activated, no other weapon can be used, including bombs. However, it does NOT include the Grappling beam. The grapple can be used immediately after it is selected, and in the right situation, can hit certain enemies or open doors a few frames faster, since this delay is no longer present. &lt;br /&gt;
&lt;br /&gt;
==Shinespark crash animation cancel==&lt;br /&gt;
&lt;br /&gt;
It is possible to cut 31 frames off the usual shinespark crash animation by using a powerbomb shield. It will work only on the second and subsequent sparks, and only until you leave the room. &lt;br /&gt;
&lt;br /&gt;
==Entering green gates backwards==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;green gate glitch&amp;quot;, &amp;quot;GGG&amp;quot;) &lt;br /&gt;
This can only be done when a gate can normally be opened from the left. By jumping at the gate, aiming diagonally up, and shooting a Super Missile in mid-air, a green gate can be opened from the wrong side. &lt;br /&gt;
&lt;br /&gt;
Drewseph claims this trick can also be done with a gate facing right, provided the speed is sufficient. Unfortunately, none of such gates in SM have enough flat ground to accelerate before them. &lt;br /&gt;
&lt;br /&gt;
==Crystal Flash==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;CF&amp;quot;) &lt;br /&gt;
The Crystal Flash is a way to gain back energy at the expense of weapons. To perform a Crystal Flash, drop a power bomb, and hold the weapon button, the &amp;quot;down&amp;quot; direction, L, and R. The bomb will explode, and a few seconds later, Samus will be encased in a white ball as her energy fills. &lt;br /&gt;
&lt;br /&gt;
The prerequisites for this technique are 10 or more Missiles, 10 or more Super Missiles, 11 or more Power Bombs, and 50 or less energy (with empty reserve tanks). &lt;br /&gt;
&lt;br /&gt;
Note: It is possible to do the Crystal Flash with only 10 (or even less) power bombs, which might be useful if you want to keep the amount of Power Bomb tanks picked up as low as possible. This, however, requires that the power bomb you drop to initiate the Flash kills an enemy which drops a bomb refill. If you manage to pick it up it and return to the initial position (where you dropped the bomb) in time, the Flash will start. Obviously, you won't be able to use this workaround in rooms that have no enemies in them. &lt;br /&gt;
&lt;br /&gt;
==Charge beam combos==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;powerbomb shield&amp;quot;, &amp;quot;beam shield&amp;quot;, &amp;quot;SBA&amp;quot;) &lt;br /&gt;
Various beams can be deactivated temporarily. By activating only the Charge beam and any other beam, and selecting the power bomb icon, Samus can use a variety of special attacks simply by charging the beam. The type of attack will depend on the beam selected and they all do 150 damage. The attack will be unleashed once the charge counter (see RAM address table) reaches 120 (in other words, after two seconds the button is pressed). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ice: This combo causes four small ice crystals to circle Samus. The crystals will disappear when they strike an enemy, but they inflict moderate damage. Any remaining crystals will fly straight outward on the 20th repetition of the sound effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wave: This combo creates four small purple projectiles. If Samus is standing still, the projectiles oscillate in the shape of an X. If she is moving, they will orbit her in a wave pattern. The projectiles are very powerful but vanish after striking an enemy. Any remaining projectiles will vanish partway through the 10th repetition of the sound effect. By far, the most effective combo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spazer: This combo creates two groups of three needle-like projectiles (similar to Spazer beam shots). They start just above Samus' head, circling down below her, then circling high above her, and finally raining straight down and vanishing. They are powerful, but disappear after striking an enemy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plasma: This combo causes four large green circular projectiles to circle around Samus. The projectiles start near her, then move outward, inward, and fly away. They inflict a great deal of damage and, like the Plasma beam itself, cut straight through enemies. &lt;br /&gt;
&lt;br /&gt;
==Glitched beams==&lt;br /&gt;
&lt;br /&gt;
A glitched beam is a side-effect of having both Spazer and Plasma equipped at the same time. It is done by placing the selection box on either of the boot upgrades, then pressing left and A simultaneously. Be warned, though: the beams are very buggy (can corrupt the game cart's SRAM, for example) and should be used with great caution. &lt;br /&gt;
Kejardon says: &lt;br /&gt;
&lt;br /&gt;
“&amp;quot;The beams use a simple index to find just about all their relevant data, and so when you overflow the index (which happens with any combination of plasma + spazer), the game starts pulling data and code from essentially random locations. What it does from there is anyone's guess. No, let me rephrase that — what it does from there, nobody can guess. The only way to know would be to read the game's programming.&amp;quot;” &lt;br /&gt;
&lt;br /&gt;
''Murder Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: charge your beam and go to the menu, then equip all five beams. Exit the menu and fire it while facing straight to the left. Dispatching it in any other direction will crash the game. Shooting it uncharged will crash the game. &lt;br /&gt;
Effect: the result of a dispatched murder beam is a kind of an area-of-effect weapon that is considered charged power-bomb damage-type beam that can freeze, go through enemies and through walls. Different enemies react to this damage differently, so experiment in each case. It is known that it deals 200 damage per 16 in-game frames to Mother Brain, though. &lt;br /&gt;
Known applications: Mother Brain's 3rd form, Ridley, Golden Torizo. &lt;br /&gt;
By far, the most useful glitched beam. It is commonly used in unassisted speedruns to speed up Mother Brain's 2nd &amp;amp; 3rd forms kill. &lt;br /&gt;
&lt;br /&gt;
''Space/Time beam''&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;ISP beam&amp;quot;) &lt;br /&gt;
Usage: equip Ice, Spazer and Plasma (Charge optional), shoot anywhere. &lt;br /&gt;
Effect: …is pretty much unpredictable. The S/T beam is considered bomb damage-type beam that can freeze and go through enemies, but its main feature is corrupting the game's memory (differently, depending on where and how you dispatched the beam). This is a severe hardware glitch that can destroy the game's SRAM, crash it or produce very interesting results that differ on different emulators. Unless you're dispatching it at point-blank to a solid surface, the game will lag heavily. Experiment at your own risk. &lt;br /&gt;
Known applications: out-of-room traveling, triggering Zebes's explosion, resetting picked up items and room statuses. &lt;br /&gt;
&lt;br /&gt;
One interesting application this beam allows is bypassing the point of no return in Tourian and exiting it backwards. &lt;br /&gt;
&lt;br /&gt;
YouTube video. &lt;br /&gt;
&lt;br /&gt;
''Chainsaw Beam''&lt;br /&gt;
&lt;br /&gt;
Usage: equip Wave, Spazer and Plasma, shoot anywhere at point-blank (shooting straight up doesn't work). Works with Charge beam equipped, too, but that removes the chainsaw beam's only significant advantage — see below. &lt;br /&gt;
Effect: destroys beam-destroyable blocks, opens blue hatches. The beam is considered super missile damage-type, possesses a high rate of fire (similar to that of the Grappling beam), but very limited range, and it doesn't deal actual damage. &lt;br /&gt;
Known applications: nothing useful is known so far. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
''Any other combination involving Spazer+Plasma''&lt;br /&gt;
&lt;br /&gt;
Effect: simply crashes the game. Thus, only these three glitched beams are known. &lt;br /&gt;
&lt;br /&gt;
==Specific Boss Tricks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bomb Torizo==&lt;br /&gt;
&lt;br /&gt;
You can escape Torizo by the use of shoulder pumping, walljump trigger pickup and very precise positioning. &lt;br /&gt;
The door timer (RAM address 7EDE6A,1u), before it starts the countdown, oscillates between &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; each frame. Depending on what the value is by the time of triggering the bombs, you'll get either 41 or 42 frames to escape once you regain control. You need 42 — it will not work with 41. &lt;br /&gt;
&lt;br /&gt;
Then, you should pick up the bombs by using the walljump check, meaning you have to press away from them at the maximum possible distance (horizontal position 180.xxxxx is recommended). Picking up the bombs farther than 180.65535 will put you at 180.65535 regardless; this is the best you can hope for. &lt;br /&gt;
&lt;br /&gt;
You should land immediately after you take the bombs. Ideally, you should have only one frame of air movement before you land. You can check it by pressing and holding shoot button before the control over Samus is regained: if she still has time to unspin before landing, try to take the bombs lower. &lt;br /&gt;
&lt;br /&gt;
Upon landing, start running with 30 Hz shoulder-pump immediately, and jump at the last possible frame that allows you to clear the corner and get stuck in the door. If you get stuck at horizontal position of 28.0, everything is alright. If more, something is wrong. &lt;br /&gt;
&lt;br /&gt;
After you succeed in getting 28.0, just load a state at the moment of the final jump and press away from the door when you come close enough to it (usually less than x=36.0). If everything is alright, you'll catch the trigger before the door slams shut. &lt;br /&gt;
&lt;br /&gt;
The trick also works on the PAL version, but due to differences in event timing, you have much greater margin of error. It apparently is enough to be feasible on console (although still requires very good timing). &lt;br /&gt;
&lt;br /&gt;
==Spore Spawn==&lt;br /&gt;
&lt;br /&gt;
Spore Spawn only needs to be fought to get Super Missiles. By getting them in the first room on the right in green Brinstar (by using the mockball or shoulder pumping), this mid-boss becomes useless. Even the Super Missile expansion that Spore Spawn was supposed to guard can be collected by entering the chamber through its exit with an appropriately timed Super Missile, or by using the Crystal Flash in the chamber. &lt;br /&gt;
&lt;br /&gt;
==Kraid==&lt;br /&gt;
&lt;br /&gt;
Kraid can be killed before fully coming out of the ground with four super missiles or three super missiles and one missile. If you move forward during the last shot, the projectile will connect with Kraid faster, resulting in a faster kill. A charged Wave+Plasma shot can also speed up the battle if Kraid is fought after Draygon. &lt;br /&gt;
