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		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-04T22:04:48Z</updated>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=9951</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=9951"/>
				<updated>2026-04-04T15:27:57Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: &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;
=X-Ray Climb Timing=&lt;br /&gt;
&lt;br /&gt;
In air physics (including in water with Gravity), there is a 5-frame window to release X-Ray while turning around in order to get the X-Ray stand-up. There is a delay between the time that you release X-Ray and the time that it actually deactivates, and it works out that it is best to aim to release X-Ray on the same frame that you begin turning around. It will work if you release X-Ray anywhere between 2 frames before and 2 frames after the turnaround input.&lt;br /&gt;
&lt;br /&gt;
In underwater physics, the turnaround animation takes longer. To aim for the center of the window in this case, release X-Ray 4 or 5 frames after the turnaround input.&lt;br /&gt;
&lt;br /&gt;
X-Ray has a setup time of 12 frames, and if you release X-Ray while it is setting up, the release will not begin processing until after finishing setting up. For consistency of the timing, it's recommended to hold X-Ray at least those 12 frames. You don't have to wait for the X-Ray beam to fully widen; if the beam appears at all (e.g. as a tiny sliver) then you have waited at least 13 frames, and waiting any longer won't make any difference.&lt;br /&gt;
&lt;br /&gt;
In underwater physics, your turnaround lasts long enough that if you release X-Ray anytime during the setup and press the turnaround input anytime during that window, it will work. In this case you could aim to just do a short tap of X-Ray (holding it anywhere between 1 and 12 frames) and a short tap of the turnaround input, between the same frame as initiating X-Ray or up to 14 frames after. With this method, the relative timing of the X-Ray release and the turnaround essentially don't matter, as long as both happen at some point in the setup window. This method also easily avoids falling out of the wall; the turnaround input just has to be released anytime on or before the 15th frame after X-Ray is initiated.&lt;br /&gt;
&lt;br /&gt;
During the X-Ray setup, there are 3 lag frames, beginning 5 frames after pressing X-Ray. If you press and release the turnaround entirely inside those 3 lag frames, the input will not register. This can be avoided by tapping turnaround for at least 4 frames, or by tapping it no later than 4 frames after initiating X-Ray.&lt;br /&gt;
&lt;br /&gt;
In [[R-Mode]], X-Ray deactivation happens more quickly (2 frames faster) which shifts the frame windows. This would apply for example when using Direct [[G-Mode]] to set up a Very Deep Stuck X-Ray climb. In R-Mode with air physics, to aim for the center of the window, you would release X-Ray 2 frames after the turnaround input. Also in R-Mode the X-Ray deactivation can begin even while it is still setting up, so there is no reason to wait the 12 frames for the setup to finish.&lt;br /&gt;
&lt;br /&gt;
=Some more exact values=&lt;br /&gt;
&lt;br /&gt;
Here I am putting some notes so they are somewhere on the wiki. They should be double-checked precisely by someone knowledgeable, and added to.&lt;br /&gt;
&lt;br /&gt;
In the below, there are sometimes differences between left doors and right doors. A left door is one that entering a transition scrolls the screen to the left. They are usually on the leftside of the screen, and are right-facing. Right doors are, of course, opposite.&lt;br /&gt;
&lt;br /&gt;
==Levels of stuck==&lt;br /&gt;
&lt;br /&gt;
There are 16 pixels of stuck in a door, since tiles are 16 pixels wide. Not all of them are different. Below, the effects at every level are stated.&lt;br /&gt;
&lt;br /&gt;
* 1 pixel:  Can climb; pushed down by slopes next to the door; can CF past 45 degree slopes next to the door.&lt;br /&gt;
* 2 pixels:  Can climb; pushed down by slopes next to the door; can CF past 45 degree slopes next to the door.&lt;br /&gt;
* 3 pixels:  Can climb; pushed down by slopes next to the door; can CF past 45 degree slopes next to the door.&lt;br /&gt;
* 4 pixels:  Can climb; pushed down by slopes next to the door; can CF past 45 degree slopes next to the door.&lt;br /&gt;
* 5 pixels:  Can climb past slopes next to right doors; pushed down by slopes next to left doors; can CF past 45 degree slopes next to left doors.&lt;br /&gt;
* 6 pixels:  Can climb past slopes next to doors.&lt;br /&gt;
* 7 pixels:  Can climb past slopes next to doors.&lt;br /&gt;
* 8 pixels:  Can climb past slopes next to doors.&lt;br /&gt;
* 9 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a difficult walljump check.&lt;br /&gt;
* 10 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; wall crawling enemies will no longer damage Samus.&lt;br /&gt;
* 11 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; Samus can't walk out of walls flat with the door.&lt;br /&gt;
* 12 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; Samus can't walk out of walls flat with the door.&lt;br /&gt;
* 13 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; Samus can't walk out of walls flat with the door.&lt;br /&gt;
* 14 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; Samus can't walk out of walls flat with the door.&lt;br /&gt;
* 15 pixels:  Can climb past slopes next to doors; can trigger transition blocks with a walljump check from a buffered jump; Samus can't walk out of walls flat with the door.&lt;br /&gt;
* 16 pixels:  Can climb past slopes next to doors; can trigger transition blocks by walking into them; Samus can't walk out of walls flat with the door.&lt;br /&gt;
&lt;br /&gt;
Thus, the above levels of stuck correspond as follows:&lt;br /&gt;
* 1 to (4 or 5) pixels:  Shallow stuck. Can CF past a 45 degree slope next to the door, but otherwise pushed down by slopes. This goes to 4 pixels on the right, but 5 pixels on the left.&lt;br /&gt;
* (5 or 6) to 8 pixels:  Deep stuck. Can climb past slopes next to the door. This start at 5 pixels on the right, but 6 pixels on the left.&lt;br /&gt;
* 9 to 16 pixels:  Very deep stuck. Can additionally trigger transition tiles in line with the door using a walljump check.&lt;br /&gt;
&lt;br /&gt;
==Getting stuck==&lt;br /&gt;
&lt;br /&gt;
Here, it is recorded how deep different ways of getting stuck can get. If it is not specified, it should be assumed this goes from an a room with air physics to a room with air physics.&lt;br /&gt;
&lt;br /&gt;
Note these are not optimized at all. For example, maybe one more pixel could be squeezed out by correctly lining up subpixels.&lt;br /&gt;
&lt;br /&gt;
* Standard shallow stuck (e.g., the standard left door stuck):  1 pixel.&lt;br /&gt;
* Momentum mirroring without speed booster at full speed from an air room into a water room:  2 pixels on the right, 4 pixels on the left.&lt;br /&gt;
* Dash speed stuck:  3 pixels on the right, 4 pixels on the left.&lt;br /&gt;
* Shinespark deep stuck:  5 pixels on the right, 6 pixels on the left.&lt;br /&gt;
* Mockball deep stuck:  5 pixels on the right, 6 pixels on the left.&lt;br /&gt;
* Mockball deep stuck from an air room into a water room:  6 pixels on the right, 7 pixels on the left.&lt;br /&gt;
* Momentum mirroring with speed booster with full speed available:  11 pixels on the right, 10 pixels on the left (most likely not optimal; it was simply tested that very deep stuck was possible).&lt;br /&gt;
* Mockball deep stuck with speed booster:  15 pixels on the right, 16 pixels on the left (not optimized; it was simply tested that very deep stuck was possible).&lt;br /&gt;
* Direct G-mode stuck:  Any value from 1 pixel to 16 pixels can be achieved.&lt;br /&gt;
&lt;br /&gt;
There are other methods of getting stuck that should perhaps be tested. For example, a knockback deep stuck is in the current Any% Glitched route.&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>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=9016</id>
		<title>G-Mode Technical Details</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=9016"/>
				<updated>2025-03-31T15:43:20Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Explain how power bomb explosion status mutes the sound&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting to use X-Ray by pressing dash with X-Ray selected, the following things happen as part of the X-Ray setup process:&lt;br /&gt;
&lt;br /&gt;
* time-is-frozen flag ($0A78) is set to 1 (at $91E21A, also again at $91CAFE).&lt;br /&gt;
* enemy projectile flag ($198D) is cleared to 0 (at $91E231).&lt;br /&gt;
* PLM flag ($1C23) is cleared to 0 (at $91E235).&lt;br /&gt;
* animated tiles flag ($1EF1) is cleared to 0 (at $91E239).&lt;br /&gt;
* palette FX flag ($1E79) is cleared to 0 (at $91E23D).&lt;br /&gt;
* an X-Ray HDMA object is created (at $91CAEE) which handles the control of the X-Ray beam, along with its deactivation once dash is released.&lt;br /&gt;
* the input handler ($0A60) is changed to $90E918 (at $91EF07).&lt;br /&gt;
&lt;br /&gt;
During normal usage of X-Ray, these changes create the intended effect that time has stopped, allowing the playing to inspect the room with X-Ray without having to worry about dodging enemies, their projectiles, or other hazards, and the player can turn around to scan on either side but cannot move. Note that the game state ($0998) remains in &amp;quot;main gameplay&amp;quot; ($08) the whole time; just the modifications to the flags affect the behavior of the game.&lt;br /&gt;
&lt;br /&gt;
Normally, all of these changes are undone during the X-Ray deactivation routine ($91E2AD). However, if an auto-reserve trigger finishes while X-Ray is active, then this restores the time-is-frozen flag ($0A78) to 0 (at $82DC18), which prevents the X-Ray deactivation from completing, as it checks (at $888A26) that time is frozen as a condition for the deactivation to proceed. This leaves the game in the &amp;quot;G-mode&amp;quot; state, where processing of PLMS, enemy projectiles, animated tiles, and palette FX remain disabled, and the x-ray input handler remains active. The X-ray HDMA object also remains, and as a result, every frame it continues to check the time-is-frozen flag to see if it should proceed with the X-Ray deactivation cleanup; if auto-reserves are triggered again, this will happen, resulting in Samus being forced to stand up (&amp;quot;R-mode forced stand-up&amp;quot;) and an end to the G-mode effects. The forced standup occurs because part of the X-Ray deactivation involves putting Samus into a standing pose (at $888A5A).&lt;br /&gt;
&lt;br /&gt;
While in G-mode, if X-Ray is used again, a second X-Ray HDMA object will be created; when X-Ray deactivates, this second X-Ray HDMA object will be deleted, and the enemy projectile, PLM, animated tiles, palette FX flags, and input handler will all return to normal, ending G-mode. However, the first X-Ray HDMA object will still remain, meaning the &amp;quot;R-mode forced standup&amp;quot; is still possible. So &amp;quot;R-mode&amp;quot; is simply the result of entering G-mode and then using X-Ray again. Normally this is done by continuing to hold X-Ray through to the end of the auto-reserve trigger, which buffers a second use of X-Ray after the reserve trigger finishes; however, in terms of the resulting game state, there is no difference between doing this vs. entering &amp;quot;G-mode&amp;quot; and then using X-Ray at a later time in the same room.&lt;br /&gt;
&lt;br /&gt;
When leaving the room in G-mode, the X-Ray HDMA object will get cleaned up (at $82E2FA), ending the &amp;quot;R-mode&amp;quot; effects, but the enemy projectile, PLM, animated tiles, and palette FX flags will remain disabled, preserving the G-mode effects.&lt;br /&gt;
&lt;br /&gt;
==Effects of each components==&lt;br /&gt;
&lt;br /&gt;
The various effects of G-mode, R-mode, and related states can be explained by the individual flags/components affected:&lt;br /&gt;
&lt;br /&gt;
===Time-is-frozen flag ($0A78)===&lt;br /&gt;
&lt;br /&gt;
