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		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Mode&amp;diff=7030</id>
		<title>X-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=X-Mode&amp;diff=7030"/>
				<updated>2023-05-25T08:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added a video demonstrating slope x-mode (and using it to get a blue suit).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-mode (X-Ray mode) is one of the three X-Ray Scope glitched modes, the other two being [[R-Mode]] and [[G-Mode]]. This is the mode enabling Superjumps. Thus, it is the most useful for [[TAS]], but RTA applications tend to be few and far between.&lt;br /&gt;
&lt;br /&gt;
X-mode requires the fewest items, only requiring [[X-Ray Scope]]. However, most set-ups require additional items. The easiest set-up requires [[Morphing Ball]]. The set-up that allows its usage seemingly anywhere in TASes requires [[Ice Beam]].&lt;br /&gt;
&lt;br /&gt;
In current routes of categories, X-mode has very few applications. There is Jesuswalk, used in [[14% xAmmo]] (and an option in other 14% categories, although usually more difficult than a different choice). Additionally [[Max% GT Code]] has a route that crosses [[Bowling Alley]] by using Spike X-mode.&lt;br /&gt;
&lt;br /&gt;
[[Blue Suit Glitch#X-Ray Mode|X-mode may be used to generate a blue suit]] which has uses in 14% categories.&lt;br /&gt;
&lt;br /&gt;
Other than these, most applications of X-mode to speedruns are theoretical, via use of Superjumps. Perhaps the most famous is GT Superjump.&lt;br /&gt;
&lt;br /&gt;
The below is some base information, that should be further fleshed out.&lt;br /&gt;
&lt;br /&gt;
=Entering X-Mode=&lt;br /&gt;
&lt;br /&gt;
X-mode is entered by frame perfectly using X-Ray the frame before knockback ends. This cannot normally be done, so there are different set-ups to make it possible.&lt;br /&gt;
&lt;br /&gt;
==Spike X-Mode==&lt;br /&gt;
&lt;br /&gt;
The easiest method is Spike X-Mode. This requires [[Morphing Ball]]. To perform:  Bounce in Morph near spikes so that you will land on them, select X-Ray and hold dash, hold forward before the spikes damage Samus, and unmorph frame perfectly.&lt;br /&gt;
&lt;br /&gt;
Therefore, this is easiest because the dash input for activating X-Ray is buffered due to the unmorph animation.&lt;br /&gt;
&lt;br /&gt;
To tell if you got the correct frame, here is what happens at various unmorph frames:&lt;br /&gt;
*More than 8 frames early:  X-Ray is used before knockback occurs.&lt;br /&gt;
*2-8 frames early:  Knockback occurs after the unmorph so X-Ray fails.&lt;br /&gt;
*1 frame early:  The unmorph fails.&lt;br /&gt;
*Correct frame:  X-mode is entered, see below&lt;br /&gt;
*1 frame late:  X-Ray is used while standing.&lt;br /&gt;
*2 or more frames late:  Knockback occurs before the unmorph.&lt;br /&gt;
*2 frames late:  X-Ray is used while crouched.&lt;br /&gt;
*3 or more frames late:  Samus will be in the air so X-Ray will fail.&lt;br /&gt;
&lt;br /&gt;
If done correctly, Samus' legs will be moving as if she were running and X-Ray will be active, but Samus will not be moving.&lt;br /&gt;
&lt;br /&gt;
This can also be done by hitting spikes twice in a row. This requires having more health, but may be easier to learn. The first spike hit is used to bounce in morph form, and then the unmorph happens frame perfectly just before the second spike hit.&lt;br /&gt;
&lt;br /&gt;
Rather than bouncing in morph, you can instead bonk into the side of something (such as a platform or a frozen enemy) prior to landing on the spikes. Below are examples of the 3 methods described above.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WUgiEkJMEwI}}&lt;br /&gt;
&lt;br /&gt;
==Slope X-Mode==&lt;br /&gt;
&lt;br /&gt;
Similar to a [[Yellow Suit Glitch#Slopes|slopespark]], a slope may be used to land before knockback frames are over. This allows using X-Mode.&lt;br /&gt;
&lt;br /&gt;
It appears that in order to do this, a frame perfect switch from holding forwards to holding backwards may be required, to get downwards knockback and land as soon as possible. Thus this has questionable RTA viability, but this requires further testing.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|58W13owPo5w}}&lt;br /&gt;
&lt;br /&gt;
==Door X-Mode==&lt;br /&gt;
&lt;br /&gt;
This is a variant of Slope X-Mode:  While doors are closing, they act like slopes.&lt;br /&gt;
&lt;br /&gt;
This is done by taking damage while going through a transition (while facing away from the transition), similar to getting door stuck for an [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
Like Slope X-Mode, many of these set-ups seem to require a frame perfect switch from forwards to backwards. There is at least an exception for Jesuswalk on PAL.&lt;br /&gt;
&lt;br /&gt;
==Frozen Enemy X-Mode==&lt;br /&gt;
&lt;br /&gt;
Using a frozen enemy, Samus may land very quickly. This is what TAS does to do Superjumps basically anywhere.&lt;br /&gt;
&lt;br /&gt;
This method would not be very RTA viable, since it may require pixel perfect enemy and Samus positioning and hence many frame perfect inputs. For any particular application, a set-up could possibly be found. It would still be very inconsistent.&lt;br /&gt;
&lt;br /&gt;
==Reserve Tanks==&lt;br /&gt;
&lt;br /&gt;
The reserve tank automatic refill can extend the knockback timer. This can be used to allow entering X-Mode where it would otherwise be impossible.&lt;br /&gt;
&lt;br /&gt;
The most famous example here is GT Superjump.&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
&lt;br /&gt;
X-Mode is exited by stopping the use of X-Ray.&lt;br /&gt;
&lt;br /&gt;
Samus will appear to be moving forward. In some instances of X-Mode, Samus will automatically move forward (TODO: When does this happen?). In most instances, Samus will only actually move forward by arm pumping. Samus will move straight forward, without falling, walking on air.&lt;br /&gt;
&lt;br /&gt;
Touching a wall will crash the game.&lt;br /&gt;
&lt;br /&gt;
Crouching in X-Mode will cause Samus to crouch and be unable to move until X-Mode is canceled.&lt;br /&gt;
&lt;br /&gt;
Jumping while in X-Mode will cause Samus to be in a jumping state. Just as she does not move forwards, she will not actually move. If X-Mode is released, she will gain that momentum. This is useful for getting off of the spikes when Spike X-Mode is used.&lt;br /&gt;
&lt;br /&gt;
If X-Mode is entered with non-zero dash speed, a shinespark may be charged. Since Samus is (most likely) not moving, this allows charging a shinespark in a very short distance.&lt;br /&gt;
&lt;br /&gt;
X-Mode may be entered with a [[Yellow Suit Glitch|shinespark suit]], despite the use of X-Ray. Note if the method of entering X-Mode requires a damage boost, this may not be possible since the damage boost may use the spark.&lt;br /&gt;
&lt;br /&gt;
==Superjumps==&lt;br /&gt;
&lt;br /&gt;
If Samus shinesparks while in X-Mode, every frame her vertical momentum is increased by 7 pixels. Since she is in X-Mode, this momentum is not actually applied until X-Mode is canceled. Then it is immediately applied, she loses horizontal momentum, and she is put in a falling state.&lt;br /&gt;
&lt;br /&gt;
This allows gaining absurd amounts of speed, and will frequently cause Samus to go flying [[Out of Bounds]]. The precision in placement and X-Ray release needed for applications makes this extremely difficult to be useful RTA.&lt;br /&gt;
&lt;br /&gt;
=Speedrun Uses=&lt;br /&gt;
&lt;br /&gt;
Current routes of categories use X-Mode infrequently.&lt;br /&gt;
&lt;br /&gt;
==X-Mode Blue==&lt;br /&gt;
&lt;br /&gt;
X-Mode is a fairly simple method of generating a [[Blue Suit Glitch|blue suit]], especially the spike method. It can frequently be the fastest choice. For example, in [[14% xSpeed]] before entering Maridia it should be fastest to get a blue suit in [[Hellway]] via X-Mode.&lt;br /&gt;
&lt;br /&gt;
To generate a blue suit with X-Mode, simply shinespark while in X-Mode and cancel it before the crash.&lt;br /&gt;
&lt;br /&gt;