Note that the screen will not fully scroll if Kraid is killed during the first phase, but leaving the room through either door will fix this. &lt;br /&gt;
&lt;br /&gt;
==Crocomire==&lt;br /&gt;
&lt;br /&gt;
Saving Crocomire until after you get the plasma beam makes the fight a breeze. One charged Ice+Wave+Plasma shot will hit him enough times to send him crawling all the way back into the lava. &lt;br /&gt;
&lt;br /&gt;
==Phantoon==&lt;br /&gt;
&lt;br /&gt;
Phantoon can also be hit more times than normally allowed by using the Doppler effect — running forward very slowly (see &amp;quot;stutter walking&amp;quot; under Charge shinespark in shorter distance) while constantly firing missiles. With enough missiles (and one super missile at the end), Phantoon can be killed in one round. &lt;br /&gt;
&lt;br /&gt;
In fact, as much as a single missile pack is enough for the task. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botwoon==&lt;br /&gt;
&lt;br /&gt;
10 super missiles will take down this miniboss, but four can be substituted by using a Wave SBA. Both techniques allow killing him in one round under TAS conditions but can also be done in realtime.&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
Draygon is a unique boss in the way that he takes damage from Samus during a shinespark — 150 damage per frame (as much as 2400 damage can be delivered in a single charge). Using this property, Draygon can be killed in two rounds by combining Wave SBAs and shinesparking through him, with super missiles used as necessary. &lt;br /&gt;
SMV demonstration. &lt;br /&gt;
&lt;br /&gt;
Draygon can also be killed quickly by abusing the X-Ray Scope together with the Plasma beam, which, however, requires you to obtain Plasma before killing Draygon, which may be infeasible in a speedrun. &lt;br /&gt;
&lt;br /&gt;
Finally, if Draygon is killed via shinespark, the variable that determines whether or not Samus is &amp;quot;blue&amp;quot; is not reset. In this state, a new shinespark can be charged simply by ducking. The drawback to the blue suit is that it is lost by pressing the dash button. In the existing runs on the site, the blue suit glitch is used to shinespark along the top of the large room just two rooms outside Draygon's lair. &lt;br /&gt;
&lt;br /&gt;
==Golden Torizo==&lt;br /&gt;
&lt;br /&gt;
Each charged plasma shot can register two hits if Samus is ducking nearby and shooting straight up (press L and R at once to do so). During one of the Torizo's jumps, the beam will register two hits with just an up-angled shot. &lt;br /&gt;
Keep in mind that Golden Torizo is able to dodge regular missiles and catch supers. While the latter can be bypassed by spamming them while he prepares to throw the caught missile back, the former can be used to temporarily interrupt his attacks. &lt;br /&gt;
&lt;br /&gt;
However, if you aren't going for 100% item collection, it is advisable to simply skip this fight. It's possible (and is even faster) to take Screw Attack from behind, anyway. &lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
When Ridley's health hits 0, he will die the next time he grabs you, but you often have to wait for his AI to decide to do so. Placing a power bomb will instantly cause Ridley to attempt to grab Samus, however, allowing you to end the fight quicker. &lt;br /&gt;
On the other hand, you don't have to be grabbed if you don't want to: Ridley will still die all alone after several seconds. &lt;br /&gt;
&lt;br /&gt;
==Mother Brain==&lt;br /&gt;
&lt;br /&gt;
The Mother Brain fight is divided into three distinct phases, each with separate energy count: &lt;br /&gt;
• First form — 3000 energy units. Harmless by itself. Requires breaking the glass before the actual damage can be dealt. When energy reaches zero, the room is locked in a single screen. &lt;br /&gt;
• Second form — 18000 energy units. The fastest way to deal with this form is shooting charged Ice+Wave+Plasma. Murder beam is slower both in-game and in realtime. When energy reaches zero, Mother Brain starts shooting the beam that drains Samus's ammo and energy, which initiates the metroid cutscene. &lt;br /&gt;
• Third form — 36000 energy units. The damage is dealt as soon as the energy count is reset, if any of the methods listed below are used. When energy reaches zero, Mother Brain dies. &lt;br /&gt;
&lt;br /&gt;
It is possible to have Mother Brain's energy drained away right at the start of the third phase while Samus is supposed to be uncontrollable; it requires shooting the Murder beam right before Mother Brain delivers her last beam attack. After you acquire the Hyper Beam, it will take only 1-2 shots to finish her off. &lt;br /&gt;
&lt;br /&gt;
Note that, while this method is preferred if you're aiming solely for lower in-game time, it is much slower (and uglier) in realtime due to heavy lag and having to enter the menu at least once. &lt;br /&gt;
&lt;br /&gt;
With enough energy, it is also possible to retain control of Samus during the metroid cutscene. All that is needed is having 700 to 999 energy (must be current energy, not in reserves) and de-equipping the Varia Suit before Mother Brain uses her final attack. The game will still attempt to put Samus into the kneeling pose a few times during the cutscene, but this can be circumvented by being in mid-air each time the game attempts to enforce Samus's pose. &lt;br /&gt;
&lt;br /&gt;
Even with the metroid on you, you can still attack Mother Brain by firing point blank. However, the metroid stops following Samus as soon as she has full health, though it will teleport to her again when Mother Brain attacks it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Malicious bugs and glitches==&lt;br /&gt;
&lt;br /&gt;
While Super Metroid has an enormous amount of useful bugs and glitches, some of them should be avoided as they can interfere with the play, crash the game, or have other unwanted effects. &lt;br /&gt;
Springball lock&lt;br /&gt;
&lt;br /&gt;
If you morph in midair instead of on the ground or through mockball, you lose the ability to control the height of a springball jump. Even if you unmorph during such jump, Samus will continue rising. It has no known benefits as of now — thus, springball jumps should only be done after prior mochballing. &lt;br /&gt;
&lt;br /&gt;
==Shinespark glitches==&lt;br /&gt;
&lt;br /&gt;
(AKA &amp;quot;Things not to spark into&amp;quot;.) &lt;br /&gt;
There are several objects and environments that do not cope too well with Samus's ability to shinespark. They include: &lt;br /&gt;
&lt;br /&gt;
•Lava and quicksand &lt;br /&gt;
Effect: Samus will move at a pathetically low speed (about 0.11 px/f) with her energy drained as usual, until she runs out of it (then the game might crash regardless). Note: the speed will vary depending on how deep Samus is submerged (compare: the same lava demo, but two pixels higher). • Mother Brain &lt;br /&gt;
Effect: energy depleted at a very fast rate. •Yapping Maw. &lt;br /&gt;
Effect: game crashes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics of the in-game timer==&lt;br /&gt;
&lt;br /&gt;
(paraphrased from moozooh) &lt;br /&gt;
Super Metroid keeps track of completion time to display upon completion of the game. The timer does not run at all times, however. The main goal of the in-game timer is to measure the length of the actual play, as opposed to sequences that do not involve input. &lt;br /&gt;
&lt;br /&gt;
The in-game timer stops for the following: &lt;br /&gt;
&lt;br /&gt;
• Door transitions &lt;br /&gt;
• Item acquisition message boxes &lt;br /&gt;
• Frames of lag &lt;br /&gt;
• Pause screens (but ONLY after complete fadeout; thus, it is impossible to save any time by pausing) &lt;br /&gt;
• Ceres station exploding animation &lt;br /&gt;
&lt;br /&gt;
The in-game timer does not stop for the following: &lt;br /&gt;
&lt;br /&gt;
• X-ray scope &lt;br /&gt;
• Elevator rides (except for small portion) &lt;br /&gt;
• Refilling energy from reserve tanks (when done without pausing) &lt;br /&gt;
• Refilling energy in Samus's ship &lt;br /&gt;
• Crystal flash &lt;br /&gt;
&lt;br /&gt;
Due to the nature of the timer, aiming for the fastest frame count does not always coincide with aiming for the fastest in-game timer. There are several techniques that can lower the in-game timer while raising the frame count, such as: &lt;br /&gt;
&lt;br /&gt;
• Taking routes which have more door transitions, but are shorter within the rooms &lt;br /&gt;
• Pausing to disable certain upgrades for sequences that may be faster without them &lt;br /&gt;
• Performing lag-causing actions that would be faster (in real-time) if lag were removed (such as the Murder Beam) &lt;br /&gt;
• Entering doors at a different height, which will cause the screen to move the door to its appropriate spot before scrolling &lt;br /&gt;
&lt;br /&gt;
Opposite actions can be taken to have the reverse effect on the timers. The main point is that both timers cannot be satisfied simultaneously in all circumstances. This raises the question, &amp;quot;Which one do I use when making a TAS?&amp;quot; The answer is that it is up to the author's preference.&lt;br /&gt;
&lt;br /&gt;
==100% item route==&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind reserve tank)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar below super missile)&lt;br /&gt;
&lt;br /&gt;
Spazer&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Missile (lava room)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair bubble room)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Speed Booster)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crocomire)&lt;br /&gt;
&lt;br /&gt;
Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Grapple Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Below Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Above Crocomire)&lt;br /&gt;
&lt;br /&gt;
Missile (Kraid)&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar sidehopper room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship middle)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship right)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Missile (Wrecked Ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship top)&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Gravity Suit)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Wrecked Ship)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Missile (Outside wrecked ship bottom)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Crateria surface)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Crateria Gauntlet)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet right)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria Gauntlet left)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Pink Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Spore Spawn)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Pink Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Brinstar pipe)&lt;br /&gt;