The time-is-frozen flag has many effects, including preventing Samus' movement, preventing enemy processing (including enemy movement), and preventing earthquake shaking. It is normally only active during an auto-reserve trigger, while using X-ray, or during the death sequence. Because the time-is-frozen flag is cleared at the end of the reserve trigger, its effects do not apply to either G-mode or R-mode. One unusual scenario where its effects can be seen is by triggering auto-reserves when entering the Toilet; Samus will continue to pass through the Toilet during the refill, and if enough energy is in reserves to reach the transition on the other side before it completes, then Samus will enter the next room with time frozen. This will be a soft-lock as Samus will not be able to move, though some actions are still possible such as walking in-place or turning around in-place.&lt;br /&gt;
&lt;br /&gt;
===Enemy projectile flag ($198D)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of enemy projectiles will be skipped. This means that enemy projectiles will not be drawn and will not move. However, though they are invisible, they can still spawn and can still damage Samus. The game has space for a maximum of 18 projectiles, so after that amount have spawned, no more will spawn, in which case we say that enemy projectiles are overloaded. If X-ray or a reserve trigger is used to exit G-mode, then the processing of enemy projectiles will resume, meaning all the spawned projectiles will become visible and begin moving (if applicable). Drops from enemies (energy and ammo) are a type of enemy projectile. If a player wants to use G-mode to pass through a heated room, and is relying on drops (and pause abuse) from an enemy near the door in order to escape the room after exiting G-mode, then the player must be careful to avoid letting enemy projectiles become overloaded, since in that case no drops will spawn.&lt;br /&gt;
&lt;br /&gt;
===PLM flag ($1C23)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of PLMs will be skipped. During normal usage of X-Ray, this means, for example, that if a door is in the middle of being opened, or a shot block or bomb block is in the middle of being destroyed, it will stay how it is rather than continuing to progress through its animation, as long as X-Ray is in use. In G-mode this has many implications, and the effects vary depending on the specific type of PLMs and blocks involved.&lt;br /&gt;
&lt;br /&gt;
Some types of PLMs spawn when the room loads, including door locks, items, and gates (blue and green). When entering the room with a reserve trigger to enter G-mode, these PLMs will still be processed for 1 frame (at $82E53C) before G-mode is entered; therefore, door locks, items, and gates still spawn in this case (direct G-mode). However, if leaving the room while still in G-mode (indirect G-mode), the PLMs in the new room will not process at all, until G-mode is exited. This means that in indirect G-mode, door locks, items, and gates do not spawn.&lt;br /&gt;
&lt;br /&gt;
Other types of PLMs spawn dynamically as a reaction to interacting with certain types of blocks, e.g. touching sand, an item, or a camera scroll block; grappling to a Grapple block; or bombing a crumble block, Speed block, or bomb block. The PLM flag being cleared does not prevent new PLMs from spawning; it only prevents them from carrying out their instructions that would normally cause them to animate, perform their function, and/or delete themselves when they finish. As a result, in G-mode it is easy for large number of newly spawned PLMs to accumulate. The game has space for a maximum of 40 PLMs, so after that amount have spawned, no more will spawn.&lt;br /&gt;
&lt;br /&gt;
===Animated tiles flag ($1EF1)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents animated FX from animating, including lava, acid, rain, and the Pink Brinstar falling spores. So these tiles will remain frozen in their initial state. In indirect G-mode, the animated tiles don't load at all, so they can have a different appearance based on whatever animated tiles were most recently loaded in a previous room.&lt;br /&gt;
&lt;br /&gt;
===Palette FX flag ($1E79)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents processing of palette FX, such as the glowing colors in Wrecked Ship, Red Brinstar, and hot Norfair rooms. More significantly, it prevents heat damage, giving the &amp;quot;artificial Varia&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
===X-Ray Input Handler ($90E918)===&lt;br /&gt;
&lt;br /&gt;
The location $0A60 contains a pointer to the routine that handles (most) player input. This is an address into bank $90 and most of the time it is either $E913 or $E926, which provide for normal gameplay. During X-Ray startup, it is set to $E918 which instead is a limited input routine used for the X-Ray Scope. This has the effect that most normal controller inputs stop functioning.&lt;br /&gt;
&lt;br /&gt;
The X-Ray input handler looks only at 3 conditions: whether or not Samus is crouched, which direction Samus is facing, and whether or not the opposite D-Pad button is pressed. During normal X-Ray use, this allows Samus to turn around, allowing the X-Ray beam to be aimed in all directions, but do nothing else. (The effect of up/down moving the X-Ray beam angle is handled by the X-Ray HDMA object.)&lt;br /&gt;
&lt;br /&gt;
Because the handler is not restored to normal when the X-Ray deactivation is not performed, this results in the G-Mode Immobile state: the only actions possible are to turn around in place, or to (re)activate X-Ray.&lt;br /&gt;
&lt;br /&gt;
The handler is restored to normal (specifically, $E913) at one of two places relevant to G-Mode:&lt;br /&gt;
* During the X-Ray deactivation routine, such as when switching to R-Mode (by using X-Ray a second time).&lt;br /&gt;
* At the end of knockback frames - after the last frame in which a damage boost could be performed - which can occur almost immediately if auto-reserve completes before knockback frames expire, or later when Samus is struck by an enemy.&lt;br /&gt;
&lt;br /&gt;
Once the handler is restored to normal, G-Mode Mobile has been entered and Samus can now move normally. However, during G-Mode Immobile there is one more unique effect: G-Mode Morph. This happens because when the X-Ray input handler sees that a direction opposite the current facing direction is pressed, it changes Samus into a &amp;quot;Turning around&amp;quot; pose: a crouching version if Samus was crouched, and a standing version otherwise. During normal X-Ray use, Samus would only ever be crouching or standing, but if the opposite direction is pressed during knockback frames, then it enters the &amp;quot;Standing turnaround&amp;quot; pose (because a knockback pose is not crouching). This pose looks at the previous pose in order to determine if Samus should turn around with the Arm Cannon aimed upward or downward by looking at which way shots would have fired before, but the previous pose - the &amp;quot;knockback&amp;quot; pose - cannot fire shots at all. This results in a table overrun that reselects the pose from a piece of code located in the walljump pose setup, which happens to correspond to the &amp;quot;Entering morph, facing left&amp;quot; value. This results in Samus entering the Morph Ball state, while facing left. G-Mode Morph does not, by itself, reset the input handler, but with only 5 knockback frames in most cases, there is unlikely to be any case where you are still immobile after the morph.&lt;br /&gt;
&lt;br /&gt;
===X-Ray HDMA object===&lt;br /&gt;
&lt;br /&gt;
The continued presence of the X-Ray HDMA object is what allows for an auto-reserve trigger to cause the R-mode forced stand-up. The X-ray state ($0A7A) ends up stuck with a value of 5, which is the final X-Ray deactivation state. In most cases, this HDMA object also causes the &amp;quot;colour math subscreen backdrop colour&amp;quot; to get overwritten on each frame ($88870C), to the gray color associated with how X-Ray dims the screen. This interferes with the operation of a Crystal Flash, which uses the &amp;quot;color math subscreen backdrop colour&amp;quot; as a sort of counter (at $88A35D). As a result, after using a Crystal Flash in G-mode, usually the Crystal Flash clean-up at $88A317 fails to occur, and this means that the power bomb explosion status ($0592) remains set to $8000 after the Crystal Flash completes, and the two HDMA objects created by the Crystal Flash also remain. This leaves behind a &amp;quot;light orb&amp;quot; which can continue to damage enemies. The game audio will also be silenced, as the game skips queuing new sounds (at $809075) while the power bomb explosion status is set.&lt;br /&gt;
&lt;br /&gt;
When the power bomb explosion status ($0592) remains set to $8000, this prevents the use of X-Ray (due to the check at $91E1AA). Leaving the room or triggering auto-reserves will clear the power bomb explosion status ($0592) and allow the use of X-Ray again. Laying another Power Bomb is also an option that can work in some rooms, depending on how many HDMA objects are already occupied by the room's FX (described in some detail below). However, laying another Power Bomb has a side effect of making the foreground (BG1) disappear (why?); in this case, the foreground can be viewed temporarily by using X-Ray, and will be restored permanently by leaving the room.&lt;br /&gt;
&lt;br /&gt;
At $888700, the X-Ray HDMA handler calls a function $91D143, which checks if one of a few special situations applies where the X-Ray HDMA handler will not overwrite the &amp;quot;colour math subscreen backdrop colour&amp;quot;, unlike most rooms. These exceptions are the following rooms:&lt;br /&gt;
&lt;br /&gt;
* Statues Room&lt;br /&gt;
* Glass Tunnel&lt;br /&gt;
* Kraid Room&lt;br /&gt;
* Crocomire's Room&lt;br /&gt;
* Phantoon's Room (only if the room was entered with Phantoon alive)&lt;br /&gt;
* Draygon's Room (only if the room was entered with Draygon alive)&lt;br /&gt;
* Mother Brain Room&lt;br /&gt;
&lt;br /&gt;
Therefore, when Crystal Flash is used in these rooms in G-mode/R-mode, it will clean itself up normally, and not leave behind a light orb or prevent the use of X-Ray. The X-ray handler checks for &amp;quot;Statues Room&amp;quot; and &amp;quot;Glass Tunnel&amp;quot; directly by comparing the room pointer to the two specific values; it checks for boss rooms by comparing the boss ID ($179C) to the 5 specific values. The boss ID is set by enemy initialization for the boss, which in the case of Phantoon and Draygon only happens if the bosses are alive when entering the room (because the room states for these rooms do not include any enemies in the state where the boss is dead). Technically the X-Ray handler also checks for fireflea rooms (by looking at the FX type $196E) and will avoid overwriting the &amp;quot;colour math subscreen backdrop colour&amp;quot; in these rooms as well; however, the fireflea effect itself overwrites these color values, hence the Crystal Flash will still fail to be cleaned up, leaving behind a &amp;quot;light orb&amp;quot; in fireflea rooms the same as in other rooms.&lt;br /&gt;
&lt;br /&gt;
The exception in Mother Brain Room is significant, as the Light Pillar technique would otherwise not be possible (see [[R-Mode#Light_Pillar_Mother_Brain]]).&lt;br /&gt;
&lt;br /&gt;
====FX-dependent HDMA objects====&lt;br /&gt;
&lt;br /&gt;
The game has a total of 6 slots available for HDMA objects. The last slot is essentially always used for handling BG3 scrolling for the HUD (technically it may not be used when initially starting or loading the game in a room without an FX that needs it, but after passing through a door transition it will always be present). The amount of HDMA objects used by room FX (not counting the BG3 scrolling HDMA object) is as follows:&lt;br /&gt;
&lt;br /&gt;
* Lava and acid use 2.&lt;br /&gt;
* Water uses 1, or 2 if the wavy effect on BG2 is enabled.&lt;br /&gt;
* Fog, rain, and the fireflea effect use 1.&lt;br /&gt;
* Scrolling sky (not itself an FX), adds 1 to whatever FX is used (e.g. rain or water), if any.&lt;br /&gt;
&lt;br /&gt;