Given the tendency of Superjumps to go Out of Bounds, it is safest to cancel X-Mode during the windup for the shinespark. Note that if a Spike X-Mode is used, this means that Samus will be on spikes and will now have a blue suit. Thus, damage can be taken very quickly.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bzEiVtFew2c}}&lt;br /&gt;
&lt;br /&gt;
==Bowling Alley==&lt;br /&gt;
&lt;br /&gt;
A Spike X-Mode may be used to cross [[Bowling Alley]] with no tanks and no suits. This is one of the possible routes of [[Max% GT Code]], which collects Gravity but no Varia.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|noH_LMFjN4Q}}&lt;br /&gt;
&lt;br /&gt;
To do this, bounce on the ledge and then X-Mode on the spikes. Samus will appear to be running in place. Release forward, and Samus will move slowly across the room. The Chozo will eventually come into sight. When you think you are close enough, press jump, then release dash to exit X-Mode. If you do this too late, you will run into the wall and the game will crash. If you are worried that you'll go too far, you can hold forward to stop Samus from moving, then arm pump to move her closer to the Chozo pixel-by-pixel. &lt;br /&gt;
&lt;br /&gt;
==Colosseum==&lt;br /&gt;
&lt;br /&gt;
Crossing [[Colosseum]] suitless without Space Jump, Grapple, or Ice Beam can be quite tricky. This is especially true going from right to left, where the last jump from the spike is extremely precise.&lt;br /&gt;
&lt;br /&gt;
Instead, a short Spike X-Mode can be used to make this jump easier. This isn't too terrible, despite being frame perfect, due to the nearby Save Room.&lt;br /&gt;
&lt;br /&gt;
==Jesuswalk==&lt;br /&gt;
&lt;br /&gt;
A door X-Mode may be used to cross [[Mt. Everest]]. This is required in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
There is a relatively simple set-up, by taking damage from a crab during the transition while low in the door in a spinjump. This allows buffering all of the inputs (backwards, jump, angle, and dash). Then the trick reduces to releasing backwards and jump frame perfectly.&lt;br /&gt;
&lt;br /&gt;
There is a method to cross Mt. Everest with a Superjump using via a door X-Mode. It is claimed this only works on PAL, and the only clip of it requires a frame perfect switch from left to right to get a downwards knockback. If this method is humanly feasible, it would allow [[14% xSpeed]] to be completed without the use of L+R wall jumping. However, the segment containing this trick would be extremely difficult, requiring: G-moding into Maridia, managing to get a [[Yellow Suit Glitch|shinespark suit]] afterwards, performing this Jesuswalk Superjump, continuing with the blue suit while fighting Botwoon, sparking up [[Halfie Climb Room]], and then traversing [[Colosseum]] with minimal equipment before being able to save.&lt;br /&gt;
&lt;br /&gt;
==GT Superjump==&lt;br /&gt;
&lt;br /&gt;
This is a well known application from the 100% TAS. It uses a reserve tank extended knockback to get X-Mode in [[Golden Torizo's Room]], to collect GT Missiles without Space Jump by using a Superjump.&lt;br /&gt;
&lt;br /&gt;
This would enable a single Norfair route of 100%.&lt;br /&gt;
&lt;br /&gt;
Not only is this method incredibly precise and thus fairly infeasible, it is also believed to not be faster for RTA 100%. Getting through Lower Norfair with this equipment is significantly slower, thus losing all of the gained time.&lt;br /&gt;
&lt;br /&gt;
=Other Uses=&lt;br /&gt;
&lt;br /&gt;
Here, other uses (including theoretical applications to categories) can be documented as they come up.&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=7023</id>
		<title>Yellow Suit Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Yellow_Suit_Glitch&amp;diff=7023"/>
				<updated>2023-05-18T19:12:13Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added a video demonstrating a few different slopesparks, with input viewer (practice hack). Also mentioned the difficult, frame-perfect switch from forward to backward that is required for most (all?) slopesparks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The yellow suit glitch, more commonly referred to as &amp;quot;[[Shinespark|shinespark]] suit&amp;quot;, describes the phenomenon in which Samus is in a constant state of shinespark charge.&lt;br /&gt;
&lt;br /&gt;
It is very similar to the [[Blue Suit Glitch|blue suit glitch]], but has a few key differences and less unique methods of creation. Whereas the basis for all methods of generating a blue suit is to interrupt a shinespark, most methods for generating a shinespark suit involve interrupting a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Unlike blue suit, the shinespark suit will not be lost when dash is activated with forward movement, or when Samus becomes submerged in sand.&lt;br /&gt;
&lt;br /&gt;
The shinespark suit will be lost if Samus charges and/or activates another shinespark (including crouching while having blue suit), if Samus activates the [[X-Ray Scope]], or if Samus activates a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
Additionally, neither shinespark suit nor blue suit are preserved through saving the game or death.&lt;br /&gt;
&lt;br /&gt;
Below are a number of ways to perform the yellow suit glitch. All of these can be performed inbounds; however, some may be made easier to set up by involving out of bounds. Methods that require a Crystal Flash to perform will be denoted by &amp;quot;*CF&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The ways in which you can tell if you were successful in performing these methods (without activating the shinespark) include Samus's beam becoming a light gray color and Samus remaining completely solid during periods of invulnerability.&lt;br /&gt;
&lt;br /&gt;
== Draygon *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Draygon]] grabs Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rPiZ7dej1Nk}}&lt;br /&gt;
&lt;br /&gt;
Additionally, if Samus performs a Crystal Flash while in Draygon's grasp, it can cause Samus's ammo values to underflow.&lt;br /&gt;
&lt;br /&gt;
Each directional pad input will increase by 1 the amount the ammo type is decreasing by. For example, if you have 10 Missiles upon activating the Crystal Flash, and then perform a single input on the directional pad as the amount of [[Missile|Missiles]] are decreasing, it will cause 11 Missiles to be depleted instead, which will cause the value to underflow to 65535.&lt;br /&gt;
&lt;br /&gt;
The reason the above works is because the game utilizes the same memory address for the reduction in ammo during a Crystal Flash as it does for counting directional pad inputs for Draygon releasing Samus. Basically, the directional pad will increase the value of this address, and the Crystal Flash will decrease it. Draygon will release Samus when the counter reaches 60, and the Crystal Flash will end when the counter has reached zero three times. Upon reaching zero for the first time, the Crystal Flash will begin depleting [[Super Missile|Super Missiles]]. Upon reaching zero for the second time, the Crystal Flash will begin depleting [[Power Bomb|Power Bombs]]. Upon reaching zero for the third time, the Crystal Flash will end.&lt;br /&gt;
&lt;br /&gt;
Because the counter decreases by 1 once every eight frames, it makes it possible to battle back against the counter using the directional pad, and spam inputs until 60 have been performed, resulting in both an ammo underflow and a shinespark suit after Draygon releases Samus.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o82Vb3UgdcI}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Mother Brain|Mother Brain's]] rainbow beam strikes Samus while she is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
The issue with this method is that Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit, or unless Samus is struck by either Mother Brain or one of her attacks.&lt;br /&gt;
&lt;br /&gt;