&lt;br /&gt;
Missile (Green Maridia shinespark)&lt;br /&gt;
&lt;br /&gt;
Missile (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Turtle room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow maridia fake wall)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Yellow Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (Yellow Maridia super missile)&lt;br /&gt;
&lt;br /&gt;
Missile (Draygon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Missile (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (right maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Spring Ball&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Pink Maridia)&lt;br /&gt;
&lt;br /&gt;
Missile (left Maridia sand pit room)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Maridia)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Missile (Below ice beam)&lt;br /&gt;
&lt;br /&gt;
Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Super Missile (GT)&lt;br /&gt;
&lt;br /&gt;
Screw Attack&lt;br /&gt;
&lt;br /&gt;
Missile (Mickey Mouse room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Lower Norfair bottom)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Lower norfair fireflea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Power Bomb (lower Norfair above fire flea room)&lt;br /&gt;
&lt;br /&gt;
Missile (lower Norfair near Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Missile (bubble Norfair green door)&lt;br /&gt;
&lt;br /&gt;
Reserve Tank (Norfair)&lt;br /&gt;
&lt;br /&gt;
Missile (Norfair reserve tank)&lt;br /&gt;
&lt;br /&gt;
X-Ray Scope&lt;br /&gt;
&lt;br /&gt;
Power Bomb (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar behind missile)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar top)&lt;br /&gt;
&lt;br /&gt;
Missile (blue Brinstar middle)&lt;br /&gt;
&lt;br /&gt;
Energy Tank (blue Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria bottom)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria middle)&lt;br /&gt;
&lt;br /&gt;
==Any% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's 0:30''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Missile (Charge Beam)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
High Jump Boots&lt;br /&gt;
&lt;br /&gt;
Missile (High Jump Boots)&lt;br /&gt;
&lt;br /&gt;
Speed Booster&lt;br /&gt;
&lt;br /&gt;
Missile (Wave Beam)&lt;br /&gt;
&lt;br /&gt;
Wave Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Botwoon)&lt;br /&gt;
&lt;br /&gt;
Space Jump&lt;br /&gt;
&lt;br /&gt;
Plasma Beam&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
==14% Route==&lt;br /&gt;
&lt;br /&gt;
''NOTE: Based off Zoast's run''&lt;br /&gt;
&lt;br /&gt;
Morph Ball&lt;br /&gt;
&lt;br /&gt;
Missile (Blue Brinstar bottom)&lt;br /&gt;
&lt;br /&gt;
Bomb&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Tunnel to Brinstar)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Green Brinstar)&lt;br /&gt;
&lt;br /&gt;
Charge Beam&lt;br /&gt;
&lt;br /&gt;
Power Bomb (Red Brinstar spike room)&lt;br /&gt;
&lt;br /&gt;
Missile (Crateria moat)&lt;br /&gt;
&lt;br /&gt;
Super Missile (Wrecked Ship left)&lt;br /&gt;
&lt;br /&gt;
Gravity Suit&lt;br /&gt;
&lt;br /&gt;
Varia Suit&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Kraid)&lt;br /&gt;
&lt;br /&gt;
Ice Beam&lt;br /&gt;
&lt;br /&gt;
Energy Tank (Ridley)&lt;br /&gt;
&lt;br /&gt;
[[Category:SNES]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Console]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Final_Fantasy</id>
		<title>Final Fantasy</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Final_Fantasy"/>
				<updated>2013-04-21T01:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: /* PSP (Final Fantasy: 20th Anniversary Edition) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PlayStation]] [[Category:NES]] [[Category:Game Boy Advance]] [[Category:PlayStation Portable]] [[Category:Virtual Console]] [[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
==Port-specific==&lt;br /&gt;
===NES===&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FinalFantasy.html}}&lt;br /&gt;
*The RNG (random number generator) is not really random. If you power cycle (save, turn the machine off, then back on), you can predict very specifically when you'll encounter monsters and what they'll be. A good example of this is finding Kyzoku. If you power cycle, load, and board the ship, the first battle will always be against Kyzoku. This is one of the best sources of GP at the beginning of the game (only the Peninsula of Power is better). Obviously, more involving uses can be employed. The number of steps until the next battle is constant.&lt;br /&gt;
*The spell Heal 2 (HEL2) is bugged in battle and restores far more HP than it should. It actually gives as much as Heal 3 (HEL3) does, which means more HP for a lesser charge.  Heal 2 is a level 5 spell while Heal 3 is a level 7 spell.&lt;br /&gt;
&lt;br /&gt;
===PS (Final Fantasy: Origins)===&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/FinalFantasyOrigins.html}}&lt;br /&gt;
[[Image:Final Fantasy puzzle01.png|thumb|Ship minigame]]&lt;br /&gt;
*The game has two difficulties you can choose from: Normal and Easy. Easy greatly reduces difficulty, most noticeably by needing less experience to level up and by capping spell charges at 99 instead of 9.&lt;br /&gt;
*The ship mini-game, 15 tile puzzle, can be used to get loads of Gil in a very short amount of time. Every time you break the #1 record, you get 10,000 gil, a potion, an antidote, and a gold needle.&lt;br /&gt;
*All four fiends (plot and final dungeon) and Chaos have double HP.&lt;br /&gt;
*Several bug fixes from the original, including elemental attributes on weapons, the spell &amp;quot;Steel,&amp;quot; and (unfortunately) running away from battles.&lt;br /&gt;
*It is ''possible'' to single-segment (SS) the game and never encounter one random battle. However, because of the quirkiness of the RNG, it's only plausible in a TAS currently. However, with the addition of memosave, you can achieve similar results by pressing R2, saving, then continuing until the next memosave with no battle, or soft resetting (L1+L2+R1+R2+start+select), and load the memo file. The memo file will last until the system is turned off or reset.&lt;br /&gt;
*Unlike its NES predecessor, Origins' formations chosen for battle is entirely random. More research is being conducted to determine the battle, so stay tuned.&lt;br /&gt;
{{-}}&lt;br /&gt;
===GBA (Final Fantasy: Dawn of Souls)===&lt;br /&gt;
*Dawn of Souls is the easy version that came with Origins. You gain experience more quickly.  In addition, bosses have altered HP, such as Garland's double HP.  It doesn't follow any formula, so consult a bestiary guide.&lt;br /&gt;
*Instead of memosave you can save anywhere you wish, which also allows you to skip all random battles entirely like Origins does.&lt;br /&gt;
*The old &amp;quot;charge&amp;quot; MP system was replaced with a &amp;quot;normal&amp;quot; one. This allows for much freer reign on spell casting and generally makes the Mage classes really powerful. To further assist with this, the intelligence stat actually works now and all magic damage is boosted with higher intelligence.&lt;br /&gt;
*The game also adds four &amp;quot;Soul of Chaos&amp;quot; dungeons, each accessible after you defeat the respective element's fiend. Each dungeon holds bosses from FF3-6 who drop much more powerful equipment.&lt;br /&gt;
===PSP (Final Fantasy: 20th Anniversary Edition)===&lt;br /&gt;
*This game is Origins + Dawn of Souls + one new dungeon. Like Dawn of Souls, it is the easy version of Origins, following the same experience tables Dawn of Souls and Origins' easy mode used. However, battles flow slightly slower than the other two enhanced ports.&lt;br /&gt;
*Equipment glitch - There's two bugs at work here:&lt;br /&gt;
**The first allows you to equip gear you have onto members that cannot normally wear them. There are two caveats to this. First, you must have someone in your party that can wear whatever you want to put on to another character. And second, the character you want to glitch an item on to must be next to the starting character in your formation. Example, you want to put an Excalibur on a White Wizard. Go to a Knight's equipment screen, remove the Excalibur on him if he has it, and cycle left/right to get to your White Wizard. Move the cursor to the weapon slot of both characters. Now, on the Knight, you must hit confirm (X by default) and L/R (whichever direction the White Wizard is in) at the same time. If timed correctly, you should have the Excalibur pulled up to equip on the White Wizard.&lt;br /&gt;
**The second part of this glitch allows equipment to transform. To do this, you would set up exactly the same way as you would want to transfer a weapon/armor to another character, except you start on a weapon/armor slot and the next character is on the opposite slot (armor/weapon). One example is the Longsword that can be dropped by Garland. Start on a weapon slot for a Fighter, and swap to a character's armor slot (any of the 4 will do), and it transforms into a Ruby Armlet. By doing this, it will first check your inventory to see if you have a Ruby Armlet, and if it does, it grabs that first. If it can't find a Ruby Armlet, one is created out of nothing. The best part about this aspect of the glitch is that the original item is never used up, so you could transform 1 weapon into 16 of the same armor. For a video demonstration of this glitch, watch  [http://www.twitch.tv/sir_vg/c/1625096 Sir VG's explanation.] In a speedrun setting, these are the noteworthy items to consider:&lt;br /&gt;
***Hammer&amp;lt;--&amp;gt;Knight's Armor (sell for 18,000 gil)&lt;br /&gt;
***Leather Shield&amp;lt;--&amp;gt;Mage's Staff (Casts Fira as an item, experimental)&lt;br /&gt;
***Leather Cap&amp;lt;--&amp;gt;Judgment Staff (Casts Flare as an item)&lt;br /&gt;
***Dagger&amp;lt;--&amp;gt;Dragon Mail (Fire, Ice, Lightning elemental protection)&lt;br /&gt;
***Mythril Hammer&amp;lt;--&amp;gt;Thief's Armlet (+5 Agility)&lt;br /&gt;
***Mythril Knife&amp;lt;--&amp;gt;Black Robe (Casts Blizzara as an item, experimental)&lt;br /&gt;
***Steel Gloves&amp;lt;--&amp;gt;Barbarian's Sword (134 Attack, +18 Strength, +13 Stamina)&lt;br /&gt;
***Mythril Axe&amp;lt;--&amp;gt;Black Garb (+10 Agility)&lt;br /&gt;
***Light Axe&amp;lt;--&amp;gt;Survival Vest (+15 Agility and Stamina)&lt;br /&gt;
****For a full list of items utilized by the glitch, consult [http://www.gamefaqs.com/psp/937909-final-fantasy-anniversary-edition/faqs/50991 this FAQ.]&lt;br /&gt;
*15-tile Puzzle returns, but this time there's items to be had instead of gil. Each of the three placing ranks has a pool of items as rewards, plus a generic pool for finishing the puzzle. First place nets high-end items, such as Megalixirs and X-Potions. Our attention turns to the 2nd and 3rd place pools. Second place is notable for 2 items, the Emergency Exit and the Hermes's Shoes. Emergency Exit will let you escape a dungeon very quickly when you normally should not (or would not) have Exit or Warp. Notably, the Earth Cave, Waterfall, and Ice Cave. Hermes's Shoes will cast Haste on a target, which can also be handy if you should not have the spell. The third place pool has fangs, tier-2 elemental spells which would be served most notably for a non-equipment glitch run. These are the currently known items for each pool:&lt;br /&gt;