In direct G-mode (or R-mode), one of the slots will be occupied by the X-Ray HDMA, and after a Crystal Flash, 2 more will be occupied (except for in the special rooms listed above). Including the slot used by BG3 scrolling for the HUD, if the room has no FX then this leaves 2 free slots, which is just enough for a Power Bomb explosion to happen properly. If the room FX uses 1 slot, then a Power Bomb explosion can still happen and will clear the power bomb explosion status ($0592) and allow the use of X-Ray again; but it will be graphically glitched and will delete the BG3 scrolling HDMA object, resulting in further graphical glitches in the HUD, lasting until leaving the room.&lt;br /&gt;
&lt;br /&gt;
If the room FX uses 2 slots, then it will still be possible to lay a single Power Bomb (after a Crystal Flash), and it can give Samus a boost, but it will fail to explode, and it will still not be possible to use X-Ray afterward, nor to lay additional Power Bombs.&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=R-Mode&amp;diff=8993</id>
		<title>R-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=R-Mode&amp;diff=8993"/>
				<updated>2025-03-19T10:28:54Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: R-Mode &amp;amp; Light Pillar: avoid CF PB exploding while Mother Brain is rising&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;R-mode (Reserve mode) is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[G-Mode]]. It is possibly the easiest to enter, and least useful.&lt;br /&gt;
&lt;br /&gt;
R-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]]. Additionally, many applications require either a [[Crystal Flash]] or having more Reserve Tanks than Energy Tanks.&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, R-mode mostly finds use in low% categories, a small exception being a route of Super Metroid Z-Factor 100%.  It can be used in [[14% xChargeless]], [[14% xSpeed]], [[14% xAmmo]], and [[14% xPb]]. It could also be helpful in low% versions of other categories, like low% [[RBO]] or low% [[Map Completion]].&lt;br /&gt;
&lt;br /&gt;
==Entering R-Mode==&lt;br /&gt;
&lt;br /&gt;
R-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, and then using X-Ray on the first frame after the transition while Reserves automatically trigger. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
# Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
# Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
# Be hit by the enemy during the transition.&lt;br /&gt;
# Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
# Continue to hold dash until Reserves have been emptied.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released in about a three frame window when Reserves finish filling, then instead G-mode will be activated. Thus, it is safer to hold X-Ray for longer. Note X-Ray will do the widening animation again when Reserves finish filling, so when this begins for the second time dash can be released.&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest the enter R-mode with a very small amount of Energy in Reserves. However, many applications require getting Energy back into Reserves. Thus, it is usually more optimal to perform R-mode when Reserves are full.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The screen will be dimmed (like X-Ray is being used), and the door will close behind Samus. If the screen is not dimmed, then dash was released very early. If the door does not close, than X-Ray was released slightly too early and G-mode was activated instead.&lt;br /&gt;
&lt;br /&gt;
There may be some graphical glitches, especially if power bombs are used. These will be more common if the room is larger. The pause screen will be a bit messed up, but is fully functional.&lt;br /&gt;
&lt;br /&gt;
If a Crystal Flash is performed, the small light orb will follow Samus around and there may be further graphical glitches. Additionally, where the power bomb for the Crystal Flash was placed will continue to damage enemies.&lt;br /&gt;
&lt;br /&gt;
The most important effect of R-mode is that the first time Reserves are automatically triggered, Samus is put into a standing pose (and R-mode is canceled). This includes if Samus is morphed (but excludes if Samus is in a forced crouch pose). This is frequently called an R-mode forced stand.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
R-mode is canceled when Reserves automatically trigger or a different room is entered.&lt;br /&gt;
&lt;br /&gt;
The most evident limitation is the enemy positioning needed to enter R-mode. Note that the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered). Additionally environmental damage (e.g., heat) will not work. Therefore, a neighboring room needs an enemy that can damage Samus during the transition.&lt;br /&gt;
&lt;br /&gt;
Most applications of R-mode use the forced stand. This requires having Energy in Reserves. Therefore, this requires either:  (1) Crystal Flashing; (2) an infinitely respawning enemy; or (3) having more Reserve Tanks than Energy Tanks, performing R-mode when Reserves are full, and collecting a single health drop to put Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
Note for (3), this could, in principle, be done with fewer relative Reserve Tanks if there are enough enemies in the room. This is usually not practical.&lt;br /&gt;
&lt;br /&gt;
Another limitation is that R-mode requires using X-Ray, so activation will cancel a shinespark suit. R-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
&lt;br /&gt;
Also, a small note, an R-mode forced stand will not happen from a forced crouch, the pose Samus is in when she jumps into a 2-tile tall area and cannot use X-Ray. It will work from a normal crouch, and seemingly any other situation.&lt;br /&gt;
&lt;br /&gt;
Finally, R-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue.&lt;br /&gt;
&lt;br /&gt;
For an upward transition, an appropriately frozen enemy (or some other enemy that Samus can stand on, e.g., a [[Yard]]) can be used. The enemy should be frozen at a height so that if Samus is crouched the transition is not triggered, but when she stands the transition is triggered. See below, the Botwoon Hallway clip, for an example.&lt;br /&gt;
&lt;br /&gt;
For downward transitions, this is extremely problematic. Note X-Ray may only be used when Samus' vertical speed is 0 and she is in a standing, walking, or crouched pose.&lt;br /&gt;
&lt;br /&gt;
*In sand (like the bottom of [[Aqueduct]]), this can be done RTA. See [[G-Mode#Crossing Sandy Rooms]] for an example using G-mode.&lt;br /&gt;
&lt;br /&gt;
*In other cases, it is theoretically possible. This is done in the latest [http://tasvideos.org/4010M.html 100% TAS], using G-mode to enter Maridia from the top.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Uses==&lt;br /&gt;
&lt;br /&gt;
There are three main uses of R-mode in speedrun categories, all of which are only used in the less standard 14% categories.&lt;br /&gt;
&lt;br /&gt;
===R-mode clip to Botwoon===&lt;br /&gt;
&lt;br /&gt;
An R-mode clip can be used to get past [[Botwoon Hallway]] without Ice, a Shinespark, or a Crystal Flash. This is required in esoteric 14% categories, like [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
This requires using a [[Yard]] to R-mode through the upward transition in [[Aqueduct]], collecting enough health drops to put Energy in Reserves, and then using a [[Mochtroid]] to trigger Reserves. Then this requires a very low health [[Botwoon]] (since Reserves were just automatically triggered).&lt;br /&gt;
&lt;br /&gt;
Since Botwoon Hallway does not have infinitely spawning enemies, this method requires a Crystal Flash (in which one could Crystal Flash clip instead), or having more Reserve Tanks than Energy Tanks (technically, there are six enemies in Botwoon Hallway, so this works if one has the same number of Energy as Reserve Tanks but is not viable RTA).&lt;br /&gt;
&lt;br /&gt;
This can be used in a randomizer. It is usually irrelevant, given the Reserve Tank and Energy Tank requirement. To have the most general example, here is a short video performing the clip with the least amount of items required:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621199084}}&lt;br /&gt;
&lt;br /&gt;
Note in any speedrun application, one would have [[Morphing Ball]]. This not only makes the R-mode set-up into the hallway easier, but also makes the clip itself have a wider window:  The window is 3 frames without morph, but 9 frames with morph. (TODO: Get a clip of the speedrun version.)&lt;br /&gt;
&lt;br /&gt;
===R-mode CF Suit===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand can interrupt a Crystal Flash, which will give a flash suit. This is documented on the [[Yellow Suit Glitch#Reserve Mode *CF|Yellow Suit Glitch]] page.&lt;br /&gt;
&lt;br /&gt;
For the most part, this is a (possibly much easier) alternative to an [[Yellow Suit Glitch#Elevator *CF|Elevator CF Suit]]. There are some situations where an elevator may not be accessible. For example, an R-mode CF Suit can be used to eliminate the need for L+R wall jumping in [[14% xChargeless]], by generating a flash suit in [[Below Botwoon Energy Tank]] (and then converting it to a blue suit with a [[Blue Suit Glitch#Crystal Flash|Crystal Spark]]):&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BgNE_vORprY}}&lt;br /&gt;
&lt;br /&gt;
There are some problems:  in order to generate an R-mode CF Suit, the Crystal Flash must be interrupted after the Reserves have been partially filled. Therefore, this requires enough time for Energy to be put in Reserves, and then requires damage to be taken very quickly so that Reserves automatically trigger.&lt;br /&gt;
&lt;br /&gt;
Therefore, most generation spots have a requirement on Energy Tanks. In particular, they will only work if you do not have too many Energy Tanks. For example, the above set-up in Below Botwoon Energy Tank requires having zero Energy Tanks.&lt;br /&gt;
&lt;br /&gt;
This can be done with a maximum of 10 power bombs. This makes it possible to complete a [[14% xPb|14% category that collects (Charge, X-Ray, Power Bomb)]] as the unique items. This has yet to have a known, recorded, RTA completion. Here is an example of generating a suit with a maximum of 10 power bombs:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|608754113}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Blue Suit===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand can interrupt a shinespark, which will give a blue suit. This is documented on the [[Blue Suit Glitch#Reserve Mode|Blue Suit Glitch]] page&lt;br /&gt;
&lt;br /&gt;
This is simply an alternative method for blue suit generation in any speed running category. For example, [[14% xSpeed]] should generate a blue suit and then G-mode to enter Maridia, so that a shinespark can be used to get to the top of [[Mt. Everest]]. This blue suit could be generated via X-mode (in fact, this can be done in [[Hellway]], right next to where one would G-mode to enter Maridia). Thus, an R-mode blue suit is simply a potentially easier alternative.&lt;br /&gt;
&lt;br /&gt;
A good place to practice R-mode blue suit generation is in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621225519}}&lt;br /&gt;
&lt;br /&gt;
==Unusual Uses==&lt;br /&gt;
&lt;br /&gt;
R-mode has many other uses, that are not relevant in any speed running category.&lt;br /&gt;
&lt;br /&gt;
===R-mode clips===&lt;br /&gt;
&lt;br /&gt;
R-mode clips, like the example in [[Botwoon Hallway]] above, can be done in many other locations. None of these turn out to be helpful.&lt;br /&gt;
&lt;br /&gt;
For example, it is possible to R-mode into the top left of [[Golden Torizo's Room]], collect the Supers, use GT to put health in Reserves, and then use heat damage to R-mode clip back to the top left door (which does not lock). This allows collecting GT Supers in an NBMB run (if one has Space Jump, so the OoB version).&lt;br /&gt;
&lt;br /&gt;
===Clipping an enemy into a wall===&lt;br /&gt;
&lt;br /&gt;
By using an R-mode forced stand and Ice, it is possible to freeze an enemy deep into a wall. With an appropriate pixel position, this allows clipping a pixel into a wall and then [[X-Ray Climb]] from strange locations.&lt;br /&gt;
&lt;br /&gt;
For example, this can be done to X-Ray climb up the middle of [[Green Pirates Shaft]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|557022644}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Mother Brain===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand decreases the amount of damage that [[Mother Brain]]'s Rainbow Beam does by a single tick. This is not enough to make fewer tanks required with [[Varia Suit]].&lt;br /&gt;