A neat feature of this method is that when the rainbow beam connects with Samus while she is performing a Crystal Flash, Samus will be granted near-infinite ammo of either one or two types, depending on when the rainbow beam connects with Samus while her ammo is being depleted by the Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_q0NN1McWcA}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Super Metroid attaches appropriately to Samus and forces Samus into the crouch pose while she is performing a Crystal Flash. The reason the word &amp;quot;appropriately&amp;quot; is used is because sometimes, this method simply does not work for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
Similar to the previous method, Samus will not be able to move after performing this method unless X-Ray Scope is activated, which would remove the shinespark suit. All in all, this and Ridley (Ceres) *CF are the most limited methods for generating a shinespark suit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Hs6UR_RPSKo}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the Crystal Flash, the yellow suit glitch may not occur. Instead, the effect of the Crystal Flash will occur immediately after Samus reaches 01 energy, and will free Samus from the Super Metroid's stun upon completion.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0y89IXyGQF4}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the [[Reserve Tank]] automatic refill occurs while Samus is performing a Crystal Flash under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The only known procedure for causing &amp;quot;Reserve Mode&amp;quot;, also known as &amp;quot;greyout glitch&amp;quot;, according to Kejardon is the following:&lt;br /&gt;
&lt;br /&gt;
* While X-Ray Scope is highlighted green and at least ~5 Reserve Tank energy is available while the Reserve Tank is set to &amp;quot;Auto&amp;quot;, transition into a room as a creature deals damage to Samus&lt;br /&gt;
* As the transition occurs, press and hold &amp;quot;dash&amp;quot; so that X-Ray Scope is activated post-transition&lt;br /&gt;
&lt;br /&gt;
If performed correctly, the screen should become darker than usual, and should remain that way as long as Samus is in this mode. There may also be some discoloration of the background.&lt;br /&gt;
&lt;br /&gt;
The most useful enemies for producing this mode are those who can continue to move even during a transition taking place, such as [[Zebbo|Zebbos]], and/or those that can still continue to channel damage into Samus during transitions, such as [[Metroid|Metroids]].&lt;br /&gt;
&lt;br /&gt;
The reason at least ~5 energy is a requirement for producing this mode is because otherwise, the energy transfer will occur so fast that the game state that usually occurs, where the game stops for a short time for the energy transfer, will not happen at all.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|52POqq4ncrE}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if the Reserve Tank automatic refill occurs when Samus is struck by an enemy while morphed and activates the shinespark on the frame the knockback timer reaches zero under the effects of &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|IxCmtvNR1eA}}&lt;br /&gt;
&lt;br /&gt;
== Elevator *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if an elevator is activated on the same frame that a Crystal Flash is activated.&lt;br /&gt;
&lt;br /&gt;
Because one of the required inputs for the Crystal Flash is down on the directional pad, this method is only possible on elevators that will travel downward.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|MZkWR4dy788}}&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus acquires a suit upgrade on the same frame that a Crystal Flash would activate, and a [[bomb]] is placed accordingly.&lt;br /&gt;
&lt;br /&gt;
The bomb is required to propel Samus and interrupt the Crystal Flash, as otherwise, Samus would begin the Crystal Flash after the suit upgrade animation; however, the Crystal Flash animation would be replaced by the save station animation that occurs when a save file is loaded, except with green electricity.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BleW62d3Q1U}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if [[Ridley|Ridley's]] escape cinematic on Ceres Station occurs while the X-Ray Scope is active, and then a shinespark is activated which results in Samus, before the shinespark would begin travel, coming in contact with the wall she would have otherwise been pushed into.&lt;br /&gt;
&lt;br /&gt;
Coming in contact with the wall in question while not in an active shinespark will remove the knockback property prematurely, making this method no longer possible. Coming in contact with the wall in question while in a traveling shinespark can result in a softlock.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|CAbPPFhmKrQ}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) *CF ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Ridley's escape cinematic on Ceres Station occurs while Samus is performing a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|rTyJT3HvytE}}&lt;br /&gt;
&lt;br /&gt;
== Spikes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus takes damage from a spike or spike-like source (such as electricity) while morphed, unmorphs on either the frame contact is made (&amp;quot;frame 1&amp;quot;) or the frame after (&amp;quot;frame 2&amp;quot;), and activates a shinespark on the last frame of the knockback timer (&amp;quot;frame 10&amp;quot;).&lt;br /&gt;
 &lt;br /&gt;
[http://pastebin.com/qUaVXHpv Please refer to the pastebin linked here for a more in-depth explanation and useful applications].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iXm-Z_H-cq0}}&lt;br /&gt;
&lt;br /&gt;
Samus cannot normally perform this method without [[Gravity Suit]] underwater because the knockback timer from contact with a spike or a spike-like source runs out before Samus is able to jump. Contact with spikes will cause a knockback period of 10 frames, and the earliest frame a shinespark can be activated without Gravity Suit underwater from an unmorph is the 18th frame, which does not occur normally. The knockback timer must be a higher value than the earliest frame when a shinespark can be activated in order to generate a shinespark suit with this method.&lt;br /&gt;
&lt;br /&gt;
That being said, a Reserve Tank automatic trigger occurring during an unmorph on spikes will double the knockback timer's amount (from 10 to 20), allowing the &amp;quot;earliest frame when a shinespark can be activated&amp;quot; amount to be reached without Gravity Suit underwater.&lt;br /&gt;
&lt;br /&gt;
As a result of the above, it is possible to perform this method without Gravity Suit underwater if a Reserve Tank and a mild amount of pause abuse are incorporated appropriately.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LMr1NZyowXs}}&lt;br /&gt;
&lt;br /&gt;
[https://www.twitch.tv/videos/162786960 Galamoz's Spike Suit tutorial]&lt;br /&gt;
&lt;br /&gt;
A spike suit is commonly attempted in Any% PRKD if runners failed to get Blue Suit when killing Draygon, or if they did get Blue Suit, but want to get Draygon's drops.&lt;br /&gt;
&lt;br /&gt;
This method of going for it was created by Behemoth: &amp;quot;Airball&amp;quot; into the wall above one of the bottom turrets. Then when you press the dpad into the wall, Samus will immediately hit the electricity, and you can hopefully time the unmorph more consistently than if you airball into the turret and try to time the jump press visually. After that, you just need to time the second jump press.&lt;br /&gt;
&lt;br /&gt;
== Slopes ==&lt;br /&gt;
&lt;br /&gt;
A shinespark suit will be generated if Samus is struck by a damage source while Samus is moving forward, damage boosts onto a slope behind her, and activates a shinespark immediately upon landing atop the slope. This is commonly referred to as a &amp;quot;slopespark&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
to-do: explain this better&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|e27GzsrYw3w}}&lt;br /&gt;
&lt;br /&gt;