**1st place (30 seconds): Megalixir, X-Potion&lt;br /&gt;
**2nd place (60 seconds): Dry Ether, Elixir, Remedy, Hermes's Shoes, Emergency Exit, Turbo Ether&lt;br /&gt;
**3rd place (120 seconds): Spider's Silk, White Fang, White Curtain, Red Fang, Red Curtain, Blue Fang, Blue Curtain, Vampire's Fang, Cockatrice's Claw&lt;br /&gt;
**Just finishing: 100 gil, Potion, Antidote, Gold Needle, Ether, Phoenix Down, Eye Drops, Echo Grass&lt;br /&gt;
&lt;br /&gt;
==General strategies==&lt;br /&gt;
[[Image:Final Fantasy PoP.png|thumb|Peninsula of Power]]&lt;br /&gt;
*Haste greatly increases accuracy in battle. The hit rate is increased, which raises hit count (see below point on accuracy). This leads to fewer misses. Obviously, this is best used against bosses or powerful enemies.&lt;br /&gt;
*Steel and Saber (TMPR and SABR in the NES version respectively, but they don't work) increase attack power in battles. These are also useful against bosses or powerful enemies.&lt;br /&gt;
*All buffs stack with themselves. For example, casting Blink three times will max out evade. This applies to all buffing spells except Haste, which does not stack at all.&lt;br /&gt;
*For every 32 points of accuracy, you gain one more hit. This greatly helps the physical damage output.&lt;br /&gt;
*The Peninsula of Power is the greatest source of money and experience at the beginning of the game and for a long time in. It is located northeast of Pravoka/Pravoca. To get there, go east at Pravoca until you reach a north/south fork. From there, head north until you reach the peninsula. Stay on the tip of the peninsula and the monsters from the northern continent will fight you. This is accessible the instant you get the bridge built. To quickly kill some monsters there, bring mages with FIR2/Fira and HRM2/Diara to dispose of the threats.&lt;br /&gt;
*Damage tiles (ice, lava, etc) do not increment the battle counter. More steps can be taken before the next battle.&lt;br /&gt;
*When taking a critical hit, the target's defense (ABSORB in the NES version) is not factored into damage. As a result, the full damage potential is taken immediately after randomness is factored in.&lt;br /&gt;
&lt;br /&gt;
==Routes==&lt;br /&gt;
===NES===&lt;br /&gt;
*Coming soon...&lt;br /&gt;
===PS (Final Fantasy: Origins)===&lt;br /&gt;
*Choose Easy over Normal for difficulty, as Normal only adds time.&lt;br /&gt;
*Best party for consistency is 3xFighter and a Red Mage, but a more-optimized segmented run is looking at a 3xFighter and Black Mage.&lt;br /&gt;
*Cornelia: Buy 3 or 4 Rapiers, depending on who can equip them. Buy 3 or 4 Chain Mail for the same reason. Buy Cure1 if you have a Red Mage, buy Sleep1 regardless, buy Fire1 if you have a Black Mage.&lt;br /&gt;
*Cornelia Castle: Exit when able.&lt;br /&gt;
*Temple of Fiends: Charge straight up to Garland and take him out. He has 212 HP. Use Fire1 if you have a Black Mage, and hope for good damage numbers from your attackers.&lt;br /&gt;
*Cornelia Castle: After the King grants the bridge, walk up and talk to Sarah to get the Lute. Exit afterwards.&lt;br /&gt;
*Cornelia: Recover MP if necessary.&lt;br /&gt;
*Pravoca: Fight the Pirates, use Sleep1 and hope your Mage gets a good spot in the turn order.&lt;br /&gt;
*Ship mini game: Depending on your category, you'll want between 30,000 and 60,000 gil.&lt;br /&gt;
*Elfheim: If your party is 3xFighter and Red Mage...&lt;br /&gt;
**Buy 4 Mythril Swords, Cure2, Fire2, Bolt2, 3 Steel Plates, 3 Iron Shields, 3 Helmets, 4 Leather Gloves, 30 Antidotes, 10 Sleeping Bags, 2 Gold Needles, 5 Tents, 4 Cottages, Haste, and Ice2.&lt;br /&gt;
*If your party is 3xFighter and Black Mage...&lt;br /&gt;
**Remove 1 Mythril Sword and Cure2 from the above list. Add some Tents if you feel it necessary.&lt;br /&gt;
*If you are doing a memosave run...&lt;br /&gt;
**Buy 3 Mythril Swords, 3 Steel Plates, 3 Cottages, 40 Potions, and Haste.&lt;br /&gt;
*Marsh Cave: Go straight to the third floor. On the third floor, go right 1 room, down 1 room, enter and grab the upper chest (Cottage), exit room and go down 1, enter and fight Piscodemons. You won't have any charges for Bolt2, so just hope everyone survives. Grab the Crown and then get out.&lt;br /&gt;
*Western Keep: Astos has a 75% chance to cast a spell every round, and his magic order is Reaper, Slow2, Haste, Fire2, Bolt2, Slow1, Blind, and Sleep1. Astos has 168 HP.&lt;br /&gt;
*Matoya's Cave: Get Jolt Tonic.&lt;br /&gt;
*Elven Castle: Get Mystic Key.&lt;br /&gt;
*Cornelia Castle: Get Nitro Powder.&lt;br /&gt;
*Mt. Duergar: Claim all of the treasure in the lower room near Nerrick, then talk to Nerrick.&lt;br /&gt;
*Terra Cavern: Proceed to the third floor, and fight the Vampire. Claim the Star Ruby, then get out.&lt;br /&gt;
*Titan's Cave: Give the Star Ruby, then get out.&lt;br /&gt;
*Sage's Cave: Get the Earth Rod, then get out.&lt;br /&gt;
*Terra Cavern: Proceed back to the Vampire's location, use the Earth Rod on the plate, then go down to the fifth floor to fight Lich. Lich has 800 HP, and his spell order is Ice2, Sleep2, Haste, Bolt2, Bind, Fire2, Slow1, and Sleep1. Needless to say, if you see Bolt2 you ARE dead. He has a 75% chance to cast a spell every round. Typically for the best results, Haste the fighter in the second or third slot, since they'll be targeted less. After Haste, use Steel every round. Hope everyone survives.&lt;br /&gt;
*Crescent Lake: Get the Canoe.&lt;br /&gt;
*Citadel of Trials: Claim the Gauntlets in the first treasure room, it'll be handy for the Nightmares on the next floor. If you have a level 4 charge available, use it in the SECOND BATTLE with the Nightmares. MAKE SURE YOU GET THE HEALING STAFF! Nightmares have 200 HP, are weak to Ice, and neutral to Lightning. Proceed through to get the Ice Brand and Ruby Armlet. Equip the Ice Brand on a Fighter, and the Ruby Armlet on your Mage. Get the Rat's Tail, and fight the Dragon Zombie.&lt;br /&gt;
*Ice Cavern: Proceed to the big treasure room on B2, and pick up the Flame Sword, and equip it on a Fighter. On B3, go to the lower left room, and claim all of the treasure, which amounts to 40,784 gil. Pick up the upper right chest from the right side. Back on B1, get the lower chest for 10,000 gil, then claim the Ice Shield, and equip that on a Fighter, proceed down the hole to fight the Evil Eye. Grind until level 18. Get out!&lt;br /&gt;
*Ryukahn Desert: Get the Airship.&lt;br /&gt;
*Caravan: Buy the Bottled Fairie.&lt;br /&gt;
*Dragon's Cave: Class change!&lt;br /&gt;
*Gaia: Buy 4 Protect Rings and release the Bottled Fairie. Proceed to get the Oxyale.&lt;br /&gt;
*Cornelia: Buy Cure1 for your Knights.&lt;br /&gt;
*Elfheim: Buy Cure2 for your Knights.&lt;br /&gt;
*Mt. Gulg: Proceed all the way down to fight Marilith. She has 1200 HP, and should be dispatched rather easily.&lt;br /&gt;
*Melmond: Buy Cure3 and Life1 if you have a Red Mage, and Warp1 regardless.&lt;br /&gt;
*Waterfall: Proceed all the way through, get the Warp Cube, Defender, and the Ribbon. Warp out.&lt;br /&gt;
*Onrac: Proceed to the Sunken Shrine.&lt;br /&gt;
*Sunken Shrine: Go up to the top floor to pick up the Rosetta Stone, then warp back to the entrance floor. Proceed down to get the Giant's Gloves (get it from the right side), and the Ribbon. Proceed down to Kraken. FULLY HEAL UP FOR KRAKEN. Kraken has 1600 HP, and has enough attack power to do up to 300 damage per physical attack. Kraken has a 25% chance to use Ink every round.&lt;br /&gt;
*Melmond: Talk to Dr. Unne, learn Lufenian.&lt;br /&gt;
*Lufenia: Get the Bell.&lt;br /&gt;
*Mirage Tower: You should pick up the Healing Helmet to make things easier in the final dungeon. Get the Dragon Mail and Sunblade, skip the Thor's Hammer if you feel it useless. Give the Dragon Mail to the Fighter that WON'T GET A RIBBON. Proceed up to the Blue Dragon, then to the Floating Castle.&lt;br /&gt;
*Floating Castle: Get the Ribbon, White Robe, Black Robe, and Adamantite. Proceed to fight Tiamat. Tiamat has 2000 HP, has a 50% chance to use his skills, and the skill order is Thunderbolt, Poison Gas, Icestorm, and Blaze.&lt;br /&gt;
*Mt. Duergar: Get the Excalibur.&lt;br /&gt;
*Cornelia: Restock on Potions if you already haven't.&lt;br /&gt;
*Temple of Fiends: Long dungeon, very straight-forward. Kill Phantom, Lich, Marilith, Kraken, Tiamat, and Chaos.&lt;br /&gt;
&lt;br /&gt;
===GBA (Final Fantasy: Dawn of Souls)===&lt;br /&gt;
*Coming soon...&lt;br /&gt;
===PSP (Final Fantasy: 20th Anniversary Edition)===&lt;br /&gt;
*Equipment glitch route&lt;br /&gt;
**Fighter, Thief, Red Mage, and White Mage for party setup.&lt;br /&gt;
**Cornelia: Buy 1 Hammer, turn into 6 Knight's Armor. Equip 4 overall, meaning to unequip 2 extras for selling. Buy Cure for one Mage. Buy 21 Antidotes and 11 Phoenix Downs.&lt;br /&gt;
**Shrine of Chaos: Take the first left and get the Leather Cap. Turn it into 4 Judgment Staves. Bop Garland over the head.&lt;br /&gt;
**Cornelia Castle: After the King grants the bridge, walk up and talk to Sarah to get the Lute. Exit afterwards.&lt;br /&gt;
**Pravoca: Buy 99 Ethers, then fight the Pirates.&lt;br /&gt;
**Ship mini game: You must get a time between 30 seconds a 1 minute. Then you need the 1/6 drop for the Emergency Exit.&lt;br /&gt;
**Elfheim: Buy 1 Dagger, turn into 12 Dragon Mail. Buy 11 Gold Needles.&lt;br /&gt;
**Marsh Cave: Proceed to the Crown, use Judgment Staff if there's more than 2 Piscodemons. Currently experimenting if bopping 2 is faster than casting.&lt;br /&gt;
**Western Keep: Flare-spam Astos.&lt;br /&gt;
**Matoya's Cave: Get Jolt Tonic.&lt;br /&gt;
**Elven Castle: Get Mystic Key. Get Mythril Hammer from castle treasury, turn into 4 Thief's Armlets.&lt;br /&gt;
**Cornelia Castle: Get Nitro Powder.&lt;br /&gt;
**Mt. Duergar: Talk to Nerrick.&lt;br /&gt;
**Melmond: Buy 1 Steel Gloves, turn into 4 Barbarian's Swords. Fighter and Red Mage can naturally equip the sword.&lt;br /&gt;
**Cavern of Earth: Proceed down to the Vampire, then get the Star Ruby. Use Emergency Exit.&lt;br /&gt;
**Giant's Cave: Give the Star Ruby.&lt;br /&gt;
**Sage's Cave: Get the Earth Rod.&lt;br /&gt;
**Cavern of Earth: Proceed down to Lich.&lt;br /&gt;
**Crescent Lake: Buy 1 Mythril Axe, turn into 6 Black Garb, 2 each for Thief, Red Mage, and White Mage. Keep a Dragon Mail on everyone! Get the Canoe.&lt;br /&gt;
**Cavern of Ice: Proceed through until B3. Use the ice tiles to take a lot of damage to weaken the Fighter and Red Mage down to about 40 HP each. Heal Thief and White Mage if necessary. At the Evil Eye, defend until it casts Thundara, or just kill if your Fighter and Red Mage are already dead. Pick up Levistone, and grind until level 33.