&lt;br /&gt;
It is enough to make fewer tanks required without [[Varia Suit]]. Any combination of 4+1, 3+2, or 2+3 Energy+Reserve Tanks works. Note this requires Crystal Flashing, since Mother Brain's Room must be entered with R-mode (which will have too low of health to survive). For the Crystal Flash, if the Power Bomb begins exploding while Mother Brain is rising, then the trick will not work; avoid this by timing the Power Bomb to start exploding either before Mother Brain begins rising, or after she has finished rising.&lt;br /&gt;
&lt;br /&gt;
Here is an example of the 2+3 fight, which seemingly shouldn't work since Samus has only 299+299=598 Energy:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|609224130}}&lt;br /&gt;
&lt;br /&gt;
This potentially has a use in low% RBO, or other low% categories that for some reason do not collect Varia Suit. For RBO, this would require cutting a Tank to get down from 6 total to 5. It would also require using an xChargeless base, since both X-Ray and a Crystal Flash are required.&lt;br /&gt;
&lt;br /&gt;
===Light Pillar Mother Brain===&lt;br /&gt;
&lt;br /&gt;
A strange use of R-mode, which had other uses but most of these have since had other methods found, is Light Pillar. In order to activate Light Pillar, when in R-mode hold X-Ray, deselect it (while still holding dash), and then release dash for one or two frames and re-grab dash. If successful, a weird pillar of light will form around Samus.&lt;br /&gt;
&lt;br /&gt;
Light Pillar allows surviving Mother Brain's Rainbow Beam with no Energy Tanks. Thus, 0+3 Energy+Reserve Tanks works (with Varia Suit). In principle, without Varia Suit 1+5 tanks would work. Note, like with R-mode Mother Brain, this requires Crystal Flashing. For the Crystal Flash, it is again important to avoid the Power Bomb starting to explode while Mother Brain is rising; instead do it either before or after.&lt;br /&gt;
&lt;br /&gt;
Here is an example of the 0+3 fight:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|608706911}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Ridley===&lt;br /&gt;
&lt;br /&gt;
After a Crystal Flash is performed in R-mode, the power bomb location can still deal damage to an enemy. [[Ridley]] can take damage from power bombs.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is possible to R-mode into [[Ridley's Room]], perform a Crystal Flash, and then repeatedly maneuver Ridley into the spot the Crystal Flash was performed. This will deal 200 damage to Ridley every single time. Thus, one can slowly chip away at Ridley's health.&lt;br /&gt;
&lt;br /&gt;
This allows killing Ridley with just Crystal Flash ammo, which would normally not be enough damage.&lt;br /&gt;
&lt;br /&gt;
This is not useful in any category basically because power bombs do not damage Mother Brain.&lt;br /&gt;
&lt;br /&gt;
Here is a proof of concept, that at least damages Ridley a couple of times:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621213485}}&lt;br /&gt;
&lt;br /&gt;
Also, the [[G-Mode#G-mode Ridley|G-mode Ridley]] method will work as it is really an R-mode effect (although heat will damage Samus in R-mode); both methods may not be done simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8992</id>
		<title>G-Mode Technical Details</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8992"/>
				<updated>2025-03-19T02:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Clarify boss room exceptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting to use X-Ray by pressing dash with X-Ray selected, the following things happen as part of the X-Ray setup process:&lt;br /&gt;
&lt;br /&gt;
* time-is-frozen flag ($0A78) is set to 1 (at $91E21A, also again at $91CAFE).&lt;br /&gt;
* enemy projectile flag ($198D) is cleared to 0 (at $91E231).&lt;br /&gt;
* PLM flag ($1C23) is cleared to 0 (at $91E235).&lt;br /&gt;
* animated tiles flag ($1EF1) is cleared to 0 (at $91E239).&lt;br /&gt;
* palette FX flag ($1E79) is cleared to 0 (at $91E23D).&lt;br /&gt;
* an X-Ray HDMA object is created (at $91CAEE) which handles the control of the X-Ray beam, along with its deactivation once dash is released.&lt;br /&gt;
&lt;br /&gt;
During normal usage of X-Ray, these changes create the intended effect that time has stopped, allowing the playing to inspect the room with X-Ray without having to worry about dodging enemies, their projectiles, or other hazards. Note that the game state ($0998) remains in &amp;quot;main gameplay&amp;quot; ($08) the whole time; just the modifications to the flags affect the behavior of the game.&lt;br /&gt;
&lt;br /&gt;
Normally, all of these changes are undone during the X-Ray deactivation routine ($91E2AD). However, if an auto-reserve trigger finishes while X-Ray is active, then this restores the time-is-frozen flag ($0A78) to 0 (at $82DC18), which prevents the X-Ray deactivation from completing, as it checks (at $888A26) that time is frozen as a condition for the deactivation to proceed. This leaves the game in the &amp;quot;G-mode&amp;quot; state, where processing of PLMS, enemy projectiles, animated tiles, and palette FX remain disabled. The X-ray HDMA object also remains, and as a result, every frame it continues to check the time-is-frozen flag to see if it should proceed with the X-Ray deactivation cleanup; if auto-reserves are triggered again, this will happen, resulting in Samus being forced to stand up (&amp;quot;R-mode forced stand-up&amp;quot;) and an end to the G-mode effects. The forced standup occurs because part of the X-Ray deactivation involves putting Samus into a standing pose (at $888A5A).&lt;br /&gt;
&lt;br /&gt;
While in G-mode, if X-Ray is used again, a second X-Ray HDMA object will be created; when X-Ray deactivates, this second X-Ray HDMA object will be deleted, and the enemy projectile, PLM, animated tiles, and palette FX flags will all return to normal, ending G-mode. However, the first X-Ray HDMA object will still remain, meaning the &amp;quot;R-mode forced standup&amp;quot; is still possible. So &amp;quot;R-mode&amp;quot; is simply the result of entering G-mode and then using X-Ray again. Normally this is done by continuing to hold X-Ray through to the end of the auto-reserve trigger, which buffers a second use of X-Ray after the reserve trigger finishes; however, in terms of the resulting game state, there is no difference between doing this vs. entering &amp;quot;G-mode&amp;quot; and then using X-Ray at a later time in the same room.&lt;br /&gt;
&lt;br /&gt;
When leaving the room in G-mode, the X-Ray HDMA object will get cleaned up (at $82E2FA), ending the &amp;quot;R-mode&amp;quot; effects, but the enemy projectile, PLM, animated tiles, and palette FX flags will remain disabled, preserving the G-mode effects.&lt;br /&gt;
&lt;br /&gt;
==Effects of each components==&lt;br /&gt;
&lt;br /&gt;
The various effects of G-mode, R-mode, and related states can be explained by the individual flags/components affected:&lt;br /&gt;
&lt;br /&gt;
===Time-is-frozen flag ($0A78)===&lt;br /&gt;
&lt;br /&gt;
The time-is-frozen flag has many effects, including preventing Samus' movement, preventing enemy processing (including enemy movement), and preventing earthquake shaking. It is normally only active during an auto-reserve trigger, while using X-ray, or during the death sequence. Because the time-is-frozen flag is cleared at the end of the reserve trigger, its effects do not apply to either G-mode or R-mode. One unusual scenario where its effects can be seen is by triggering auto-reserves when entering the Toilet; Samus will continue to pass through the Toilet during the refill, and if enough energy is in reserves to reach the transition on the other side before it completes, then Samus will enter the next room with time frozen. This will be a soft-lock as Samus will not be able to move, though some actions are still possible such as walking in-place or turning around in-place.&lt;br /&gt;
&lt;br /&gt;
===Enemy projectile flag ($198D)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of enemy projectiles will be skipped. This means that enemy projectiles will not be drawn and will not move. However, though they are invisible, they can still spawn and can still damage Samus. The game has space for a maximum of 18 projectiles, so after that amount have spawned, no more will spawn, in which case we say that enemy projectiles are overloaded. If X-ray or a reserve trigger is used to exit G-mode, then the processing of enemy projectiles will resume, meaning all the spawned projectiles will become visible and begin moving (if applicable). Drops from enemies (energy and ammo) are a type of enemy projectile. If a player wants to use G-mode to pass through a heated room, and is relying on drops (and pause abuse) from an enemy near the door in order to escape the room after exiting G-mode, then the player must be careful to avoid letting enemy projectiles become overloaded, since in that case no drops will spawn.&lt;br /&gt;
&lt;br /&gt;
===PLM flag ($1C23)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of PLMs will be skipped. During normal usage of X-Ray, this means, for example, that if a door is in the middle of being opened, or a shot block or bomb block is in the middle of being destroyed, it will stay how it is rather than continuing to progress through its animation, as long as X-Ray is in use. In G-mode this has many implications, and the effects vary depending on the specific type of PLMs and blocks involved.&lt;br /&gt;
&lt;br /&gt;
Some types of PLMs spawn when the room loads, including door locks, items, and gates (blue and green). When entering the room with a reserve trigger to enter G-mode, these PLMs will still be processed for 1 frame (at $82E53C) before G-mode is entered; therefore, door locks, items, and gates still spawn in this case (direct G-mode). However, if leaving the room while still in G-mode (indirect G-mode), the PLMs in the new room will not process at all, until G-mode is exited. This means that in indirect G-mode, door locks, items, and gates do not spawn.&lt;br /&gt;
&lt;br /&gt;
Other types of PLMs spawn dynamically as a reaction to interacting with certain types of blocks, e.g. touching sand, an item, or a camera scroll block; grappling to a Grapple block; or bombing a crumble block, Speed block, or bomb block. The PLM flag being cleared does not prevent new PLMs from spawning; it only prevents them from carrying out their instructions that would normally cause them to animate, perform their function, and/or delete themselves when they finish. As a result, in G-mode it is easy for large number of newly spawned PLMs to accumulate. The game has space for a maximum of 40 PLMs, so after that amount have spawned, no more will spawn.&lt;br /&gt;
&lt;br /&gt;
===Animated tiles flag ($1EF1)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents animated FX from animating, including lava, acid, rain, and the Pink Brinstar falling spores. So these tiles will remain frozen in their initial state. In indirect G-mode, the animated tiles don't load at all, so they can have a different appearance based on whatever animated tiles were most recently loaded in a previous room.&lt;br /&gt;
&lt;br /&gt;
===Palette FX flag ($1E79)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents processing of palette FX, such as the glowing colors in Wrecked Ship, Red Brinstar, and hot Norfair rooms. More significantly, it prevents heat damage, giving the &amp;quot;artificial Varia&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
===X-Ray HDMA object===&lt;br /&gt;
&lt;br /&gt;
The continued presence of the X-Ray HDMA object is what allows for an auto-reserve trigger to cause the R-mode forced stand-up. The X-ray state ($0A7A) ends up stuck with a value of 5, which is the final X-Ray deactivation state. In most cases, this HDMA object also causes the &amp;quot;colour math subscreen backdrop colour&amp;quot; to get overwritten on each frame ($88870C), to the gray color associated with how X-Ray dims the screen. This interferes with the operation of a Crystal Flash, which uses the &amp;quot;color math subscreen backdrop colour&amp;quot; as a sort of counter (at $88A35D). As a result, after using a Crystal Flash in G-mode, usually the Crystal Flash clean-up at $88A317 fails to occur, and this means that the power bomb explosion status ($0592) remains set to $8000 after the Crystal Flash completes, and the two HDMA objects created by the Crystal Flash also remain. This leaves behind a &amp;quot;light orb&amp;quot; which can continue to damage enemies. The game audio will also be silenced (why?).&lt;br /&gt;