Below are a few additional examples of slopesparks. The trickiest aspect of performing a slopespark is arguably that, typically, one must frame-perfectly switch from forward to backward, as seen in these clips.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ImFfKojPblU}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Blue Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=6790</id>
		<title>X-Ray Climb</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=6790"/>
				<updated>2023-01-15T20:11:36Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added a video demonstrating the RBMBO Maridia Escape, with a tile viewer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Ray Climbing is a technique that allows upward traversal while stuck in walls. It is most frequently used to go [[Out of Bounds]]. It is mainly used while getting stuck inside of a door. Most categories that go Out of Bounds do so by means of X-Ray Climbing, such as [[Any% Glitched]] and [[RBMBO]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kTZd2YybuSI}}&lt;br /&gt;
&lt;br /&gt;
To perform X-Ray Climbing, make sure to pick-up the [[X-Ray Scope]]. Get stuck in a wall (usually a door) while standing, and then crouch. Use the X-Ray Scope, face the other direction and immediately stop scoping. If done right, Samus should now be forced into a standing position which moves her up by 5 pixels.&lt;br /&gt;
&lt;br /&gt;
Runners will need to be careful not to morph part way through the X-Ray Climb, which would result in a softlock. To avoid this, many runners will pause and turn off [[Morphing Ball]] to avoid this.&lt;br /&gt;
&lt;br /&gt;
[[Item Randomizer]], certain [[Low%]] categories, as well as some [[RBO]] routes sometimes make use of inbounds X-Ray Climbing to get through [[The Precious Room]] after defeating Draygon due to the lack of [[Gravity Suit]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0YQBAqf5ACI}}&lt;br /&gt;
&lt;br /&gt;
It is also sometimes used in [[Pants Room]] to get to [[Spring Ball]]. Other inbounds uses are rare, usually relegated to plandos or puzzles. Inbounds X-Ray Climbing can be useful in many hacks:  It is simply the layout of the original map and the fact that Bombs are very early that makes inbounds X-Ray Climbing not very useful.&lt;br /&gt;
&lt;br /&gt;
If you're trying to see if you're high enough to jump out of the wall, do it from a crouch. If you're still fully embedded in the wall and you jump while standing, it will put you in a crouched pose that won't allow further X-Ray use.&lt;br /&gt;
&lt;br /&gt;
Because of the properties of X-Ray Scope to change [[Out of Bounds]] blocks, non-optimal X-Ray Climbing that leaves X-Ray activated for seconds at a time can alter the layout of the Out of Bounds, causing standard routes or setups to have new blocks in their path.&lt;br /&gt;
&lt;br /&gt;
=Setting up an X-Ray Climb=&lt;br /&gt;
&lt;br /&gt;
The most common way to initiate an X-Ray Climb is by getting stuck in a door. There are a couple other ways, which are listed for completeness.&lt;br /&gt;
&lt;br /&gt;
== Door Stuck ==&lt;br /&gt;
&lt;br /&gt;
There are 3 levels of being stuck in a door: (Shallow) Stuck, Deep Stuck, and Very Deep Stuck.&lt;br /&gt;
&lt;br /&gt;
===Stuck===&lt;br /&gt;
&lt;br /&gt;
A stationary spinjump and walljump check inside the door shell of a rightwards transition is enough to get Stuck inside of a door for X-Ray climbing most rooms. You'll need to do the walljump check low enough to avoid having the top of the doorframe put you in a forced-crouch pose, which would prevent the use of X-Ray.&lt;br /&gt;
&lt;br /&gt;
Note with some doors that may close faster, this may either be impossible or require a different height to get caught.&lt;br /&gt;
&lt;br /&gt;
For a leftward door transition that you don't need to be Deep Stuck, you will need to do a stationary spinjump with dash speed, followed by a precise walljump check. Once the next room loads, hold down, and your momentum will carry you into the door as it closes. This is most notably used in [[12%]] and some older routes of [[Any% Glitched]] and [[Low% Glitched]] in order to X-Ray Climb in [[Mother Brain's Room]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o221jdmsxq8}}&lt;br /&gt;
&lt;br /&gt;
For a leftward door transition suitless underewater (where dash speed cannot be used), a different set-up is required. The shortest description is that it is the same as a rightward transition, but Samus needs to downgrab the door.&lt;br /&gt;
&lt;br /&gt;
From a full height jump in the door frame, there are two frames that work to trigger the transition. Then Right should continue to be held the entire time. There is then a one frame window to initiate a Down press after the transition:  It is usually the second frame after you have control of Samus after the transition (TODO: Double check when it isn't; with Hi-Jump, one of the two frames is instead the third frame after you have control of Samus. Due to this inconsistency, it is suggested to unequip Hi-Jump if you are attempting to time the Down press). Thus, it is a 2 frame window, followed by a 1 frame window. The Down press can be held (if trying to time it), or Down may simply be mashed (you will not Morph, since Right is held).&lt;br /&gt;
&lt;br /&gt;
For the height in the door shell, see the image below. In this image, the green numbered frames are the ones that work. The number indicates what number frame this is with Samus in this pose. This is from a full height jump.&lt;br /&gt;
&lt;br /&gt;
[[File:Suitless_right_door_stuck_summary.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Below is an example of this, which can be used to collect the items in [[Aqueduct]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1sPNPkv0eYk}}&lt;br /&gt;
&lt;br /&gt;
This has a use in [[RBMBO]], where it is used in the top right door of [[Mt. Everest]] to leave Maridia (using Out of Bounds travel). &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oTjfwwbu5O8}}&lt;br /&gt;
&lt;br /&gt;
===Deep Stuck===&lt;br /&gt;
&lt;br /&gt;
Sometimes, Samus needs to be deeper in the door. This is usually due to a slope tile existing on the tile next to the door shell (e.g., see the any% glitched X-Ray Climb).&lt;br /&gt;
&lt;br /&gt;
The two common methods to get Deep Stuck are by: (1) properly taking enemy damage (e.g., in any% glitched); (2) initiating a shinespark on the same frame as a wall jump check of the door transition, and immediately sparking after the transition (e.g., in RBMBO, to X-Ray Climb into Tourian).&lt;br /&gt;
&lt;br /&gt;
There are additional methods, but these tend to be too precise for RTA use. The most well-known may be a boomerang Mockball, which was used in an old TAS to get Deep Stuck to be able to X-Ray Climb to Tourian. To be feasible RTA, this would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
Similarly, one can use boomerang momentum to get Deep Stuck without a Mockball. This may require [[Speed Booster]], and to be feasible RTA would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
===Very Deep Stuck===&lt;br /&gt;
&lt;br /&gt;
There is one extremely limited use where it can be helpful to be even deeper in a door shell. Specifically, Samus needs to be deep enough that she can trigger the transition (either with a wall jump check, or simply by turning around). Then Samus may X-Ray Climb up to a different transition, and trigger the transition blocks without opening the door shell.&lt;br /&gt;
&lt;br /&gt;
The only viable method for accomplishing this RTA is via G-Mode. See [[G-Mode#(Very) Deep Stuck X-Ray Climbing|G-Mode]] for an example. This has no practical applications in the vanilla map, so is relegated to plandos, puzzles, challenges, and hacks.&lt;br /&gt;
&lt;br /&gt;
Similar to Deep Stuck, it is possible to get Very Deep Stuck with boomerang momentum (with [[Speed Booster]]). Again, to be RTA viable this would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
==Other Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple other methods to initiate an X-Ray Climb. A couple are listed below. Basically, any method of getting Samus embedded in a wall would work.&lt;br /&gt;