&lt;br /&gt;
**Ryukahn Desert: Get Airship.&lt;br /&gt;
**Caravan: Buy the Bottled Fairie.&lt;br /&gt;
**Gaia: Fairie is automatically released, get Oxyale.&lt;br /&gt;
**Waterfall: Get the Warp Cube. Currently experimenting if using the Emergency Exit is faster here than in Earth Cave.&lt;br /&gt;
**Onrac: Buy Healaga for White Mage. Proceed to Sunken Shrine.&lt;br /&gt;
**Sunken Shrine: Proceed up to get the Rosetta Stone, then down to the Ribbon floor to pick up the Light Axe. Turn into 6 Survival Vests, replacing the Black Garbs. Proceed to Kraken.&lt;br /&gt;
**Melmond: Talk to Dr. Unne and learn Lufenian.&lt;br /&gt;
**Lufenia: Get the Bell and get out.&lt;br /&gt;
**Mirage Tower: Proceed up to the Floating Castle.&lt;br /&gt;
**Floating Castle: Proceed to Tiamat.&lt;br /&gt;
**Mt. Gulg: Proceed to Marilith.&lt;br /&gt;
**Elfheim: Buy Haste.&lt;br /&gt;
**Shrine of Chaos: Proceed through, kill Death Eye, and Lich. Start using Haste for Marilith, Kraken, and Tiamat.&lt;br /&gt;
**Chaos prep: Arrange party so it's Red Mage, Fighter, Thief, White Mage. Max out White Mage's MP. Currently experimenting with replacing Survival Vests for Dragon Mail on the White Mage, to assure that White Mage can maximize healing potential.&lt;br /&gt;
**Chaos: Haste Thief, Fighter, and Red Mage in that order. Use BANE sword on Chaos.&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Star_Ocean:_%27Till_the_End_of_Time</id>
		<title>Star Ocean: 'Till the End of Time</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Star_Ocean:_%27Till_the_End_of_Time"/>
				<updated>2013-04-21T01:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: DecafGrub47393 moved page Star ocean: till the end of time to Star Ocean: 'Till the End of Time: caps fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
On skill points:&lt;br /&gt;
  ONLY INVEST IN HP, ATTACK, AND A LITTLE BIT IN MP TO AVOID DISASTER.  DEFENCE TURNS YOUR AI INTO WIMPS!&lt;br /&gt;
&lt;br /&gt;
Configuration:&lt;br /&gt;
&lt;br /&gt;
Battle Targeting: Manual&lt;br /&gt;
Battle Camera: Fixed&lt;br /&gt;
Battle Voices: Off&lt;br /&gt;
Sidestep: control pad only&lt;br /&gt;
&lt;br /&gt;
==Opening==&lt;br /&gt;
&lt;br /&gt;
===Resort===&lt;br /&gt;
* run through the first part&lt;br /&gt;
&lt;br /&gt;
* Interceptors: make sure you re-target to be immediately targeting at long range whenever possible&lt;br /&gt;
&lt;br /&gt;
===Evac Ship===&lt;br /&gt;
* The trigger to advance the plot on the ship is to speak to: &lt;br /&gt;
** Elder Roakian&lt;br /&gt;
** Blu Dolphin Man&lt;br /&gt;
** Flirt&lt;br /&gt;
** Elegant Truegiot&lt;br /&gt;
** Peppitta&lt;br /&gt;
** then re-enter the sitting room.&lt;br /&gt;
&lt;br /&gt;
===Vanguard III===&lt;br /&gt;
* Get 100% completion in pesotto forest&lt;br /&gt;
* Get the 600 fol chest in whipple, and the jewel of refuge in norton's hideout&lt;br /&gt;
&lt;br /&gt;
* In the ruins of coffir, get into and win a single battle to build up the triple exp gauge&lt;br /&gt;
** Be aware of the gauge at all times, and only use minor attacks when it is close to filling&lt;br /&gt;
  &lt;br /&gt;
====Norton's Goons====&lt;br /&gt;
** If all goes to plan, you'll get triple EXP in this fight&lt;br /&gt;
*** make sure you get it, and DO NOT LOSE IT&lt;br /&gt;
** Also, make sure you kill all 3 of them&lt;br /&gt;
*** they tend to have a higher probability of running away if their HP is low, so focus on killing 1 at a time before moving onto another&lt;br /&gt;
&lt;br /&gt;
* Be careful not to lose the triple chain between here and norton&lt;br /&gt;
&lt;br /&gt;
====Boss: Norton====&lt;br /&gt;
** You will need to keep triple EXP through this battle to get blazing sword, be careful&lt;br /&gt;
** Immediately set both fayt and cliff to manual&lt;br /&gt;
** Have cliff stunbait him, and then toss him w/ fayt's long major&lt;br /&gt;
** Then, try to alternate fayt short major and cliff short minor to juggle him&lt;br /&gt;
*** trick: do not use cliff's short minor too early, hit it as late as possible, otherwise it won't hit norton at all&lt;br /&gt;
&lt;br /&gt;
* get the jewel of refuge on your way out&lt;br /&gt;
* get the -30% hp usage item from the mayor when you're ready to leave Whipple (to sell)&lt;br /&gt;
&lt;br /&gt;
===Aryglyph Dungeon===&lt;br /&gt;
&lt;br /&gt;
* Heal fayt and cliff w/ nel&lt;br /&gt;
* Move cliff into the first party slot, fayt in the second&lt;br /&gt;
&lt;br /&gt;
* Change the party formation to spear&lt;br /&gt;
* Add points to HP on cliff&lt;br /&gt;
* Add points to MP on fayt&lt;br /&gt;
* Set blazing sword on fayt's long major&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff:&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
*Nel:&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
====Boss: Executioner====&lt;br /&gt;
* Have cliff distract while you blazing sword.  &lt;br /&gt;
* 2 minor hits for the subordinates&lt;br /&gt;
* 3 minor hits for the main guy.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts 1===&lt;br /&gt;
&lt;br /&gt;
* Pick up the worm-eaten tome and the warrior's bracelet chests in the aqueducts&lt;br /&gt;
&lt;br /&gt;
* Equip the warrior's bracelet on Fayt's SECOND accessory slot (this is important for later)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
====Boss: Giant crab====&lt;br /&gt;
* let cliff AAA him, while you power up blazing sword&lt;br /&gt;
* then hit him w/ 2-3 minor attacks&lt;br /&gt;
&lt;br /&gt;
===Airyglyph===&lt;br /&gt;
&lt;br /&gt;
* in Airyglyph, grab the Perfect berries in the alcove below the shop (to sell).  &lt;br /&gt;
&lt;br /&gt;
* To get the Holy Sword, sell:&lt;br /&gt;
** 1 Perfect Berries&lt;br /&gt;
** scale bunny&lt;br /&gt;
** Worm-Eaten Tome&lt;br /&gt;
** Decrepit Tome&lt;br /&gt;
** Mecedene Pyroxia&lt;br /&gt;
&lt;br /&gt;
===Kirsla===&lt;br /&gt;
* first talk to the guy at the bottom left of the town, 6 text screens btw&lt;br /&gt;
* Then, grab the perfect berries in the lower section when heading up to nel&lt;br /&gt;
* then goto nel (top leftish of town, graveyard) for a scene.  &lt;br /&gt;
* After resting, exit via the caves. ( get the berries along the way)&lt;br /&gt;
&lt;br /&gt;
* Equip Holy Sword on fayt&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
===Kirlsa caves===&lt;br /&gt;
&lt;br /&gt;
* head to the right, and up, then left to the boss&lt;br /&gt;
&lt;br /&gt;
====Boss: Earth Smasher====&lt;br /&gt;
* Stun-bait with Cliff&lt;br /&gt;
* Blazing sword w/ Holy Sword requires 1 minor hit to kill&lt;br /&gt;
&lt;br /&gt;
* pull the lever after the boss&lt;br /&gt;
* then head back around to the hauler beast puzzle:&lt;br /&gt;
&lt;br /&gt;
===Hauler Beasts===&lt;br /&gt;
* take a 'steady' one, and here's the basic route:&lt;br /&gt;
** Full speed ahead for the first straightaway, up until right after the stop notification.  &lt;br /&gt;
** LEFT TURN&lt;br /&gt;
** 'STRAIGHT' (i.e. no need to slow down for this turn)&lt;br /&gt;
** Slow down for a turn just after the stop notification&lt;br /&gt;
** LEFT TURN&lt;br /&gt;
** Slow down for a turn just after the warning notification&lt;br /&gt;
** LEFT TURN&lt;br /&gt;
** Full speed ahead, slow down just as you break the second set of barricades&lt;br /&gt;
** LEFT TURN&lt;br /&gt;
** Then speed up to the end&lt;br /&gt;
&lt;br /&gt;
===Bequerel Mountains===&lt;br /&gt;
&lt;br /&gt;
* Mountain path: the route to arias is farther north than you'd think, just not as north as barr&lt;br /&gt;
&lt;br /&gt;
===Arias===&lt;br /&gt;
* grab the chest near the entrace for berries (ripe berries)&lt;br /&gt;
* grab the chest near the lord's house for multi-flask (to sell)&lt;br /&gt;
&lt;br /&gt;
* Lord's house, in the usual room, then to the blue room to rest, then back to the usual room&lt;br /&gt;
&lt;br /&gt;
* Head away to kirlsa, to the right&lt;br /&gt;
* Get the jewel of refuge in the chest in the bushes here (remember, its farther than you think it would be, just past where you turn west to kirsla).&lt;br /&gt;
&lt;br /&gt;
* as soon as you enter kirsla, when heading down, take the lower path (kind of a backwards L shaped one), there is a ripe berries in a small alcove above the lower part of it&lt;br /&gt;
* ADDITION: There's also a chest of blackberries near the south exit, to the west, in an alcove&lt;br /&gt;
&lt;br /&gt;
* then go south to the kirlsa training facility&lt;br /&gt;
* Change party formation to loose line&lt;br /&gt;
&lt;br /&gt;
===Kirlsa training center===&lt;br /&gt;
* as soon as you enter, there's a fight&lt;br /&gt;
* Floor one: go all the way around the outside until the red door place.  &lt;br /&gt;
  ? Pick up the dagger for nel in that room --&amp;gt; if using nel&lt;br /&gt;
* Floor two: head up, then right, then down, then rightish down, then right, then up, then up the stairs&lt;br /&gt;
* Floor three: head up, then left, then down, then through the door in the middle.  &lt;br /&gt;
? There's an 8000 fol chest in the farthest cell&lt;br /&gt;
* otherwise go to the big door in the middle of this new hallway. Talk to the young girl (top one).&lt;br /&gt;
&lt;br /&gt;
* Then head ALL the way back down to the main outer hallway on the 1st floor&lt;br /&gt;
* Then go north up to the elevator (scene+fight)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
  &lt;br /&gt;
* after the first fight, remove nel from the party&lt;br /&gt;
  &lt;br /&gt;
* Enemies: &lt;br /&gt;
** MP kill with blazing sword&lt;br /&gt;
&lt;br /&gt;
====Boss: Shelby====&lt;br /&gt;
* likewise (be careful if you still have a 300% chain going).&lt;br /&gt;
* Shelby will likely fall to HP rather than MP, so one the subs are down, maybe turn Cliff back onto Auto&lt;br /&gt;
&lt;br /&gt;
* Now, head back down to elevator&lt;br /&gt;
* Then, when you exit the elevator, go down two rooms, then left, and then up through the door here&lt;br /&gt;
** this is a shortcut back to the entranceway&lt;br /&gt;
&lt;br /&gt;
* Now head all the way back to arias, go to the usual room in the lord's house, then off to perterny (pick up the jewel of refuge in the chest along the way)&lt;br /&gt;
&lt;br /&gt;
===Peterny===&lt;br /&gt;
* scene by the church, then head to the hotel, then head to ameena's (its the lower house on the right side)&lt;br /&gt;
&lt;br /&gt;
* Get the ripe berries in Ameena's&lt;br /&gt;
* Buy recovery items at the stand in the middle of town&lt;br /&gt;
* return to sleep in hotel, skip scene in morning&lt;br /&gt;
* buy:&lt;br /&gt;
** the status recovery items from the retail rabbit outside of the armoury&lt;br /&gt;
** sell the multi-flask in the weapon shop,&lt;br /&gt;
** and buy a fine gauntlet, &lt;br /&gt;
** and two heavy armours&lt;br /&gt;
&lt;br /&gt;
* Equip then on Fayt and Cliff&lt;br /&gt;
* head out to the forest&lt;br /&gt;
&lt;br /&gt;
===Dugus===&lt;br /&gt;
&lt;br /&gt;
* The forest: follow the map&lt;br /&gt;