&lt;br /&gt;
When the power bomb explosion status ($0592) remains set to $8000, this prevents the use of X-Ray (due to the check at $91E1AA). Leaving the room or triggering auto-reserves will clear the power bomb explosion status ($0592) and allow the use of X-Ray again. Laying another Power Bomb is also an option that can work in some rooms, depending on how many HDMA objects are already occupied by the room's FX (described in some detail below). However, laying another Power Bomb has a side effect of making the foreground (BG1) disappear (why?); in this case, the foreground can be viewed temporarily by using X-Ray, and will be restored permanently by leaving the room.&lt;br /&gt;
&lt;br /&gt;
At $888700, the X-Ray HDMA handler calls a function $91D143, which checks if one of a few special situations applies where the X-Ray HDMA handler will not overwrite the &amp;quot;colour math subscreen backdrop colour&amp;quot;, unlike most rooms. These exceptions are the following rooms:&lt;br /&gt;
&lt;br /&gt;
* Statues Room&lt;br /&gt;
* Glass Tunnel&lt;br /&gt;
* Kraid Room&lt;br /&gt;
* Crocomire's Room&lt;br /&gt;
* Phantoon's Room (only if the room was entered with Phantoon alive)&lt;br /&gt;
* Draygon's Room (only if the room was entered with Draygon alive)&lt;br /&gt;
* Mother Brain Room&lt;br /&gt;
&lt;br /&gt;
Therefore, when Crystal Flash is used in these rooms in G-mode/R-mode, it will clean itself up normally, and not leave behind a light orb or prevent the use of X-Ray. The X-ray handler checks for &amp;quot;Statues Room&amp;quot; and &amp;quot;Glass Tunnel&amp;quot; directly by comparing the room pointer to the two specific values; it checks for boss rooms by comparing the boss ID ($179C) to the 5 specific values. The boss ID is set by enemy initialization for the boss, which in the case of Phantoon and Draygon only happens if the bosses are alive when entering the room (because the room states for these rooms do not include any enemies in the state where the boss is dead). Technically the X-Ray handler also checks for fireflea rooms (by looking at the FX type $196E) and will avoid overwriting the &amp;quot;colour math subscreen backdrop colour&amp;quot; in these rooms as well; however, the fireflea effect itself overwrites these color values, hence the Crystal Flash will still fail to be cleaned up, leaving behind a &amp;quot;light orb&amp;quot; in fireflea rooms the same as in other rooms.&lt;br /&gt;
&lt;br /&gt;
The exception in Mother Brain Room is significant, as the Light Pillar technique would otherwise not be possible (see [[R-Mode#Light_Pillar_Mother_Brain]]).&lt;br /&gt;
&lt;br /&gt;
====FX-dependent HDMA objects====&lt;br /&gt;
&lt;br /&gt;
The game has a total of 6 slots available for HDMA objects. The last slot is essentially always used for handling BG3 scrolling for the HUD (technically it may not be used when initially starting or loading the game in a room without an FX that needs it, but after passing through a door transition it will always be present). The amount of HDMA objects used by room FX (not counting the BG3 scrolling HDMA object) is as follows:&lt;br /&gt;
&lt;br /&gt;
* Lava and acid use 2.&lt;br /&gt;
* Water uses 1, or 2 if the wavy effect on BG2 is enabled.&lt;br /&gt;
* Fog, rain, and the fireflea effect use 1.&lt;br /&gt;
* Scrolling sky (not itself an FX), adds 1 to whatever FX is used (e.g. rain or water), if any.&lt;br /&gt;
&lt;br /&gt;
In direct G-mode (or R-mode), one of the slots will be occupied by the X-Ray HDMA, and after a Crystal Flash, 2 more will be occupied (except for in the special rooms listed above). Including the slot used by BG3 scrolling for the HUD, if the room has no FX then this leaves 2 free slots, which is just enough for a Power Bomb explosion to happen properly. If the room FX uses 1 slot, then a Power Bomb explosion can still happen and will clear the power bomb explosion status ($0592) and allow the use of X-Ray again; but it will be graphically glitched and will delete the BG3 scrolling HDMA object, resulting in further graphical glitches in the HUD, lasting until leaving the room.&lt;br /&gt;
&lt;br /&gt;
If the room FX uses 2 slots, then it will still be possible to lay a single Power Bomb (after a Crystal Flash), and it can give Samus a boost, but it will fail to explode, and it will still not be possible to use X-Ray afterward, nor to lay additional Power Bombs.&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8991</id>
		<title>G-Mode Technical Details</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8991"/>
				<updated>2025-03-19T01:55:44Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Correction on fireflea rooms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting to use X-Ray by pressing dash with X-Ray selected, the following things happen as part of the X-Ray setup process:&lt;br /&gt;
&lt;br /&gt;
* time-is-frozen flag ($0A78) is set to 1 (at $91E21A, also again at $91CAFE).&lt;br /&gt;
* enemy projectile flag ($198D) is cleared to 0 (at $91E231).&lt;br /&gt;
* PLM flag ($1C23) is cleared to 0 (at $91E235).&lt;br /&gt;
* animated tiles flag ($1EF1) is cleared to 0 (at $91E239).&lt;br /&gt;
* palette FX flag ($1E79) is cleared to 0 (at $91E23D).&lt;br /&gt;
* an X-Ray HDMA object is created (at $91CAEE) which handles the control of the X-Ray beam, along with its deactivation once dash is released.&lt;br /&gt;
&lt;br /&gt;
During normal usage of X-Ray, these changes create the intended effect that time has stopped, allowing the playing to inspect the room with X-Ray without having to worry about dodging enemies, their projectiles, or other hazards. Note that the game state ($0998) remains in &amp;quot;main gameplay&amp;quot; ($08) the whole time; just the modifications to the flags affect the behavior of the game.&lt;br /&gt;
&lt;br /&gt;
Normally, all of these changes are undone during the X-Ray deactivation routine ($91E2AD). However, if an auto-reserve trigger finishes while X-Ray is active, then this restores the time-is-frozen flag ($0A78) to 0 (at $82DC18), which prevents the X-Ray deactivation from completing, as it checks (at $888A26) that time is frozen as a condition for the deactivation to proceed. This leaves the game in the &amp;quot;G-mode&amp;quot; state, where processing of PLMS, enemy projectiles, animated tiles, and palette FX remain disabled. The X-ray HDMA object also remains, and as a result, every frame it continues to check the time-is-frozen flag to see if it should proceed with the X-Ray deactivation cleanup; if auto-reserves are triggered again, this will happen, resulting in Samus being forced to stand up (&amp;quot;R-mode forced stand-up&amp;quot;) and an end to the G-mode effects. The forced standup occurs because part of the X-Ray deactivation involves putting Samus into a standing pose (at $888A5A).&lt;br /&gt;
&lt;br /&gt;
While in G-mode, if X-Ray is used again, a second X-Ray HDMA object will be created; when X-Ray deactivates, this second X-Ray HDMA object will be deleted, and the enemy projectile, PLM, animated tiles, and palette FX flags will all return to normal, ending G-mode. However, the first X-Ray HDMA object will still remain, meaning the &amp;quot;R-mode forced standup&amp;quot; is still possible. So &amp;quot;R-mode&amp;quot; is simply the result of entering G-mode and then using X-Ray again. Normally this is done by continuing to hold X-Ray through to the end of the auto-reserve trigger, which buffers a second use of X-Ray after the reserve trigger finishes; however, in terms of the resulting game state, there is no difference between doing this vs. entering &amp;quot;G-mode&amp;quot; and then using X-Ray at a later time in the same room.&lt;br /&gt;
&lt;br /&gt;
When leaving the room in G-mode, the X-Ray HDMA object will get cleaned up (at $82E2FA), ending the &amp;quot;R-mode&amp;quot; effects, but the enemy projectile, PLM, animated tiles, and palette FX flags will remain disabled, preserving the G-mode effects.&lt;br /&gt;
&lt;br /&gt;
==Effects of each components==&lt;br /&gt;
&lt;br /&gt;
The various effects of G-mode, R-mode, and related states can be explained by the individual flags/components affected:&lt;br /&gt;
&lt;br /&gt;
===Time-is-frozen flag ($0A78)===&lt;br /&gt;
&lt;br /&gt;
The time-is-frozen flag has many effects, including preventing Samus' movement, preventing enemy processing (including enemy movement), and preventing earthquake shaking. It is normally only active during an auto-reserve trigger, while using X-ray, or during the death sequence. Because the time-is-frozen flag is cleared at the end of the reserve trigger, its effects do not apply to either G-mode or R-mode. One unusual scenario where its effects can be seen is by triggering auto-reserves when entering the Toilet; Samus will continue to pass through the Toilet during the refill, and if enough energy is in reserves to reach the transition on the other side before it completes, then Samus will enter the next room with time frozen. This will be a soft-lock as Samus will not be able to move, though some actions are still possible such as walking in-place or turning around in-place.&lt;br /&gt;
&lt;br /&gt;
===Enemy projectile flag ($198D)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of enemy projectiles will be skipped. This means that enemy projectiles will not be drawn and will not move. However, though they are invisible, they can still spawn and can still damage Samus. The game has space for a maximum of 18 projectiles, so after that amount have spawned, no more will spawn, in which case we say that enemy projectiles are overloaded. If X-ray or a reserve trigger is used to exit G-mode, then the processing of enemy projectiles will resume, meaning all the spawned projectiles will become visible and begin moving (if applicable). Drops from enemies (energy and ammo) are a type of enemy projectile. If a player wants to use G-mode to pass through a heated room, and is relying on drops (and pause abuse) from an enemy near the door in order to escape the room after exiting G-mode, then the player must be careful to avoid letting enemy projectiles become overloaded, since in that case no drops will spawn.&lt;br /&gt;
&lt;br /&gt;
===PLM flag ($1C23)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of PLMs will be skipped. During normal usage of X-Ray, this means, for example, that if a door is in the middle of being opened, or a shot block or bomb block is in the middle of being destroyed, it will stay how it is rather than continuing to progress through its animation, as long as X-Ray is in use. In G-mode this has many implications, and the effects vary depending on the specific type of PLMs and blocks involved.&lt;br /&gt;
&lt;br /&gt;
Some types of PLMs spawn when the room loads, including door locks, items, and gates (blue and green). When entering the room with a reserve trigger to enter G-mode, these PLMs will still be processed for 1 frame (at $82E53C) before G-mode is entered; therefore, door locks, items, and gates still spawn in this case (direct G-mode). However, if leaving the room while still in G-mode (indirect G-mode), the PLMs in the new room will not process at all, until G-mode is exited. This means that in indirect G-mode, door locks, items, and gates do not spawn.&lt;br /&gt;
&lt;br /&gt;
Other types of PLMs spawn dynamically as a reaction to interacting with certain types of blocks, e.g. touching sand, an item, or a camera scroll block; grappling to a Grapple block; or bombing a crumble block, Speed block, or bomb block. The PLM flag being cleared does not prevent new PLMs from spawning; it only prevents them from carrying out their instructions that would normally cause them to animate, perform their function, and/or delete themselves when they finish. As a result, in G-mode it is easy for large number of newly spawned PLMs to accumulate. The game has space for a maximum of 40 PLMs, so after that amount have spawned, no more will spawn.&lt;br /&gt;
&lt;br /&gt;