&lt;br /&gt;
===Blue/Green Gate===&lt;br /&gt;
&lt;br /&gt;
By using a gate, an X-Ray Climb can be initiated. This is done by barely standing inside of the gate, and then shooting it closed.&lt;br /&gt;
&lt;br /&gt;
This is used in [[RBMBO]] to skip Botwoon by using Out of Bounds travel.&lt;br /&gt;
&lt;br /&gt;
===Frozen Enemy===&lt;br /&gt;
&lt;br /&gt;
By pixel perfectly freezing an enemy just inside of a wall (the same as the Rinka position for Zebetite skip), it is possible to clip into a wall a single pixel. From this position, an X-Ray Climb can be initiated.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
= External links =&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#XRayClimb TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=6788</id>
		<title>X-Ray Climb</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=6788"/>
				<updated>2023-01-15T16:35:20Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added an example video of getting doorstuck right-to-left while suitless underwater.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-Ray Climbing is a technique that allows upward traversal while stuck in walls. It is most frequently used to go [[Out of Bounds]]. It is mainly used while getting stuck inside of a door. Most categories that go Out of Bounds do so by means of X-Ray Climbing, such as [[Any% Glitched]] and [[RBMBO]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|kTZd2YybuSI}}&lt;br /&gt;
&lt;br /&gt;
To perform X-Ray Climbing, make sure to pick-up the [[X-Ray Scope]]. Get stuck in a wall (usually a door) while standing, and then crouch. Use the X-Ray Scope, face the other direction and immediately stop scoping. If done right, Samus should now be forced into a standing position which moves her up by 5 pixels.&lt;br /&gt;
&lt;br /&gt;
Runners will need to be careful not to morph part way through the X-Ray Climb, which would result in a softlock. To avoid this, many runners will pause and turn off [[Morphing Ball]] to avoid this.&lt;br /&gt;
&lt;br /&gt;
[[Item Randomizer]], certain [[Low%]] categories, as well as some [[RBO]] routes sometimes make use of inbounds X-Ray Climbing to get through [[The Precious Room]] after defeating Draygon due to the lack of [[Gravity Suit]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0YQBAqf5ACI}}&lt;br /&gt;
&lt;br /&gt;
It is also sometimes used in [[Pants Room]] to get to [[Spring Ball]]. Other inbounds uses are rare, usually relegated to plandos or puzzles. Inbounds X-Ray Climbing can be useful in many hacks:  It is simply the layout of the original map and the fact that Bombs are very early that makes inbounds X-Ray Climbing not very useful.&lt;br /&gt;
&lt;br /&gt;
If you're trying to see if you're high enough to jump out of the wall, do it from a crouch. If you're still fully embedded in the wall and you jump while standing, it will put you in a crouched pose that won't allow further X-Ray use.&lt;br /&gt;
&lt;br /&gt;
Because of the properties of X-Ray Scope to change [[Out of Bounds]] blocks, non-optimal X-Ray Climbing that leaves X-Ray activated for seconds at a time can alter the layout of the Out of Bounds, causing standard routes or setups to have new blocks in their path.&lt;br /&gt;
&lt;br /&gt;
=Setting up an X-Ray Climb=&lt;br /&gt;
&lt;br /&gt;
The most common way to initiate an X-Ray Climb is by getting stuck in a door. There are a couple other ways, which are listed for completeness.&lt;br /&gt;
&lt;br /&gt;
== Door Stuck ==&lt;br /&gt;
&lt;br /&gt;
There are 3 levels of being stuck in a door: (Shallow) Stuck, Deep Stuck, and Very Deep Stuck.&lt;br /&gt;
&lt;br /&gt;
===Stuck===&lt;br /&gt;
&lt;br /&gt;
A stationary spinjump and walljump check inside the door shell of a rightwards transition is enough to get Stuck inside of a door for X-Ray climbing most rooms. You'll need to do the walljump check low enough to avoid having the top of the doorframe put you in a forced-crouch pose, which would prevent the use of X-Ray.&lt;br /&gt;
&lt;br /&gt;
Note with some doors that may close faster, this may either be impossible or require a different height to get caught.&lt;br /&gt;
&lt;br /&gt;
For a leftward door transition that you don't need to be Deep Stuck, you will need to do a stationary spinjump with dash speed, followed by a precise walljump check. Once the next room loads, hold down, and your momentum will carry you into the door as it closes. This is most notably used in [[12%]] and some older routes of [[Any% Glitched]] and [[Low% Glitched]] in order to X-Ray Climb in [[Mother Brain's Room]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|o221jdmsxq8}}&lt;br /&gt;
&lt;br /&gt;
For a leftward door transition suitless underewater (where dash speed cannot be used), a different set-up is required. The shortest description is that it is the same as a rightward transition, but Samus needs to downgrab the door.&lt;br /&gt;
&lt;br /&gt;
From a full height jump in the door frame, there are two frames that work to trigger the transition. Then Right should continue to be held the entire time. There is then a one frame window to initiate a Down press after the transition:  It is usually the second frame after you have control of Samus after the transition (TODO: Double check when it isn't; with Hi-Jump, one of the two frames is instead the third frame after you have control of Samus. Due to this inconsistency, it is suggested to unequip Hi-Jump if you are attempting to time the Down press). Thus, it is a 2 frame window, followed by a 1 frame window. The Down press can be held (if trying to time it), or Down may simply be mashed (you will not Morph, since Right is held).&lt;br /&gt;
&lt;br /&gt;
For the height in the door shell, see the image below. In this image, the green numbered frames are the ones that work. The number indicates what number frame this is with Samus in this pose. This is from a full height jump.&lt;br /&gt;
&lt;br /&gt;
[[File:Suitless_right_door_stuck_summary.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
Below is an example of this, which can be used to collect the items in [[Aqueduct]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|1sPNPkv0eYk}}&lt;br /&gt;
&lt;br /&gt;
This has a use in [[RBMBO]], where it is used in the top right door of [[Mt. Everest]] to leave Maridia (using Out of Bounds travel). &lt;br /&gt;
&lt;br /&gt;
TODO: Get a video of this.&lt;br /&gt;
&lt;br /&gt;
===Deep Stuck===&lt;br /&gt;
&lt;br /&gt;
Sometimes, Samus needs to be deeper in the door. This is usually due to a slope tile existing on the tile next to the door shell (e.g., see the any% glitched X-Ray Climb).&lt;br /&gt;
&lt;br /&gt;
The two common methods to get Deep Stuck are by: (1) properly taking enemy damage (e.g., in any% glitched); (2) initiating a shinespark on the same frame as a wall jump check of the door transition, and immediately sparking after the transition (e.g., in RBMBO, to X-Ray Climb into Tourian).&lt;br /&gt;
&lt;br /&gt;
There are additional methods, but these tend to be too precise for RTA use. The most well-known may be a boomerang Mockball, which was used in an old TAS to get Deep Stuck to be able to X-Ray Climb to Tourian. To be feasible RTA, this would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
Similarly, one can use boomerang momentum to get Deep Stuck without a Mockball. This may require [[Speed Booster]], and to be feasible RTA would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
===Very Deep Stuck===&lt;br /&gt;
&lt;br /&gt;
There is one extremely limited use where it can be helpful to be even deeper in a door shell. Specifically, Samus needs to be deep enough that she can trigger the transition (either with a wall jump check, or simply by turning around). Then Samus may X-Ray Climb up to a different transition, and trigger the transition blocks without opening the door shell.&lt;br /&gt;
&lt;br /&gt;