* talk to the fairy, then get glittering water, then talk to her again&lt;br /&gt;
* change party formation to spear (if not already)&lt;br /&gt;
&lt;br /&gt;
Tree killing: (and the set up for mudman)&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : (none)&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
* NB: After the _3rd_ falling rock section (the 2nd one that has a chest partway through it), !USE A JEWEL OF REFUGE!&lt;br /&gt;
** Seriously, I cannot describe how many triple chains I have lost because of the stupid bandit enemy here&lt;br /&gt;
** and it doesn't help to use it later anyways because you need to wait for the rocks later on&lt;br /&gt;
  &lt;br /&gt;
====Boss: Mudman====&lt;br /&gt;
** Blazing sword&lt;br /&gt;
** have him AAA'd by cliff&lt;br /&gt;
** then a single OOXX combo should kill him&lt;br /&gt;
  &lt;br /&gt;
* Cliff will have Hammer of Might after this battle no matter what&lt;br /&gt;
&lt;br /&gt;
* After this, save Ameena, &lt;br /&gt;
* restock on items, in peterny, and head out to aquios&lt;br /&gt;
&lt;br /&gt;
!README!&lt;br /&gt;
!!!!!! -&amp;gt; N.B. DO NOT GET THE BLAZE GUN FROM THE RETAIL RABBIT! It does not help at all, and causes the rabbit to leave!&lt;br /&gt;
!README!&lt;br /&gt;
&lt;br /&gt;
===Aquios===&lt;br /&gt;
&lt;br /&gt;
* n.b. I've had trouble with the scene skip at the castle entrance (bad disc maybe?), give it a second before you skip it just to be safe&lt;br /&gt;
&lt;br /&gt;
* scene at the throne room (talk to nel twice on each floor to skip)&lt;br /&gt;
&lt;br /&gt;
* from your room, first, go up to the top room on 1F right side, take the second chest (jewel of refuge)&lt;br /&gt;
* cross the hall &amp;amp; talk to cliff at the bottom of the temple&lt;br /&gt;
* go down &amp;amp; talk to nel near the entrance&lt;br /&gt;
* return to your room (scene)&lt;br /&gt;
* then go to the runelogical reasearch room, scene (its in a weird spot), get the 4,700 money in the room directly above it&lt;br /&gt;
* go south to exit Aquios, choose 'yes' at the scene, and exit the city&lt;br /&gt;
&lt;br /&gt;
* head all the bloody way back to arias&lt;br /&gt;
&lt;br /&gt;
===Bequrel Mine===&lt;br /&gt;
&lt;br /&gt;
N.B. From here to Demetro, it is possible to build up a triple EXP chain from nothing.&lt;br /&gt;
Doing so guarantees Fayt will have Side kick for Albel, even if working off of minimal levels so far,&lt;br /&gt;
 which is pretty huge, so go for it if possible&lt;br /&gt;
&lt;br /&gt;
Dragon/Dragon Rider killing set-up&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : Aerial&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
  &lt;br /&gt;
Stats:&lt;br /&gt;
*Cliff: HP, HP, MP, Attack&lt;br /&gt;
*Fayt: MP, HP, HP, HP, HP&lt;br /&gt;
&lt;br /&gt;
* go to the top left of the town to get to the scene&lt;br /&gt;
&lt;br /&gt;
* Battle: Dragon riders&lt;br /&gt;
** They can be tricky if you let them hit you with their major fire attack&lt;br /&gt;
** They go down in about 7 blazing sword hits, so focus on 1 at a time&lt;br /&gt;
** Use cliff to distract the other as best you can&lt;br /&gt;
** Using nel's Aerial might be worth it (currently testing...)&lt;br /&gt;
&lt;br /&gt;
* Bequerel Mine: follow the map&lt;br /&gt;
&lt;br /&gt;
* 3 dragon's head puzzle (turn off all but the _top_ light, exit by the top)&lt;br /&gt;
* head left-north, very very north&lt;br /&gt;
&lt;br /&gt;
* when you see the save point, get ready for cockatrice&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : Aerial&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
====Boss: Cockatrice====&lt;br /&gt;
* AAA with cliff&lt;br /&gt;
* MP kill w/ blazing sword&lt;br /&gt;
* be ready with 'sage' to remove stone if neccessary items&lt;br /&gt;
&lt;br /&gt;
* head up to the copper cart, then head south, very south, &lt;br /&gt;
&lt;br /&gt;
* There's a 26000 fol chest in this open area here, its on the far left&lt;br /&gt;
* There's also some magical berries you can grab by exiting the house to the west&lt;br /&gt;
&lt;br /&gt;
* Talk to the woman on the left at the carts to get healed (its an 'inn jingle' thing, so don't use it if you don't need it).&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : Aerial&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
* Prepare for battle, then talk to the man on the right at the carts&lt;br /&gt;
&lt;br /&gt;
* Battle: &lt;br /&gt;
** This battle can actually be dangerous if you let them hit you&lt;br /&gt;
** You may have to use cliff to major Hammer of Might them while you get blazing sword out, &lt;br /&gt;
** and then keep both of your guys out of harm's way&lt;br /&gt;
&lt;br /&gt;
====Boss: Demetro (dragon riders)====&lt;br /&gt;
* His subordinates go down in 3 Blazing sword hits each, so be sure to focus on them first&lt;br /&gt;
* Demetro may require an HP kill, so feel free to remove manual on Cliff/Fayt and let him have it&lt;br /&gt;
&lt;br /&gt;
* now, equip the warrior's symbol on Cliff, and put beserk (if you have it)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual, controlled)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : Critical Hit&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing sword&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : Aerial&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
====Boss: Albel====&lt;br /&gt;
* MP kill his minions with Fayt&lt;br /&gt;
* Then switch over to Cliff&lt;br /&gt;
* Keeping both of them on manual may not be a bad idea, since stunning him works fairly well, and its a pretty dangerous battle if things start getting out of hand&lt;br /&gt;
&lt;br /&gt;
* after the scenes, head back to aquios (stock up in Peterny if need be)&lt;br /&gt;
&lt;br /&gt;
* After the Ameena event, head to the castle runeological lab (walk to the people for a scene).  &lt;br /&gt;
* Head back to the hotel for another Ameena scene, then head all the way back to arias&lt;br /&gt;
&lt;br /&gt;
* go to the usual room for a scene, then rest up&lt;br /&gt;
&lt;br /&gt;
===War Sequence===&lt;br /&gt;
&lt;br /&gt;
* head all the way to vox&lt;br /&gt;
* Equip war god's symbol and warrior's bracelet on cliff&lt;br /&gt;
&lt;br /&gt;
*Fayt:&lt;br /&gt;
** S-minor : Side Kick // if you don't have Side Kick, then just put critical hit on all of them&lt;br /&gt;
** L-minor : Side Kick // or put blade of fury-&amp;gt;Aerial?&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual, beserk, controlled)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Nel: (Manual)&lt;br /&gt;
** S-minor : Aerial&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
&lt;br /&gt;
====Boss: Vox====&lt;br /&gt;
** Hammer of Might&lt;br /&gt;
** It shouldn't be difficult, just be sure to dodge all major attacks&lt;br /&gt;
** If Fayt doesn't have Side kick, it may be worth putting him on manual for stunning&lt;br /&gt;
** nel?&lt;br /&gt;
&lt;br /&gt;
* after the return trip, go to dion's room (the one on the left side of floor 1, bottom right of that hallway)&lt;br /&gt;
* then go to the hotel to ameena's room for a scene, then back to dion's room, scene&lt;br /&gt;
&lt;br /&gt;
* Now go to the throne room, then go to the center part of the temple&lt;br /&gt;
&lt;br /&gt;
===Sealed cavern===&lt;br /&gt;
* go through the center door first, all the way up, and examine the statue on the left side&lt;br /&gt;
* then head back, and go through the right side door, and go across the blocks&lt;br /&gt;
* head to the very north of this room here , through the top left door, &lt;br /&gt;
* top left again (mind the monster), and again still&lt;br /&gt;
* disintigrate the south wall on this top room, examine the back of the statue, then head to the boss&lt;br /&gt;
&lt;br /&gt;
* give maria the decrepit tome&lt;br /&gt;
* put common support symbols on her support slot&lt;br /&gt;
* give Maria the warrior's bracelet and war god's symbol&lt;br /&gt;
* put maria's stats into HP (4), MP (2), and Attack (1)&lt;br /&gt;
* Fill up everyone else's stats too&lt;br /&gt;
* Set Beserk on Maria&lt;br /&gt;
* Put Cliff's Skills to Increase HP Damage on short and long major, and Critical Hit HP on his support skill&lt;br /&gt;
* Now, remove everyone but Maria from the party (unless you currently have a triple chain)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual)&lt;br /&gt;
** S-minor : Side Kick //if you have it&lt;br /&gt;
** L-minor : Side Kick //if you have it&lt;br /&gt;
** S-major : Side Kick //if you have it&lt;br /&gt;
** L-major : Side Kick //if you have it&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual, beserk)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Increase HP Damage&lt;br /&gt;
** L-major : Increase HP Damage&lt;br /&gt;
** Supp    : Critical Hit HP&lt;br /&gt;
*Maria: (Manual, controlled, beserk)&lt;br /&gt;
** S-minor : Aiming Device&lt;br /&gt;
** L-minor : Aiming Device&lt;br /&gt;
** S-major : Aiming Device&lt;br /&gt;
** L-major : Aiming Device&lt;br /&gt;
&lt;br /&gt;
====Boss: Flying armour====&lt;br /&gt;
** Set Maria to Manual control&lt;br /&gt;
** MP kill with Aiming Device&lt;br /&gt;
&lt;br /&gt;
===Kaddan===&lt;br /&gt;
&lt;br /&gt;
====Boss: Crystal Knight====&lt;br /&gt;
** MP KILL w/ aiming device&lt;br /&gt;
&lt;br /&gt;
* head north, then right, and right, for another&lt;br /&gt;
&lt;br /&gt;
====Boss: Crystal Knight====&lt;br /&gt;
* you can put the other two for this one if you like&lt;br /&gt;
* MP KILL w/ aiming device&lt;br /&gt;
&lt;br /&gt;
* Because we removed the other party members, she'll grow to lvl 21 and get Power Up Magic now&lt;br /&gt;
&lt;br /&gt;
* then head south from there, to the south right of this room&lt;br /&gt;
* this is the earthquake room (you're safe if you stand right next to the breakable wall btw)&lt;br /&gt;
* forge the Saint's Stone&lt;br /&gt;
&lt;br /&gt;
* then head all the way back to the room where you first headed south, and then this time head right&lt;br /&gt;
* Equip the warrior's bracelet and War God's Symbol on Cliff now&lt;br /&gt;
* Switch Maria's Skill to Scatter Beam&lt;br /&gt;
* put fayt and cliff back in the party&lt;br /&gt;
* And set the battle formation to escape&lt;br /&gt;
&lt;br /&gt;
*Fayt: (Manual)&lt;br /&gt;
** S-minor : Side Kick //if you have it&lt;br /&gt;
** L-minor : Side Kick //if you have it&lt;br /&gt;
** S-major : Side Kick //if you have it&lt;br /&gt;
** L-major : Side Kick //if you have it&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual, controlled, beserk)&lt;br /&gt;
** S-minor : (none)&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Increase HP Damage&lt;br /&gt;
** L-major : Increase HP Damage&lt;br /&gt;
** Supp    : Critical Hit HP&lt;br /&gt;
*Maria: (Manual)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
&lt;br /&gt;
====Boss: Crystal Cerberus====&lt;br /&gt;
* (strategy courtesy of DrkHades)&lt;br /&gt;
* First, immediately use Power up on cliff&lt;br /&gt;
* Then, try to stun-bait the boss&lt;br /&gt;