===Animated tiles flag ($1EF1)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents animated FX from animating, including lava, acid, rain, and the Pink Brinstar falling spores. So these tiles will remain frozen in their initial state. In indirect G-mode, the animated tiles don't load at all, so they can have a different appearance based on whatever animated tiles were most recently loaded in a previous room.&lt;br /&gt;
&lt;br /&gt;
===Palette FX flag ($1E79)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents processing of palette FX, such as the glowing colors in Wrecked Ship, Red Brinstar, and hot Norfair rooms. More significantly, it prevents heat damage, giving the &amp;quot;artificial Varia&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
===X-Ray HDMA object===&lt;br /&gt;
&lt;br /&gt;
The continued presence of the X-Ray HDMA object is what allows for an auto-reserve trigger to cause the R-mode forced stand-up. The X-ray state ($0A7A) ends up stuck with a value of 5, which is the final X-Ray deactivation state. In most cases, this HDMA object also causes the &amp;quot;colour math subscreen backdrop colour&amp;quot; to get overwritten on each frame ($88870C), to the gray color associated with how X-Ray dims the screen. This interferes with the operation of a Crystal Flash, which uses the &amp;quot;color math subscreen backdrop colour&amp;quot; as a sort of counter (at $88A35D). As a result, after using a Crystal Flash in G-mode, usually the Crystal Flash clean-up at $88A317 fails to occur, and this means that the power bomb explosion status ($0592) remains set to $8000 after the Crystal Flash completes, and the two HDMA objects created by the Crystal Flash also remain. This leaves behind a &amp;quot;light orb&amp;quot; which can continue to damage enemies. The game audio will also be silenced (why?).&lt;br /&gt;
&lt;br /&gt;
When the power bomb explosion status ($0592) remains set to $8000, this prevents the use of X-Ray (due to the check at $91E1AA). Leaving the room or triggering auto-reserves will clear the power bomb explosion status ($0592) and allow the use of X-Ray again. Laying another Power Bomb is also an option that can work in some rooms, depending on how many HDMA objects are already occupied by the room's FX (described in some detail below). However, laying another Power Bomb has a side effect of making the foreground (BG1) disappear (why?); in this case, the foreground can be viewed temporarily by using X-Ray, and will be restored permanently by leaving the room.&lt;br /&gt;
&lt;br /&gt;
At $888700, the X-Ray HDMA handler calls a function $91D143, which checks if one of a few special situations applies where the X-Ray HDMA handler will not overwrite the &amp;quot;colour math subscreen backdrop colour&amp;quot;, unlike most rooms. These exceptions are the following rooms:&lt;br /&gt;
&lt;br /&gt;
* Statues Room&lt;br /&gt;
* Glass Tunnel&lt;br /&gt;
* Kraid Room&lt;br /&gt;
* Crocomire's Room&lt;br /&gt;
* Phantoon's Room&lt;br /&gt;
* Draygon's Room&lt;br /&gt;
* Mother Brain Room&lt;br /&gt;
&lt;br /&gt;
Therefore, when Crystal Flash is used in these rooms in G-mode/R-mode, it will clean itself up normally, and not leave behind a light orb or prevent the use of X-Ray. The game checks for &amp;quot;Statues Room&amp;quot; and &amp;quot;Glass Tunnel&amp;quot; directly by comparing the room pointer to the two specific values; it checks for boss rooms by comparing the boss ID ($179C) to the 5 specific values. Technically it also checks for fireflea rooms (by looking at the FX type $196E) and will avoid overwriting the &amp;quot;colour math subscreen backdrop colour&amp;quot; in these rooms as well; however, the fireflea effect itself overwrites these color values, hence the Crystal Flash will fail to be cleaned up, leaving behind a &amp;quot;light orb&amp;quot; in fireflea rooms the same as in other rooms.&lt;br /&gt;
&lt;br /&gt;
====FX-dependent HDMA objects====&lt;br /&gt;
&lt;br /&gt;
The game has a total of 6 slots available for HDMA objects. The last slot is essentially always used for handling BG3 scrolling for the HUD (technically it may not be used when initially starting or loading the game in a room without an FX that needs it, but after passing through a door transition it will always be present). The amount of HDMA objects used by room FX (not counting the BG3 scrolling HDMA object) is as follows:&lt;br /&gt;
&lt;br /&gt;
* Lava and acid use 2.&lt;br /&gt;
* Water uses 1, or 2 if the wavy effect on BG2 is enabled.&lt;br /&gt;
* Fog, rain, and the fireflea effect use 1.&lt;br /&gt;
* Scrolling sky (not itself an FX), adds 1 to whatever FX is used (e.g. rain or water), if any.&lt;br /&gt;
&lt;br /&gt;
In direct G-mode (or R-mode), one of the slots will be occupied by the X-Ray HDMA, and after a Crystal Flash, 2 more will be occupied (except for in the special rooms listed above). Including the slot used by BG3 scrolling for the HUD, if the room has no FX then this leaves 2 free slots, which is just enough for a Power Bomb explosion to happen properly. If the room FX uses 1 slot, then a Power Bomb explosion can still happen and will clear the power bomb explosion status ($0592) and allow the use of X-Ray again; but it will be graphically glitched and will delete the BG3 scrolling HDMA object, resulting in further graphical glitches in the HUD, lasting until leaving the room.&lt;br /&gt;
&lt;br /&gt;
If the room FX uses 2 slots, then it will still be possible to lay a single Power Bomb (after a Crystal Flash), and it can give Samus a boost, but it will fail to explode, and it will still not be possible to use X-Ray afterward, nor to lay additional Power Bombs.&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8990</id>
		<title>G-Mode Technical Details</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8990"/>
				<updated>2025-03-19T01:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Add detail on how FX HDMA objects affect Crystal Flash behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting to use X-Ray by pressing dash with X-Ray selected, the following things happen as part of the X-Ray setup process:&lt;br /&gt;
&lt;br /&gt;
* time-is-frozen flag ($0A78) is set to 1 (at $91E21A, also again at $91CAFE).&lt;br /&gt;
* enemy projectile flag ($198D) is cleared to 0 (at $91E231).&lt;br /&gt;
* PLM flag ($1C23) is cleared to 0 (at $91E235).&lt;br /&gt;
* animated tiles flag ($1EF1) is cleared to 0 (at $91E239).&lt;br /&gt;
* palette FX flag ($1E79) is cleared to 0 (at $91E23D).&lt;br /&gt;
* an X-Ray HDMA object is created (at $91CAEE) which handles the control of the X-Ray beam, along with its deactivation once dash is released.&lt;br /&gt;
&lt;br /&gt;
During normal usage of X-Ray, these changes create the intended effect that time has stopped, allowing the playing to inspect the room with X-Ray without having to worry about dodging enemies, their projectiles, or other hazards. Note that the game state ($0998) remains in &amp;quot;main gameplay&amp;quot; ($08) the whole time; just the modifications to the flags affect the behavior of the game.&lt;br /&gt;
&lt;br /&gt;
Normally, all of these changes are undone during the X-Ray deactivation routine ($91E2AD). However, if an auto-reserve trigger finishes while X-Ray is active, then this restores the time-is-frozen flag ($0A78) to 0 (at $82DC18), which prevents the X-Ray deactivation from completing, as it checks (at $888A26) that time is frozen as a condition for the deactivation to proceed. This leaves the game in the &amp;quot;G-mode&amp;quot; state, where processing of PLMS, enemy projectiles, animated tiles, and palette FX remain disabled. The X-ray HDMA object also remains, and as a result, every frame it continues to check the time-is-frozen flag to see if it should proceed with the X-Ray deactivation cleanup; if auto-reserves are triggered again, this will happen, resulting in Samus being forced to stand up (&amp;quot;R-mode forced stand-up&amp;quot;) and an end to the G-mode effects. The forced standup occurs because part of the X-Ray deactivation involves putting Samus into a standing pose (at $888A5A).&lt;br /&gt;
&lt;br /&gt;
While in G-mode, if X-Ray is used again, a second X-Ray HDMA object will be created; when X-Ray deactivates, this second X-Ray HDMA object will be deleted, and the enemy projectile, PLM, animated tiles, and palette FX flags will all return to normal, ending G-mode. However, the first X-Ray HDMA object will still remain, meaning the &amp;quot;R-mode forced standup&amp;quot; is still possible. So &amp;quot;R-mode&amp;quot; is simply the result of entering G-mode and then using X-Ray again. Normally this is done by continuing to hold X-Ray through to the end of the auto-reserve trigger, which buffers a second use of X-Ray after the reserve trigger finishes; however, in terms of the resulting game state, there is no difference between doing this vs. entering &amp;quot;G-mode&amp;quot; and then using X-Ray at a later time in the same room.&lt;br /&gt;
&lt;br /&gt;
When leaving the room in G-mode, the X-Ray HDMA object will get cleaned up (at $82E2FA), ending the &amp;quot;R-mode&amp;quot; effects, but the enemy projectile, PLM, animated tiles, and palette FX flags will remain disabled, preserving the G-mode effects.&lt;br /&gt;
&lt;br /&gt;
==Effects of each components==&lt;br /&gt;
&lt;br /&gt;
The various effects of G-mode, R-mode, and related states can be explained by the individual flags/components affected:&lt;br /&gt;
&lt;br /&gt;
===Time-is-frozen flag ($0A78)===&lt;br /&gt;
&lt;br /&gt;
The time-is-frozen flag has many effects, including preventing Samus' movement, preventing enemy processing (including enemy movement), and preventing earthquake shaking. It is normally only active during an auto-reserve trigger, while using X-ray, or during the death sequence. Because the time-is-frozen flag is cleared at the end of the reserve trigger, its effects do not apply to either G-mode or R-mode. One unusual scenario where its effects can be seen is by triggering auto-reserves when entering the Toilet; Samus will continue to pass through the Toilet during the refill, and if enough energy is in reserves to reach the transition on the other side before it completes, then Samus will enter the next room with time frozen. This will be a soft-lock as Samus will not be able to move, though some actions are still possible such as walking in-place or turning around in-place.&lt;br /&gt;
&lt;br /&gt;
===Enemy projectile flag ($198D)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of enemy projectiles will be skipped. This means that enemy projectiles will not be drawn and will not move. However, though they are invisible, they can still spawn and can still damage Samus. The game has space for a maximum of 18 projectiles, so after that amount have spawned, no more will spawn, in which case we say that enemy projectiles are overloaded. If X-ray or a reserve trigger is used to exit G-mode, then the processing of enemy projectiles will resume, meaning all the spawned projectiles will become visible and begin moving (if applicable). Drops from enemies (energy and ammo) are a type of enemy projectile. If a player wants to use G-mode to pass through a heated room, and is relying on drops (and pause abuse) from an enemy near the door in order to escape the room after exiting G-mode, then the player must be careful to avoid letting enemy projectiles become overloaded, since in that case no drops will spawn.&lt;br /&gt;
&lt;br /&gt;
===PLM flag ($1C23)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of PLMs will be skipped. During normal usage of X-Ray, this means, for example, that if a door is in the middle of being opened, or a shot block or bomb block is in the middle of being destroyed, it will stay how it is rather than continuing to progress through its animation, as long as X-Ray is in use. In G-mode this has many implications, and the effects vary depending on the specific type of PLMs and blocks involved.&lt;br /&gt;
&lt;br /&gt;
Some types of PLMs spawn when the room loads, including door locks, items, and gates (blue and green). When entering the room with a reserve trigger to enter G-mode, these PLMs will still be processed for 1 frame (at $82E53C) before G-mode is entered; therefore, door locks, items, and gates still spawn in this case (direct G-mode). However, if leaving the room while still in G-mode (indirect G-mode), the PLMs in the new room will not process at all, until G-mode is exited. This means that in indirect G-mode, door locks, items, and gates do not spawn.&lt;br /&gt;