The only viable method for accomplishing this RTA is via G-Mode. See [[G-Mode#(Very) Deep Stuck X-Ray Climbing|G-Mode]] for an example. This has no practical applications in the vanilla map, so is relegated to plandos, puzzles, challenges, and hacks.&lt;br /&gt;
&lt;br /&gt;
Similar to Deep Stuck, it is possible to get Very Deep Stuck with boomerang momentum (with [[Speed Booster]]). Again, to be RTA viable this would probably require L+R.&lt;br /&gt;
&lt;br /&gt;
==Other Methods==&lt;br /&gt;
&lt;br /&gt;
There are a couple other methods to initiate an X-Ray Climb. A couple are listed below. Basically, any method of getting Samus embedded in a wall would work.&lt;br /&gt;
&lt;br /&gt;
===Blue/Green Gate===&lt;br /&gt;
&lt;br /&gt;
By using a gate, an X-Ray Climb can be initiated. This is done by barely standing inside of the gate, and then shooting it closed.&lt;br /&gt;
&lt;br /&gt;
This is used in [[RBMBO]] to skip Botwoon by using Out of Bounds travel.&lt;br /&gt;
&lt;br /&gt;
===Frozen Enemy===&lt;br /&gt;
&lt;br /&gt;
By pixel perfectly freezing an enemy just inside of a wall (the same as the Rinka position for Zebetite skip), it is possible to clip into a wall a single pixel. From this position, an X-Ray Climb can be initiated.&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
= External links =&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#XRayClimb TASVideos description]&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6505</id>
		<title>Early Supers Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6505"/>
				<updated>2022-09-07T12:03:42Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Green Brinstar Main Shaft]]&lt;br /&gt;
|east=[[Brinstar Reserve Tank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySupersRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
== Acquiring early Super Missiles ==&lt;br /&gt;
&lt;br /&gt;
Even though the intended way to acquire the [[Super Missile|Super Missiles]] at the top of the room is to run over the crumble bridge and past the gates with [[Speed Booster]], it is possible to get theese [[Super Missile|Super Missiles]] only with the use of [[Morphing Ball|Morphball]]. Therefore a technique called [[Mockball|Mockballing]] is used, which transerfs running speed into rolling speed, which will allow you to not only be fast enough to not fall through the crumble blocks but also be small enough to not run into one of the closing gates. This is one of the first major sequence breaks in almost any [[Categories|category]] and allows to skip [[Spore Spawn|Spore Spawn´s]] Super Missiles making that Miniboss obsolete in almost all [[Categories|categories]]. The video below shows a demonstration of how to perform the [[Mockball]] with a setup from the previous room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
A tutorial for the trick:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
If you fail to jump through the door, you can still get a backup mockball without leaving the room by running a short distance on the platform before doing a mockball. A short-hop mockball is not required, but the mockball does need to get up to speed before the first crumble block.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7bHxm5TttRI}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
For the first pass through the room, start as normal, but do a damage boost off of the Waver instead of most categories, where you kill it for its drop. Then go back right and open the Reserve Room door with a Super.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vg7TTM3ddS8}}&lt;br /&gt;
&lt;br /&gt;
The fastest way of collecting the missiles under the crumble blocks is to do a mockball from the Reserve Tank room, then drop down into the missile area.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QsYcH49dKB4}}&lt;br /&gt;
&lt;br /&gt;
This mockball is very difficult though, so if you fail it, or choose not to do it, the fastest way is to go back up top to the Super Missile location, drop down, then do a Quick Drop through the crumble blocks above the missile, grab it, and jump back out before the crumble blocks finish respawning.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CWtoD6UiEQ}}&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
It's possible to get through the gates without either Speed Booster or Morph Ball, using a damage boost from the [[Zeb]], as seen in [https://clips.twitch.tv/ManlyAuspiciousTrollBabyRage this clip]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, one can bypass the gates using precise crouching and/or aiming down to compress Samus' hitbox, as seen below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|stNcGyyLCB0}}&lt;br /&gt;
&lt;br /&gt;
However, if you're playing on a randomizer that lacks softlock prevention changes, failing these tricks will result in a softlock.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Sidehopper|Small Sidehopper]]&lt;br /&gt;
&lt;br /&gt;
* [[Waver]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Brinstar Super Missile 2]] aka [[Early Supers]]&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Brinstar Missile 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6503</id>
		<title>Early Supers Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6503"/>
				<updated>2022-09-06T16:47:57Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Green Brinstar Main Shaft]]&lt;br /&gt;
|east=[[Brinstar Reserve Tank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySupersRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
== Acquiring early Super Missiles ==&lt;br /&gt;
&lt;br /&gt;
Even though the intended way to acquire the [[Super Missile|Super Missiles]] at the top of the room is to run over the crumble bridge and past the gates with [[Speed Booster]], it is possible to get theese [[Super Missile|Super Missiles]] only with the use of [[Morphing Ball|Morphball]]. Therefore a technique called [[Mockball|Mockballing]] is used, which transerfs running speed into rolling speed, which will allow you to not only be fast enough to not fall through the crumble blocks but also be small enough to not run into one of the closing gates. This is one of the first major sequence breaks in almost any [[Categories|category]] and allows to skip [[Spore Spawn|Spore Spawn´s]] Super Missiles making that Miniboss obsolete in almost all [[Categories|categories]]. The video below shows a demonstration of how to perform the [[Mockball]] with a setup from the previous room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
A tutorial for the trick:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
If you fail to jump through the door, you can still get a backup mockball without leaving the room by running a short distance on the platform before doing a mockball. A short-hop mockball is not required, but the mockball does need to get up to speed before the first crumble block.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7bHxm5TttRI}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
For the first pass through the room, start as normal, but do a damage boost off of the Waver instead of most categories, where you kill it for its drop. Then go back right and open the Reserve Room door with a Super.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vg7TTM3ddS8}}&lt;br /&gt;
&lt;br /&gt;
The fastest way of collecting the missiles under the crumble blocks is to do a mockball from the Reserve Tank room, then drop down into the missile area.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QsYcH49dKB4}}&lt;br /&gt;
&lt;br /&gt;
This mockball is very difficult though, so if you fail it, or choose not to do it, the fastest way is to go back up top to the Super Missile location, drop down, then do a Quick Drop through the crumble blocks above the missile, grab it, and jump back out before the crumble blocks finish respawning.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CWtoD6UiEQ}}&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