* If he minors, he'll stun and that's good, hit him with a major attack from cliff&lt;br /&gt;
* If he majors, side-step with whoever is in the way, then hit him with a major attack from cliff while he's attacking&lt;br /&gt;
* If he tri-spikes, let him as it'll get him stunned&lt;br /&gt;
* It should take about 10-15 combos to kill him, but this is the safest way&lt;br /&gt;
&lt;br /&gt;
* continue to follow the map&lt;br /&gt;
* be sure to get the 46,000 fol chest in the second 'pacman devil blocks room'&lt;br /&gt;
&lt;br /&gt;
* Switch formation back to loose line&lt;br /&gt;
* Equip Hammer of Might back on Cliff&lt;br /&gt;
&lt;br /&gt;
*Fayt:&lt;br /&gt;
** S-minor : Side Kick //if you have it&lt;br /&gt;
** L-minor : Side Kick //if you have it&lt;br /&gt;
** S-major : Side Kick //if you have it&lt;br /&gt;
** L-major : Side Kick //if you have it&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
*Cliff: (Manual, controlled, beserk)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
** Supp    : Critical Hit HP&lt;br /&gt;
*Maria:&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
  &lt;br /&gt;
====Boss: vendini soldiers====&lt;br /&gt;
* cast power up on cliff &lt;br /&gt;
* hammer of mightify them&lt;br /&gt;
* Let everyone else attack as they may&lt;br /&gt;
&lt;br /&gt;
* Head all the motherfucking way back&lt;br /&gt;
* when you get to the sealed shrine, go back the way with the secret stairs&lt;br /&gt;
* pick up the anointed chain mail for maria (left side of stairs, equip it)&lt;br /&gt;
* and open up the secret door for easy access later&lt;br /&gt;
&lt;br /&gt;
* go to the throne room&lt;br /&gt;
* maria scenes&lt;br /&gt;
** in part 1, you must speak to everyone&lt;br /&gt;
** in part 2, you must speak to everyone, except for Jessie and the person in the top right corner.  Once you've spoken to everyone else, simply approach Jessie to end the scene&lt;br /&gt;
* go to the throne room...again&lt;br /&gt;
&lt;br /&gt;
===Peterny===&lt;br /&gt;
* Head to peterny&lt;br /&gt;
* Stock up on healing items&lt;br /&gt;
* buy 5 warrior's bracelets at the shop here, and equip them on everyone&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick //if you have it&lt;br /&gt;
** L-minor : Side Kick //if you have it&lt;br /&gt;
** S-major : Side Kick //if you have it&lt;br /&gt;
** L-major : Side Kick //if you have it&lt;br /&gt;
*Cliff: (beserk)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (controlled, beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
&lt;br /&gt;
====Boss: Schwimmer====&lt;br /&gt;
* standard HP kill strategy, mostly Scatter beam&lt;br /&gt;
  &lt;br /&gt;
===Suferio===&lt;br /&gt;
&lt;br /&gt;
* keep going, all the way to mosel dunes&lt;br /&gt;
&lt;br /&gt;
===Mosel Dunes===&lt;br /&gt;
&lt;br /&gt;
* Going through mosel dunes: its further to the right that you'd think, and rightish is the way to go to survive via water (you only need to use the 'middle' oasis in order to survive).&lt;br /&gt;
&lt;br /&gt;
* watch the rock-paper-scissors scene.  then we begin&lt;br /&gt;
* head along the right side first, to the very upper right room (2 wizard beats warrior).&lt;br /&gt;
* head left along the top&lt;br /&gt;
* head to the top left room (3 warrior beats theif)&lt;br /&gt;
* Get the chest in this room (40,000 fol)&lt;br /&gt;
* head to the middle room (its just barely south of where you are now)&lt;br /&gt;
* grab the aqua viel, and then (1 theif beats wizard)&lt;br /&gt;
* south for the scene, then exit&lt;br /&gt;
&lt;br /&gt;
===Airyglyph===&lt;br /&gt;
&lt;br /&gt;
* Head all the way to airyglyph (pick up items if need be in peterny)&lt;br /&gt;
* in castle airyglyph, go to the dungeon to visit albel, then take the dragon rider to the mountains&lt;br /&gt;
&lt;br /&gt;
===Barr===&lt;br /&gt;
* head north to barr&lt;br /&gt;
* the basic route through barr is as such:&lt;br /&gt;
** go up north through the cave, very north, and at the near top, head right, then up again, &lt;br /&gt;
** past the workshop, and north again, then left, then up, up, right, and away to&lt;br /&gt;
&lt;br /&gt;
*Fayt: (manual, beserk if you have it)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
*Cliff: (manual, beserk)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (manual, controlled, beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
&lt;br /&gt;
====Boss: dragon zombie====&lt;br /&gt;
* power up maria, and use scatter beam &lt;br /&gt;
* Alt, use Fayt with side kick, slightly more dangerous, but faster, especially if you have beserk too&lt;br /&gt;
* he is immune to fire attacks, and getting too close to him causes damage, so leave cliff out of it&lt;br /&gt;
&lt;br /&gt;
* head back to the workshop, and windpipe it up&lt;br /&gt;
&lt;br /&gt;
* head back into the cave, &lt;br /&gt;
&lt;br /&gt;
* at the second room from the bottom entrace, head east&lt;br /&gt;
* keep going, until you get to the happy dragon (short light)&lt;br /&gt;
&lt;br /&gt;
===Ruins of Barr===&lt;br /&gt;
* head north, happy dragon (short light)&lt;br /&gt;
* then at the cross, head right, playful dragon (long light)&lt;br /&gt;
* go east to the sad dragon (short hard)&lt;br /&gt;
* hit the BLOCK and back out&lt;br /&gt;
* head south again, hit that BLOCK, then return to the center room&lt;br /&gt;
* go to the west side of the center room, sad dragon (short hard)&lt;br /&gt;
* north to the BLOCK&lt;br /&gt;
* south to the angry dragon (long hard), and the hit the BLOCK&lt;br /&gt;
* in the room to the north, and then east, there is a masterwork plate in the chest (armour for Fayt)&lt;br /&gt;
&lt;br /&gt;
QQQQQQQQQQ&lt;br /&gt;
* In the other room off of this room, there is a 3 dragon door, with a damask plate (armour for Cliff): its not quite as neccessary, and risks getting into an unneccessary dragon fight: for now, I'd say its not worth the trouble&lt;br /&gt;
QQQQQQQQQQ&lt;br /&gt;
&lt;br /&gt;
* head back to the center area, and head north, angry dragon (long hard)&lt;br /&gt;
* keep going north, playful dragon (long light)&lt;br /&gt;
* hit the last block, then head back all the way south to the lab, angry dragon (long hard)&lt;br /&gt;
* scene @ the lab, get the dragon's cranium&lt;br /&gt;
* bring it to the center area for the scene&lt;br /&gt;
&lt;br /&gt;
* equip maria and fayt with optimum (make sure maria has pulse gun on)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (manual)&lt;br /&gt;
** S-minor : Critical Hit&lt;br /&gt;
** L-minor : irrelevant&lt;br /&gt;
** S-major : Critical Hit&lt;br /&gt;
** L-major : Blazing Sword&lt;br /&gt;
*Cliff: (manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (controlled, beserk)&lt;br /&gt;
** S-minor : Aiming Device&lt;br /&gt;
** L-minor : Aiming Device&lt;br /&gt;
** S-major : Aiming Device&lt;br /&gt;
** L-major : Aiming Device&lt;br /&gt;
&lt;br /&gt;
====Boss: Robin Wind====&lt;br /&gt;
* stunbait w/ cliff&lt;br /&gt;
* power up on Maria&lt;br /&gt;
* MP kill w/ Aiming device and blazing sword&lt;br /&gt;
* be careful, when hit HP get's really low, he'll start using the whirlwind attack, use AAA to block it&lt;br /&gt;
 &lt;br /&gt;
====Lava Caves====&lt;br /&gt;
 &lt;br /&gt;
* head into the lava caves&lt;br /&gt;
* head right into the next room&lt;br /&gt;
* first head up into the room w/ the damask gauntlet&lt;br /&gt;
* use a jewel of refuge, and get the chest here (damask gauntlet), then head back out&lt;br /&gt;
* head to the far right of this room, and follow the linear path to the statue, behind it is the key to the bunny's house&lt;br /&gt;
* backtrack to the main room, now go left instead&lt;br /&gt;
* head north here&lt;br /&gt;
* and again to the locked door&lt;br /&gt;
* in the foggy section, the path is:&lt;br /&gt;
&lt;br /&gt;
/_________________________________________\                                    &lt;br /&gt;
|                                         |                                    &lt;br /&gt;
|    _________________________________    |                                    &lt;br /&gt;
|   /                                 \   |                                    &lt;br /&gt;
|   |                                 |   |                                    &lt;br /&gt;
|   |     /__________________\        |   |                                    &lt;br /&gt;
|   |     |                  |        |   |         /_______________________\  &lt;br /&gt;
|   |     |    /__\          |        |   |         |                       |  &lt;br /&gt;
|   |     |    |  |    D     |        |   |         |                       |  &lt;br /&gt;
|   |     |    |  |          |        |   |         |    /____________\     |  &lt;br /&gt;
|   |     |    |   \_________/        |   |         |    |            |     |  &lt;br /&gt;
|   |     |    |                      |   |         |    |      ______/     |  &lt;br /&gt;
|   |     |    |                      |   |         |    |     /            |  &lt;br /&gt;
|   |     |    |              ________/   \_________/    |    | TREASURE!   |  &lt;br /&gt;
|   \_____/    |             /                           |     \            |  &lt;br /&gt;
|              |             |                           |      ______\     |  &lt;br /&gt;
|              /             |    /_________________\    |            |     |  &lt;br /&gt;
|   /__________              |    |                 |    \____________/     |  &lt;br /&gt;
|   |                        |    |                 |                       |  &lt;br /&gt;
|    \_______________________/    |                 |                       |  &lt;br /&gt;
|                                 |                 \_______________________/  &lt;br /&gt;
|                                 |                                            &lt;br /&gt;
\_____________________________\   |                                            &lt;br /&gt;
                              |   |                                            &lt;br /&gt;
                              |   |                                            &lt;br /&gt;
                              |   |                                            &lt;br /&gt;
                              | S |    &lt;br /&gt;
&lt;br /&gt;
coutesy of AIex's faq on gamefaqs&lt;br /&gt;
&lt;br /&gt;
* then head back to the dragon rider, to airyglyph, &lt;br /&gt;
* go to the glowstone place in the aqueducts, &lt;br /&gt;
* then take the dragon back, and head to the lava caves again&lt;br /&gt;
&lt;br /&gt;
* Once you get the ring from the rabbit, head down the main path to crossell&lt;br /&gt;
&lt;br /&gt;
* equip everyone to optimum (damask gauntlet and masterwork plate on cliff!)&lt;br /&gt;
&lt;br /&gt;
*Fayt:&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
*Cliff:&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (manual, controlled, beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
  &lt;br /&gt;
====Boss: Crossel one====&lt;br /&gt;
* Power up on Maria&lt;br /&gt;
* Move Cliff in, and Hammer of might Crossel&lt;br /&gt;