&lt;br /&gt;
Other types of PLMs spawn dynamically as a reaction to interacting with certain types of blocks, e.g. touching sand, an item, or a camera scroll block; grappling to a Grapple block; or bombing a crumble block, Speed block, or bomb block. The PLM flag being cleared does not prevent new PLMs from spawning; it only prevents them from carrying out their instructions that would normally cause them to animate, perform their function, and/or delete themselves when they finish. As a result, in G-mode it is easy for large number of newly spawned PLMs to accumulate. The game has space for a maximum of 40 PLMs, so after that amount have spawned, no more will spawn.&lt;br /&gt;
&lt;br /&gt;
===Animated tiles flag ($1EF1)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents animated FX from animating, including lava, acid, rain, and the Pink Brinstar falling spores. So these tiles will remain frozen in their initial state. In indirect G-mode, the animated tiles don't load at all, so they can have a different appearance based on whatever animated tiles were most recently loaded in a previous room.&lt;br /&gt;
&lt;br /&gt;
===Palette FX flag ($1E79)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents processing of palette FX, such as the glowing colors in Wrecked Ship, Red Brinstar, and hot Norfair rooms. More significantly, it prevents heat damage, giving the &amp;quot;artificial Varia&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
===X-Ray HDMA object===&lt;br /&gt;
&lt;br /&gt;
The continued presence of the X-Ray HDMA object is what allows for an auto-reserve trigger to cause the R-mode forced stand-up. The X-ray state ($0A7A) ends up stuck with a value of 5, which is the final X-Ray deactivation state. In most cases, this HDMA object also causes the &amp;quot;colour math subscreen backdrop colour&amp;quot; to get overwritten on each frame ($88870C), to the gray color associated with how X-Ray dims the screen. This interferes with the operation of a Crystal Flash, which uses the &amp;quot;color math subscreen backdrop colour&amp;quot; as a sort of counter (at $88A35D). As a result, after using a Crystal Flash in G-mode, usually the Crystal Flash clean-up at $88A317 fails to occur, and this means that the power bomb explosion status ($0592) remains set to $8000 after the Crystal Flash completes, and the two HDMA objects created by the Crystal Flash also remain. This leaves behind a &amp;quot;light orb&amp;quot; which can continue to damage enemies. The game audio will also be silenced (why?).&lt;br /&gt;
&lt;br /&gt;
When the power bomb explosion status ($0592) remains set to $8000, this prevents the use of X-Ray (due to the check at $91E1AA). Leaving the room or triggering auto-reserves will clear the power bomb explosion status ($0592) and allow the use of X-Ray again. Laying another Power Bomb is also an option that can work in some rooms, depending on how many HDMA objects are already occupied by the room's FX (described in some detail below). However, laying another Power Bomb has a side effect of making the foreground (BG1) disappear (why?); in this case, the foreground can be viewed temporarily by using X-Ray, and will be restored permanently by leaving the room.&lt;br /&gt;
&lt;br /&gt;
At $888700, the X-Ray HDMA handler calls a function $91D143, which checks if one of a few special situations applies where the X-Ray HDMA handler will not overwrite the &amp;quot;colour math subscreen backdrop colour&amp;quot;, unlike most rooms. These exceptions are the following rooms:&lt;br /&gt;
&lt;br /&gt;
* Statues Room&lt;br /&gt;
* Glass Tunnel&lt;br /&gt;
* Fireflea rooms&lt;br /&gt;
** Green Brinstar Fireflea Room&lt;br /&gt;
** Red Brinstar Fireflea Room&lt;br /&gt;
** Lower Norfair Fireflea Room&lt;br /&gt;
* Kraid Room&lt;br /&gt;
* Crocomire's Room&lt;br /&gt;
* Phantoon's Room&lt;br /&gt;
* Draygon's Room&lt;br /&gt;
* Mother Brain Room&lt;br /&gt;
&lt;br /&gt;
Therefore, when Crystal Flash is used in these rooms in G-mode/R-mode, it will clean itself up normally, and not leave behind a light orb or prevent the use of X-Ray. The game checks for &amp;quot;Statues Room&amp;quot; and &amp;quot;Glass Tunnel&amp;quot; directly by comparing the room pointer to the two specific values; it checks for fireflea rooms by looking at the FX type ($196E); and it checks for boss rooms by comparing the boss ID ($179C) to the 5 specific values.&lt;br /&gt;
&lt;br /&gt;
====FX-dependent HDMA objects====&lt;br /&gt;
&lt;br /&gt;
The game has a total of 6 slots available for HDMA objects. The last slot is essentially always used for handling BG3 scrolling for the HUD (technically it may not be used when initially starting or loading the game in a room without an FX that needs it, but after passing through a door transition it will always be present). The amount of HDMA objects used by room FX (not counting the BG3 scrolling HDMA object) is as follows:&lt;br /&gt;
&lt;br /&gt;
* Lava and acid use 2.&lt;br /&gt;
* Water uses 1, or 2 if the wavy effect on BG2 is enabled.&lt;br /&gt;
* Fog, rain, and the fireflea effect use 1.&lt;br /&gt;
* Scrolling sky (not itself an FX), adds 1 to whatever FX is used (e.g. rain or water), if any.&lt;br /&gt;
&lt;br /&gt;
In direct G-mode (or R-mode), one of the slots will be occupied by the X-Ray HDMA, and after a Crystal Flash, 2 more will be occupied (except for in the special rooms listed above). Including the slot used by BG3 scrolling for the HUD, if the room has no FX then this leaves 2 free slots, which is just enough for a Power Bomb explosion to happen properly. If the room FX uses 1 slot, then a Power Bomb explosion can still happen and will clear the power bomb explosion status ($0592) and allow the use of X-Ray again; but it will be graphically glitched and will delete the BG3 scrolling HDMA object, resulting in further graphical glitches in the HUD, lasting until leaving the room.&lt;br /&gt;
&lt;br /&gt;
If the room FX uses 2 slots, then it will still be possible to lay a single Power Bomb (after a Crystal Flash), and it can give Samus a boost, but it will fail to explode, and it will still not be possible to use X-Ray afterward, nor to lay additional Power Bombs.&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8989</id>
		<title>G-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8989"/>
				<updated>2025-03-18T20:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Add See Also section with link to G-Mode Technical Details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''G-mode''' (short for ''Grey mode'' or ''God mode'') is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[R-Mode]]. It is possibly the most powerful with the weirdest effects.&lt;br /&gt;
&lt;br /&gt;
G-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, G-mode is mostly a time save for low% categories. It is used in all optimal routes of 14% categories that collect X-Ray:  [[14% xIce]], [[14% xChargeless]], [[14% xSpeed]], and [[14% xAmmo]]. In addition to simply being a faster method, in 14% xChargeless, 14% xPb and a theoretical PAL-only route of 14% xSpeed, it is required to avoid [[L+R Walljumping]].  Note that L+R cannot be avoided in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
G-mode would also be helpful in low% version of other categories. It is used multiple times in the [https://www.youtube.com/watch?v=ux9QEKGVPgY current low% RBO run]. In low% [[Map Completion]], this would allow collecting Speed-locked map squares without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
The reason why G-mode isn't useful in more categories is because of the time needed to humanly set it up. However, for example, the [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] uses G-mode to enter Maridia (much faster than the RTA method).&lt;br /&gt;
&lt;br /&gt;
Given its strength, G-mode is very powerful in puzzles, challenges, hacks, and randomizers (or more commonly &amp;quot;plandos&amp;quot;). Since it is so strong, a discussion of all of its applications would be way too long. Therefore, after a somewhat thorough discussion of entry conditions and limitations, this article has three main sections.&lt;br /&gt;
&lt;br /&gt;
The first, [[G-Mode#Major Speedrun Uses|Major Speedrun Uses]], discusses the major uses of G-mode in speedrun categories. This section is all that needs to be understood in order to use G-mode in any of the current routes of categories for vanilla Super Metroid.&lt;br /&gt;
&lt;br /&gt;
The next section, [[G-Mode#Unusual Uses|Unusual Uses]], gives some broader principles with use examples. This section would be good to review if one is trying to develop new G-mode strategies, or is attemping G-mode applications to a hack, randomizer, or puzzle.&lt;br /&gt;
&lt;br /&gt;
The final section, [[G-Mode#Non-Examples|Non-Examples]], gives some situations where G-mode does not work and explains why.&lt;br /&gt;
&lt;br /&gt;
==Entering G-Mode==&lt;br /&gt;
&lt;br /&gt;
Entering G-mode is basically a more precise version of entering [[R-Mode#Entering R-Mode|R-mode]], so most of this description holds. To keep information on G-mode centralized, this will be repeated below.&lt;br /&gt;
&lt;br /&gt;
G-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, using X-Ray on the first frame after the transition while Reserves automatically trigger, and releasing X-Ray in a specific frame window around when Reserves finish filling. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
1) Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
&lt;br /&gt;
2) Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
&lt;br /&gt;
3) Be hit by the enemy during the transition.&lt;br /&gt;
&lt;br /&gt;
4) Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
&lt;br /&gt;
5) Continue to hold dash while Reserves fill.&lt;br /&gt;
&lt;br /&gt;
6) Release dash in a small frame window when Reserves are about to finish filling.&lt;br /&gt;
&lt;br /&gt;
The only difference from R-mode is this last step.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released late, then instead R-mode will be activated. If successful, the door will not close behind Samus (if at a transition where there is not a door, see [[G-Mode#Effects|Effects]] to figure out how to determine it was successful in other cases).&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest to enter G-mode with a very small amount of Energy in Reserves. For most applications, it is usually optimal to have 4 Energy in Reserves. See the below sections for a discussion on this.&lt;br /&gt;
&lt;br /&gt;
===The Frame Window===&lt;br /&gt;
&lt;br /&gt;
The frame window is dependent on the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 5, then the frame window is equal to the amount of Energy in Reserves.&lt;br /&gt;
* If the amount of Energy in Reserves is between 5 and 11, then the frame window is equal to the amount of Energy in Reserves plus 3.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is equal to 3.&lt;br /&gt;
&lt;br /&gt;
Where the frame window is also depends upon the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 12, then the frame window is as soon as you have control over Samus after the transition. Thus, if X-Ray is released too early, it will simply never be used.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is the last 3 frames of health entering Samus' Energy Tanks. If we let n be the amount of health entering her tanks (so n is the minimum of Energy in Reserves, and the total of 99 + 100 * # of Energy Tanks), then the first frame where dash can be no longer held is when Samus' Energy is n-2, n-1, or the first frame when her Energy is n.&lt;br /&gt;
&lt;br /&gt;
Note dependent on input lag, when X-Ray must be released could appear to be different. Visually, for entering G-mode when Energy in Reserves exceeds 11, the X-Ray Scope re-widens after the Reserves have finished deploying. The three frame window is immediately before this happens.&lt;br /&gt;
&lt;br /&gt;