It's possible to get through the gates without either Speed Booster or Morph Ball, using a damage boost from the [[Zeb]], as seen in [https://clips.twitch.tv/ManlyAuspiciousTrollBabyRage this clip]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, one can bypass the gates using precise crouching and/or aiming down to compress Samus' hitbox, as seen below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ks2URp0mhIY}}&lt;br /&gt;
&lt;br /&gt;
However, if you're playing on a randomizer that lacks softlock prevention changes, failing these tricks will result in a softlock.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Sidehopper|Small Sidehopper]]&lt;br /&gt;
&lt;br /&gt;
* [[Waver]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Brinstar Super Missile 2]] aka [[Early Supers]]&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Brinstar Missile 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6502</id>
		<title>Early Supers Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Early_Supers_Room&amp;diff=6502"/>
				<updated>2022-09-06T16:42:13Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added an additional method of bypassing the gates without Speed or Morph, and linked a video demonstrating it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Green Brinstar Main Shaft]]&lt;br /&gt;
|east=[[Brinstar Reserve Tank Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:EarlySupersRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
== Acquiring early Super Missiles ==&lt;br /&gt;
&lt;br /&gt;
Even though the intended way to acquire the [[Super Missile|Super Missiles]] at the top of the room is to run over the crumble bridge and past the gates with [[Speed Booster]], it is possible to get theese [[Super Missile|Super Missiles]] only with the use of [[Morphing Ball|Morphball]]. Therefore a technique called [[Mockball|Mockballing]] is used, which transerfs running speed into rolling speed, which will allow you to not only be fast enough to not fall through the crumble blocks but also be small enough to not run into one of the closing gates. This is one of the first major sequence breaks in almost any [[Categories|category]] and allows to skip [[Spore Spawn|Spore Spawn´s]] Super Missiles making that Miniboss obsolete in almost all [[Categories|categories]]. The video below shows a demonstration of how to perform the [[Mockball]] with a setup from the previous room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C5FlyJod8qk}}&lt;br /&gt;
&lt;br /&gt;
A tutorial for the trick:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TSZ7vQfYafI}}&lt;br /&gt;
&lt;br /&gt;
If you fail to jump through the door, you can still get a backup mockball without leaving the room by running a short distance on the platform before doing a mockball. A short-hop mockball is not required, but the mockball does need to get up to speed before the first crumble block.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|7bHxm5TttRI}}&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
&lt;br /&gt;
For the first pass through the room, start as normal, but do a damage boost off of the Waver instead of most categories, where you kill it for its drop. Then go back right and open the Reserve Room door with a Super.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vg7TTM3ddS8}}&lt;br /&gt;
&lt;br /&gt;
The fastest way of collecting the missiles under the crumble blocks is to do a mockball from the Reserve Tank room, then drop down into the missile area.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|QsYcH49dKB4}}&lt;br /&gt;
&lt;br /&gt;
This mockball is very difficult though, so if you fail it, or choose not to do it, the fastest way is to go back up top to the Super Missile location, drop down, then do a Quick Drop through the crumble blocks above the missile, grab it, and jump back out before the crumble blocks finish respawning.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|0CWtoD6UiEQ}}&lt;br /&gt;
&lt;br /&gt;
== Randomizer ==&lt;br /&gt;
&lt;br /&gt;
It's possible to get through the gates without either Speed Booster or Morph Ball, using a damage boost from the [[Zeb]], as seen in [https://clips.twitch.tv/ManlyAuspiciousTrollBabyRage this clip]. &lt;br /&gt;
&lt;br /&gt;
Alternatively, one can bypass the gates utilizing precise crouching and/or aiming down to compress Samus' hitbox, as seen below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Ks2URp0mhIY}}&lt;br /&gt;
&lt;br /&gt;
However, if you're playing on a randomizer that lacks softlock prevention changes, failing these tricks will result in a softlock.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Sm. Sidehopper|Small Sidehopper]]&lt;br /&gt;
&lt;br /&gt;
* [[Waver]]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Brinstar Super Missile 2]] aka [[Early Supers]]&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Brinstar Missile 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Randomizer Softlock Rooms]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Mode&amp;diff=6428</id>
		<title>X-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=X-Mode&amp;diff=6428"/>
				<updated>2022-08-19T18:05:57Z</updated>
		
		<summary type="html">&lt;p&gt;GoldenChorizoCode: Added one additional method of entering Spike X-Mode, as well as 2 videos demonstrating Spike X-Mode and X-Mode Blue Suit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;X-mode (X-Ray mode) is one of the three X-Ray Scope glitched modes, the other two being [[R-Mode]] and [[G-Mode]]. This is the mode enabling Superjumps. Thus, it is the most useful for [[TAS]], but RTA applications tend to be few and far between.&lt;br /&gt;
&lt;br /&gt;
X-mode requires the fewest items, only requiring [[X-Ray Scope]]. However, most set-ups require additional items. The easiest set-up requires [[Morphing Ball]]. The set-up that allows its usage seemingly anywhere in TASes requires [[Ice Beam]].&lt;br /&gt;
&lt;br /&gt;
In current routes of categories, X-mode has very few applications. There is Jesuswalk, used in [[14% xAmmo]] (and an option in other 14% categories, although usually more difficult than a different choice). Additionally [[Max% GT Code]] has a route that crosses [[Bowling Alley]] by using Spike X-mode.&lt;br /&gt;
&lt;br /&gt;
[[Blue Suit Glitch#X-Ray Mode|X-mode may be used to generate a blue suit]] which has uses in 14% categories.&lt;br /&gt;
&lt;br /&gt;
Other than these, most applications of X-mode to speedruns are theoretical, via use of Superjumps. Perhaps the most famous is GT Superjump.&lt;br /&gt;
&lt;br /&gt;
The below is some base information, that should be further fleshed out.&lt;br /&gt;
&lt;br /&gt;
=Entering X-Mode=&lt;br /&gt;
&lt;br /&gt;
X-mode is entered by frame perfectly using X-Ray the frame before knockback ends. This cannot normally be done, so there are different set-ups to make it possible.&lt;br /&gt;
&lt;br /&gt;
==Spike X-Mode==&lt;br /&gt;
&lt;br /&gt;
The easiest method is Spike X-Mode. This requires [[Morphing Ball]]. To perform:  Bounce in Morph near spikes so that you will land on them, select X-Ray and hold dash, hold forward before the spikes damage Samus, and unmorph frame perfectly.&lt;br /&gt;
&lt;br /&gt;
Therefore, this is easiest because the dash input for activating X-Ray is buffered due to the unmorph animation.&lt;br /&gt;
&lt;br /&gt;
To tell if you got the correct frame, here is what happens at various unmorph frames:&lt;br /&gt;
*More than 8 frames early:  X-Ray is used before knockback occurs.&lt;br /&gt;
*2-8 frames early:  Knockback occurs after the unmorph so X-Ray fails.&lt;br /&gt;
*1 frame early:  The unmorph fails.&lt;br /&gt;
*Correct frame:  X-mode is entered, see below&lt;br /&gt;
*1 frame late:  X-Ray is used while standing.&lt;br /&gt;
*2 or more frames late:  Knockback occurs before the unmorph.&lt;br /&gt;
*2 frames late:  X-Ray is used while crouched.&lt;br /&gt;
*3 or more frames late:  Samus will be in the air so X-Ray will fail.&lt;br /&gt;
&lt;br /&gt;
If done correctly, Samus' legs will be moving as if she were running and X-Ray will be active, but Samus will not be moving.&lt;br /&gt;
&lt;br /&gt;
This can also be done by hitting spikes twice in a row. This requires having more health, but may be easier to learn. The first spike hit is used to bounce in morph form, and then the unmorph happens frame perfectly just before the second spike hit.&lt;br /&gt;