* Then set everyone to manual, and then use Maria from behind cliff&lt;br /&gt;
&lt;br /&gt;
====Boss Crossel 2====&lt;br /&gt;
* Same strat&lt;br /&gt;
* if he uses Doom raid, AAA it, but scatter beam should prevent this&lt;br /&gt;
&lt;br /&gt;
===Last Part of Disc 1===&lt;br /&gt;
&lt;br /&gt;
* now, talk to everyone in your party&lt;br /&gt;
** maria (in the temple)&lt;br /&gt;
** cliff (near the front entranceway)&lt;br /&gt;
** albel (just outside the castle)&lt;br /&gt;
** mirage (bottom right room)&lt;br /&gt;
** nel (room right above mirage's),&lt;br /&gt;
* then head back to the white dew garden, to finally get off this godforsaken rock&lt;br /&gt;
&lt;br /&gt;
* go up to the bridge, scene&lt;br /&gt;
&lt;br /&gt;
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!DISK CHANGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!&lt;br /&gt;
&lt;br /&gt;
==Disc 2==&lt;br /&gt;
&lt;br /&gt;
===Diplo===&lt;br /&gt;
* talk to maria on the bridge&lt;br /&gt;
* talk to the guy right outside of the bridge&lt;br /&gt;
* talk to cliff at the bottom of the ship on the top floor&lt;br /&gt;
* talk to any one of the guys in the Storage Room&lt;br /&gt;
* talk to the guy in the middle of the basement&lt;br /&gt;
* then go up and down the stairs to progress&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
*Cliff: (controlled, beserk)&lt;br /&gt;
** S-minor : Hammer of Might //or Aerial Assault if you have it&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
&lt;br /&gt;
* go to the bottom of the ship, and battle&lt;br /&gt;
&lt;br /&gt;
===Kirsla Training===&lt;br /&gt;
&lt;br /&gt;
* head all the way down to the bottom floor&lt;br /&gt;
* all the way back to the elevator, and to the arena again, to fight bigwig&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
*Cliff: (controlled, beserk)&lt;br /&gt;
** S-minor : Hammer of Might //or Aerial Assault if you have it&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
&lt;br /&gt;
====Boss: Bigwig====&lt;br /&gt;
* Whatever&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aquaelie===&lt;br /&gt;
* take the left side bottom exit in this room,&lt;br /&gt;
* enter the middle corridor&lt;br /&gt;
* go all the way south&lt;br /&gt;
* enter the bottom left corridor&lt;br /&gt;
* enter the first room on your left, scene&lt;br /&gt;
* then enter the bottom right corridor, and then go into top right room&lt;br /&gt;
* take a nap&lt;br /&gt;
&lt;br /&gt;
* head to the bridge after resting, then head to the middle corridor&lt;br /&gt;
* then south to the teleporter&lt;br /&gt;
&lt;br /&gt;
===Moonbase=== &lt;br /&gt;
- follow the map  &lt;br /&gt;
&lt;br /&gt;
*Fayt: (controlled, beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (beserk)&lt;br /&gt;
** S-minor : Aerial Assault //due to elemental immunity&lt;br /&gt;
** L-minor : (none)&lt;br /&gt;
** S-major : Aerial Assault&lt;br /&gt;
** L-major : (none)&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common Support Symbols&lt;br /&gt;
  &lt;br /&gt;
====Boss: Proclaimer====&lt;br /&gt;
* Power up fayt, then use side kick&lt;br /&gt;
* maybe leave maria or cliff on manual as a safety net&lt;br /&gt;
* if she starts rising into the air, scatter as she is about to wreck your shit&lt;br /&gt;
&lt;br /&gt;
* moving on: after the boss, exit to the west&lt;br /&gt;
** south-east&lt;br /&gt;
** take the north arc to the east into the research area&lt;br /&gt;
  &lt;br /&gt;
* then after the scene, exit back out&lt;br /&gt;
* then exit the moonbase&lt;br /&gt;
* once you get back to the aquaelie, go to the bridge for a scene&lt;br /&gt;
* then go to your room (bottom-right)&lt;br /&gt;
* then back to the bridge&lt;br /&gt;
* then go into the teleporter&lt;br /&gt;
&lt;br /&gt;
===Styx===&lt;br /&gt;
* follow the map&lt;br /&gt;
&lt;br /&gt;
* Set party formation to Escape&lt;br /&gt;
* And remove beserk from everyone -&amp;gt; reason is that the bullshit battle is comming up&lt;br /&gt;
&lt;br /&gt;
*Fayt: (controlled, Manual)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (Manual)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (Manual)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common support symbols&lt;br /&gt;
&lt;br /&gt;
====Battle: Security Guards====&lt;br /&gt;
* This battle can be dangerous because it is possible for them to stunlock you with no chance of escape&lt;br /&gt;
* The battle formation and removing beserk helps a little, but basically you need to just go for it and kill them&lt;br /&gt;
* Note: Fayt's long major makes him immune to attacks while running, so a strategy might be to target the farthest enemy, then long major him&lt;br /&gt;
* I don't know what else to do other than to set everyone to manual and hope fayt can pull it off solo...&lt;br /&gt;
&lt;br /&gt;
===Arkives===&lt;br /&gt;
&lt;br /&gt;
* Grab the 35,000 fol chest in the house&lt;br /&gt;
* Then head west towards the transporter&lt;br /&gt;
* Then south-west towards the other transporter&lt;br /&gt;
* North to gemity&lt;br /&gt;
* In gemity, talk to the free heal lady&lt;br /&gt;
* buy the better healing items in the shop&lt;br /&gt;
&lt;br /&gt;
* enter a planet and return&lt;br /&gt;
* Exit back out, then its onto sphere company&lt;br /&gt;
* Set party formation to Spear (cliff in front)&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (Manual, controlled, beserk)&lt;br /&gt;
** S-minor : Hammer of Might -&amp;gt; alt is to mugh firey tackle on l-minor&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common support symbols&lt;br /&gt;
&lt;br /&gt;
====Battle: Basic guys====&lt;br /&gt;
* Power up and win, end it healed&lt;br /&gt;
&lt;br /&gt;
====Boss: Azazer====&lt;br /&gt;
* He hits for heavy MP damage, which is why I suggest the safer Hammer of Might&lt;br /&gt;
* Otherwise, power up cliff and have at it&lt;br /&gt;
&lt;br /&gt;
===Sphere===&lt;br /&gt;
&lt;br /&gt;
* follow the maps&lt;br /&gt;
* In the room with the programmers:&lt;br /&gt;
&amp;quot;Speak to Shar, the person on the West side of the room and she'll tell you to get items from her sister.&amp;quot;&lt;br /&gt;
&amp;quot;Go to the girl sitting in the seat at the Northeast and she'll give you Blueberries, Blackberries, Fruity Potion, Vendurous Potion, Resurrection Elixir, and AI Program.  Talk to her again to open a shop&amp;quot;&lt;br /&gt;
* This shop is helpful because its your last chance to shop for good items&lt;br /&gt;
* More useful _after_ this battle&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (controlled, beserk)&lt;br /&gt;
** S-minor : Hammer of Might&lt;br /&gt;
** L-minor : Hammer of Might&lt;br /&gt;
** S-major : Hammer of Might&lt;br /&gt;
** L-major : Hammer of Might&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common support symbols&lt;br /&gt;
&lt;br /&gt;
====Boss: Whip Guy and Rocket Dude (hell if I know their actual names)====&lt;br /&gt;
* The rocket guy is your main priority, as if you leave him, he will demolish you&lt;br /&gt;
* Power up cliff, and go directly for him (from now on, using power up first is implicit)&lt;br /&gt;
* Alt: use fayt, since he can long major to get in close faster/safer&lt;br /&gt;
* One the rocket guy is down (~67,000 HP), the other guy is cake, especially with Hammer of Might (Aerial Assault is a little risky because it gets too close)&lt;br /&gt;
&lt;br /&gt;
* Then, after this shop up (as mentioned before), and finish following the maps&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (controlled, beserk)&lt;br /&gt;
** S-minor : Aerial Assault&lt;br /&gt;
** L-minor : (None)&lt;br /&gt;
** S-major : Aerial Assault&lt;br /&gt;
** L-major : (None)&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common support symbols&lt;br /&gt;
&lt;br /&gt;
* Sequence of 3 boss battles:&lt;br /&gt;
&lt;br /&gt;
===Boss: Proclaimer===&lt;br /&gt;
* Same as before, except now you should have Aerial assault&lt;br /&gt;
* otherwise, about the same, be careful to try ending the battle off healed&lt;br /&gt;
&lt;br /&gt;
===Boss: Enforcer===&lt;br /&gt;
* This guy has a crazy-ass 'spider' spell that can demolish you if you're trying to hit him from above&lt;br /&gt;
** i.e. using Aerial assault&lt;br /&gt;
* Therefore, if you see him casting, RUN AWAY, don't try to break it, as he _will_ get it off, and it _will_ hurt&lt;br /&gt;
* Using Maria or Fayt instead of Cliff might be a better idea as they are safer attackers&lt;br /&gt;
&lt;br /&gt;
===Boss: Convictor===&lt;br /&gt;
* He has a 'black-hole'-ish spell that can wipe you out if you're not careful, &lt;br /&gt;
* He also has a lot of attacks that hit out in front&lt;br /&gt;
* Getting behind him might help..., needs experimenting in any case&lt;br /&gt;
&lt;br /&gt;
===Styx===&lt;br /&gt;
* Just head back following the map&lt;br /&gt;
* N.B. By now, your Attack on everyone should be ~5, and Hp should be ~7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diplo===&lt;br /&gt;
* TODO: I can't remember the scene trigger, &lt;br /&gt;
&lt;br /&gt;
===Back on Elicore II===&lt;br /&gt;
* Head to Aquios, to the throne room for a scene (Do not forget to do this first)&lt;br /&gt;
* Then, head to Kaddahn:&lt;br /&gt;
&lt;br /&gt;
*Fayt: (beserk)&lt;br /&gt;
** S-minor : Side Kick&lt;br /&gt;
** L-minor : Side Kick&lt;br /&gt;
** S-major : Side Kick&lt;br /&gt;
** L-major : Side Kick&lt;br /&gt;
** Supp    : First Aid&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Cliff: (beserk)&lt;br /&gt;
** S-minor : Aerial Assault -&amp;gt; or Sphere of Might according to DrkHades&lt;br /&gt;
** L-minor : (None)&lt;br /&gt;
** S-major : Aerial Assault&lt;br /&gt;
** L-major : (None)&lt;br /&gt;
** Supp    : No guard&lt;br /&gt;
*Maria: (beserk)&lt;br /&gt;
** S-minor : Scatter Beam&lt;br /&gt;
** L-minor : Scatter Beam&lt;br /&gt;
** S-major : Scatter Beam&lt;br /&gt;
** L-major : Scatter Beam&lt;br /&gt;
** Supp    : Common support symbols&lt;br /&gt;
&lt;br /&gt;
===Boss: Lesser Eye===&lt;br /&gt;
* Fuck me, this is a dumb fight, he has twice as much HP as anyone before him, and he can heal himself partway through&lt;br /&gt;
* Basically, if you see 'Fear Circle' begin cast, Scatter, and get ready for the fight to take much longer&lt;br /&gt;
* Scatter beam is a very good time, but Aerial Assault is faster&lt;br /&gt;
&lt;br /&gt;
...TODO...&lt;br /&gt;
&lt;br /&gt;
copy over the rest&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Star_ocean:_till_the_end_of_time</id>
		<title>Star ocean: till the end of time</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Star_ocean:_till_the_end_of_time"/>
				<updated>2013-04-21T01:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;DecafGrub47393: DecafGrub47393 moved page Star ocean: till the end of time to Star Ocean: 'Till the End of Time: caps fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Star Ocean: 'Till the End of Time]]&lt;/div&gt;</summary>
		<author><name>DecafGrub47393</name></author>	</entry>

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