&lt;br /&gt;
Rather than bouncing in morph, you can instead bonk into the side of something (such as a platform or a frozen enemy) prior to landing on the spikes. Below are examples of the 3 methods described above.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|WUgiEkJMEwI}}&lt;br /&gt;
&lt;br /&gt;
==Slope X-Mode==&lt;br /&gt;
&lt;br /&gt;
Similar to a [[Yellow Suit Glitch#Slopes|slopespark]], a slope may be used to land before knockback frames are over. This allows using X-Mode.&lt;br /&gt;
&lt;br /&gt;
It appears that in order to do this, a frame perfect switch from holding forwards to holding backwards may be required, to get downwards knockback and land as soon as possible. Thus this has questionable RTA viability, but this requires further testing.&lt;br /&gt;
&lt;br /&gt;
==Door X-Mode==&lt;br /&gt;
&lt;br /&gt;
This is a variant of Slope X-Mode:  While doors are closing, they act like slopes.&lt;br /&gt;
&lt;br /&gt;
This is done by taking damage while going through a transition (while facing away from the transition), similar to getting door stuck for an [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
Like Slope X-Mode, many of these set-ups seem to require a frame perfect switch from forwards to backwards. There is at least an exception for Jesuswalk on PAL.&lt;br /&gt;
&lt;br /&gt;
==Frozen Enemy X-Mode==&lt;br /&gt;
&lt;br /&gt;
Using a frozen enemy, Samus may land very quickly. This is what TAS does to do Superjumps basically anywhere.&lt;br /&gt;
&lt;br /&gt;
This method would not be very RTA viable, since it may require pixel perfect enemy and Samus positioning and hence many frame perfect inputs. For any particular application, a set-up could possibly be found. It would still be very inconsistent.&lt;br /&gt;
&lt;br /&gt;
==Reserve Tanks==&lt;br /&gt;
&lt;br /&gt;
The reserve tank automatic refill can extend the knockback timer. This can be used to allow entering X-Mode where it would otherwise be impossible.&lt;br /&gt;
&lt;br /&gt;
The most famous example here is GT Superjump.&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
&lt;br /&gt;
X-Mode is exited by stopping the use of X-Ray.&lt;br /&gt;
&lt;br /&gt;
Samus will appear to be moving forward. In some instances of X-Mode, Samus will automatically move forward (TODO: When does this happen?). In most instances, Samus will only actually move forward by arm pumping. Samus will move straight forward, without falling, walking on air.&lt;br /&gt;
&lt;br /&gt;
Touching a wall will crash the game.&lt;br /&gt;
&lt;br /&gt;
Crouching in X-Mode will cause Samus to crouch and be unable to move until X-Mode is canceled.&lt;br /&gt;
&lt;br /&gt;
Jumping while in X-Mode will cause Samus to be in a jumping state. Just as she does not move forwards, she will not actually move. If X-Mode is released, she will gain that momentum. This is useful for getting off of the spikes when Spike X-Mode is used.&lt;br /&gt;
&lt;br /&gt;
If X-Mode is entered with non-zero dash speed, a shinespark may be charged. Since Samus is (most likely) not moving, this allows charging a shinespark in a very short distance.&lt;br /&gt;
&lt;br /&gt;
X-Mode may be entered with a [[Yellow Suit Glitch|shinespark suit]], despite the use of X-Ray. Note if the method of entering X-Mode requires a damage boost, this may not be possible since the damage boost may use the spark.&lt;br /&gt;
&lt;br /&gt;
==Superjumps==&lt;br /&gt;
&lt;br /&gt;
If Samus shinesparks while in X-Mode, every frame her vertical momentum is increased by 7 pixels. Since she is in X-Mode, this momentum is not actually applied until X-Mode is canceled. Then it is immediately applied, she loses horizontal momentum, and she is put in a falling state.&lt;br /&gt;
&lt;br /&gt;
This allows gaining absurd amounts of speed, and will frequently cause Samus to go flying [[Out of Bounds]]. The precision in placement and X-Ray release needed for applications makes this extremely difficult to be useful RTA.&lt;br /&gt;
&lt;br /&gt;
=Speedrun Uses=&lt;br /&gt;
&lt;br /&gt;
Current routes of categories use X-Mode infrequently.&lt;br /&gt;
&lt;br /&gt;
==X-Mode Blue==&lt;br /&gt;
&lt;br /&gt;
X-Mode is a fairly simple method of generating a [[Blue Suit Glitch|blue suit]], especially the spike method. It can frequently be the fastest choice. For example, in [[14% xSpeed]] before entering Maridia it should be fastest to get a blue suit in [[Hellway]] via X-Mode.&lt;br /&gt;
&lt;br /&gt;
To generate a blue suit with X-Mode, simply shinespark while in X-Mode and cancel it before the crash.&lt;br /&gt;
&lt;br /&gt;
Given the tendency of Superjumps to go Out of Bounds, it is safest to cancel X-Mode during the windup for the shinespark. Note that if a Spike X-Mode is used, this means that Samus will be on spikes and will now have a blue suit. Thus, damage can be taken very quickly.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bzEiVtFew2c}}&lt;br /&gt;
&lt;br /&gt;
==Bowling Alley==&lt;br /&gt;
&lt;br /&gt;
A Spike X-Mode may be used to cross [[Bowling Alley]] with no tanks and no suits. This is one of the possible routes of [[Max% GT Code]], which collects Gravity but no Varia.&lt;br /&gt;
&lt;br /&gt;
To do this, bounce on the ledge and then X-Mode on the spikes. Arm pump while watching the mini-map to know when you are close to the bowling chozo. Then jump before touching a wall (which will result in a crash) and cancel X-Mode. Hopefully you went far enough.&lt;br /&gt;
&lt;br /&gt;
==Colosseum==&lt;br /&gt;
&lt;br /&gt;
Crossing [[Colosseum]] suitless without Space Jump, Grapple, or Ice Beam can be quite tricky. This is especially true going from right to left, where the last jump from the spike is extremely precise.&lt;br /&gt;
&lt;br /&gt;
Instead, a short Spike X-Mode can be used to make this jump easier. This isn't too terrible, despite being frame perfect, due to the nearby Save Room.&lt;br /&gt;
&lt;br /&gt;
==Jesuswalk==&lt;br /&gt;
&lt;br /&gt;
A door X-Mode may be used to cross [[Mt. Everest]]. This is required in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
There is a relatively simple set-up, by taking damage from a crab during the transition while low in the door in a spinjump. This allows buffering all of the inputs (backwards, jump, angle, and dash). Then the trick reduces to releasing backwards and jump frame perfectly.&lt;br /&gt;
&lt;br /&gt;
There is a method to cross Mt. Everest with a Superjump using via a door X-Mode. It is claimed this only works on PAL, and the only clip of it requires a frame perfect switch from left to right to get a downwards knockback. If this method is humanly feasible, it would allow [[14% xSpeed]] to be completed without the use of L+R wall jumping. However, the segment containing this trick would be extremely difficult, requiring: G-moding into Maridia, managing to get a [[Yellow Suit Glitch|shinespark suit]] afterwards, performing this Jesuswalk Superjump, continuing with the blue suit while fighting Botwoon, sparking up [[Halfie Climb Room]], and then traversing [[Colosseum]] with minimal equipment before being able to save.&lt;br /&gt;
&lt;br /&gt;
==GT Superjump==&lt;br /&gt;
&lt;br /&gt;
This is a well known application from the 100% TAS. It uses a reserve tank extended knockback to get X-Mode in [[Golden Torizo's Room]], to collect GT Missiles without Space Jump by using a Superjump.&lt;br /&gt;
&lt;br /&gt;
This would enable a single Norfair route of 100%.&lt;br /&gt;
&lt;br /&gt;
Not only is this method incredibly precise and thus fairly infeasible, it is also believed to not be faster for RTA 100%. Getting through Lower Norfair with this equipment is significantly slower, thus losing all of the gained time.&lt;br /&gt;
&lt;br /&gt;
=Other Uses=&lt;br /&gt;
&lt;br /&gt;
Here, other uses (including theoretical applications to categories) can be documented as they come up.&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>GoldenChorizoCode</name></author>	</entry>

	</feed>