From this discussion, it sounds like an optimal amount of Energy in Reserves is 11, where the frame window is at a maximum of 14 frames. However, due to the next section on G-mode immobile, most applications of G-mode have 4 Energy in Reserves (with a 4 frame window) and the remaining applications have full Energy in Reserves (with a 3 frame window).&lt;br /&gt;
&lt;br /&gt;
===G-mode Immobile===&lt;br /&gt;
&lt;br /&gt;
When G-mode is activated, Samus will be unable to move until knockback frames...knock her back.&lt;br /&gt;
&lt;br /&gt;
Since knockback from an enemy lasts 5 frames, if Energy in Reserves is less than 5 then this happens automatically.&lt;br /&gt;
&lt;br /&gt;
If Energy in Reserves is at least 5, though, then Samus will be unable to move until an enemy hits her (or G-mode is canceled by using X-Ray). Thus, one must wait around until an enemy hits Samus.&lt;br /&gt;
&lt;br /&gt;
Therefore, in cases where it is possible to perform the needed actions at 4 Energy, it is optimal to have only 4 Energy in Reserves:  This way, Samus may move immediately, and the frame window is maximized.&lt;br /&gt;
&lt;br /&gt;
In any other case, the actions require having a larger amount of health. Thus, usually a full health G-mode would be performed instead. Then one must wait for a (usually global) enemy to hit Samus.&lt;br /&gt;
&lt;br /&gt;
The maximized frame window at 11 Energy in Reserves is more of a curiosity. If this is used, then it is the worst case:  Samus has very low Energy, and she cannot move until she gets hit by an enemy.&lt;br /&gt;
&lt;br /&gt;
When getting knocked out of G-mode immobile, do not hold forwards. This will cause a downwards knockback which may immediately ground Samus and she may still be immobile. This applies to both the low health version (with the automatic knockback), and when waiting for an enemy.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
Most of the effects of G-mode can be summarized as PLMs (Post Load Modifications) not behaving properly. They will fail to update:  The game is sort of acting like X-Ray is constantly in use.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* The door behind Samus upon entering G-mode will not close;&lt;br /&gt;
* Doors and gates cannot be opened;&lt;br /&gt;
* Scroll PLMs will not work, which leads to graphical glitches (like the screen not following Samus);&lt;br /&gt;
* Bombs and power bombs will not break blocks;&lt;br /&gt;
* Shot blocks and super blocks cannot be broken;&lt;br /&gt;
* Crumble blocks will not crumble;&lt;br /&gt;
* Treadmills will not push Samus;&lt;br /&gt;
* Sand will only effect Samus for a very short time (less than a second);&lt;br /&gt;
* Grapple can only interact with grapple blocks for a very short time (less than a second) and will then simply shoot through grapple blocks (they are still solid to Samus);&lt;br /&gt;
* Items cannot be collected (and act like air);&lt;br /&gt;
* Drops from enemies will not spawn;&lt;br /&gt;
* Projectiles from enemies will not be visible, and will not move (they can still damage Samus);&lt;br /&gt;
* Heat will not damage Samus (other environmental damage, like lava and acid, will).&lt;br /&gt;
&lt;br /&gt;
Additionally, if too many PLMs are interacted with, this overloads PLMs and the behavior of blocks will return to some &amp;quot;default&amp;quot; state. This is the same behavior that makes [[Frog Speedway#Randomizer|Reverse Frog Speedway]] work. This default state is:&lt;br /&gt;
* Shot, Super, and Power Bomb blocks act solid;&lt;br /&gt;
* Crumble, Bomb, and Speed blocks act like air (one qualm:  If a Bomb block is (power) bombed or if a Crumble block is stepped on before PLMs are overloaded, then it will instead act solid).&lt;br /&gt;
&lt;br /&gt;
This notably allows passing through Crumble blocks from below, and allows passing through Speed blocks without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
Overloading PLMs can be done by interacting with enough PLMs, possibly the same one multiple times. Some example methods:&lt;br /&gt;
* Passing through a Scroll PLM (frequently found in secret paths or tunnels);&lt;br /&gt;
* Passing through an item;&lt;br /&gt;
* Entering sand;&lt;br /&gt;
* Grappling a grapple block until grapple stops interacting with it;&lt;br /&gt;
* Destroying bomb blocks with Screw Attack, a shinespark, or a blue suit;&lt;br /&gt;
* Bombing blocks such that normally bombing them would reveal what type of block it is (One note: Bombing a Crumble block that has been stepped on will not work);&lt;br /&gt;
* Stepping on enough different Crumble blocks.&lt;br /&gt;
&lt;br /&gt;
Other than these basic effects, there are effects that depend upon which room Samus is in.&lt;br /&gt;
&lt;br /&gt;
===Direct G-mode===&lt;br /&gt;
&lt;br /&gt;
Direct G-mode is before any transition tiles are interacted with in G-mode. It is a particular example of [[R-Mode|R-mode]], so will have the same effects. This includes graphical glitches, forced stand, and the power bomb effects. The graphical glitches may look different.&lt;br /&gt;
&lt;br /&gt;
A note about G-mode forced stand: Since drops do not spawn, this requires a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Direct G-mode will be canceled when entering a transition tile, just like R-mode is lost when entering a new room. It will become:&lt;br /&gt;
&lt;br /&gt;
===Indirect G-mode===&lt;br /&gt;
&lt;br /&gt;
This is the state of G-mode after triggering a transition tile. Note since the door does not close behind Samus when initially entering G-mode, this room can usually be entered. Also, after entering this room, the door will now close behind Samus (or more accurately be instantly closed).&lt;br /&gt;
&lt;br /&gt;
Other transitions also work, like elevators or sand pits.&lt;br /&gt;
&lt;br /&gt;
In indirect G-mode, the screen will return to the normal dimness level. Door shell colors will not appear but they are there: it is purely graphical. The pause screen will look normal again.&lt;br /&gt;
&lt;br /&gt;
The most important effect of indirect G-mode is that wave and super gates will not spawn. Therefore, these gates can be passed and G-mode can be canceled on the other side, to allow crossing them without opening. In particular, this allows getting past gates that face the wrong direction.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
G-mode is canceled when Reserves automatically trigger (when in direct G-mode) or X-Ray is used.&lt;br /&gt;
&lt;br /&gt;
The most evident limitation of G-mode is required enemy positioning for entering it, as the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered), nor will environmental damage (e.g., heat). Dependent on if one wants direct or indirect G-mode, a set-up either has to exist in the desired room or in a neighboring room (dependent on if transitions in the desired room have doors).&lt;br /&gt;
&lt;br /&gt;
Another limitation is that G-mode requires using X-Ray, so activation will cancel a shinespark suit. G-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
&lt;br /&gt;
G-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue. Upward transitions can be handled similarly to [[R-Mode|R-mode]].&lt;br /&gt;
&lt;br /&gt;
Downward transitions are also similar to R-mode, and are hence incredibly problematic. See [[G-Mode#Crossing Sandy Rooms|below]] for an example. The current 100% TAS does this, which is discussed in [[G-Mode#Entering Maridia from the top|Entering Maridia from the top]].&lt;br /&gt;
&lt;br /&gt;
The most important limitation of operating in G-mode is that doors cannot be opened, and shot, super, and power bomb blocks always act solid. Therefore, mobility with G-mode is difficult.&lt;br /&gt;
&lt;br /&gt;
==Major Speedrun Uses==&lt;br /&gt;
&lt;br /&gt;
Here, all major use cases of G-mode in speedrun categories is given. This includes esoteric categories, like low% RBO and RBO glitched.&lt;br /&gt;
&lt;br /&gt;
===Reverse Lower Norfair Entry===&lt;br /&gt;
&lt;br /&gt;
In G-mode, when PLMs are overloaded, Crumble blocks act like air. This allows entering Lower Norfair by going through the Crumble blocks in [[Single Chamber]]. This is frequently faster (and possibly easier) than going through [[Lava Dive Room]] and [[Worst Room In The Game]], especially in 14% categories.&lt;br /&gt;
&lt;br /&gt;
The standard method for this G-modes towards Bubble Mountain with 4 Energy in Reserves, uses a scroll PLM to overload the PLMs, and then cancels G-mode next to the door. If neither Varia or Gravity is collected (like in low% RBO), a [[Crystal Flash]] must be used with this method (before canceling G-mode). Here is an example use:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623701383}}&lt;br /&gt;
&lt;br /&gt;
This method, especially if done without a Crystal Flash, has the issue of needing to deal with the [[Three Musketeers' Room|Three Musketeers]].&lt;br /&gt;
&lt;br /&gt;
There are two modifications to this method. One is to G-mode with a blue suit, and use the blue suit to kill the Three Musketeers. The other is to use a full health G-mode, to avoid the need to Crystal Flash without Varia or Gravity. This second method probably requires at least 2+3 Energy+Reserve Tanks to survive the hellrun. Here is an example that does both of these modifications:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623704977}}&lt;br /&gt;
&lt;br /&gt;
If you want to do this without breaking the graphics, you should walljump outside of the morph tunnel a couple of times. This overloads the PLMs before entering the tunnel.&lt;br /&gt;
&lt;br /&gt;
===Entering Maridia from the top===&lt;br /&gt;
&lt;br /&gt;
In [[Red Tower Elevator Room]], one can cross the green gate into [[Red Fish Room]] by using indirect G-mode. This is used in any 14% category with X-Ray, to avoid having to climb [[Main Street]]. This has two main methods.&lt;br /&gt;
&lt;br /&gt;
The first is to use a [[Zero]] to G-mode into the Save Room, and then double back to Red Tower Elevator Room. This method is slower, but does not break the graphics.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623710250}}&lt;br /&gt;
&lt;br /&gt;
The second method is to use a [[Sidehopper]] in [[Beta Power Bomb Room]] or a [[Zebbo]] in [[Hellway]] to get direct G-mode in Red Tower Elevator Room. Then, ride the elevator up and back down to get indirect G-mode.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623712739}}&lt;br /&gt;
&lt;br /&gt;
The [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] takes a third option of G-moding downward in [[Crateria Kihunter Room]]. This is most likely not RTA viable.&lt;br /&gt;
&lt;br /&gt;
Some category applications, like [[14% xSpeed]] or [[14% xChargeless]], should perform this entry with a blue suit and then use the blue suit to spark to the top of [[Mt. Everest]]. Using [[X-Mode]] in [[Hellway]] would be the fastest method from the Save Room with Speed Booster, and is hence probably what should be used in category runs. This is done in this example, which also shows the Hellway G-mode method.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623716209}}&lt;br /&gt;
&lt;br /&gt;
As a final useless note, it is possible to enter Maridia without Morph by using [[G-Mode#G-mode Morph|G-mode Morph]]. This requires an indirect G-mode morph into the elevator room, some item to get boosted up to the hole, and then using the bugs to refill and doing another G-mode morph. This is pointless, outside of puzzles or plandos.&lt;br /&gt;
&lt;br /&gt;
===Crossing Botwoon Energy Tank Room===&lt;br /&gt;
&lt;br /&gt;
[[Botwoon Energy Tank Room]] requires an ability to jump up to the passage (if one does not have a way past the speed blocks). This can be done with L+R wall jumping, but without this cannot be done with no equipment. Also, avoiding the Energy Tank when going from left to right can be difficult suitless.&lt;br /&gt;
&lt;br /&gt;
G-mode can be used to pass through the blocks and sand. Entering the sand will instantly overload PLMs, and cause the sand and Speed blocks to act like air. This can be done in either direction. Left to right, a [[Puyo]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623719761}}&lt;br /&gt;
&lt;br /&gt;
Right to left, a [[Zoa]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623721317}}&lt;br /&gt;
&lt;br /&gt;
===G-mode Ridley===&lt;br /&gt;
&lt;br /&gt;
In low% RBO, Ridley is quite problematic. The [https://www.youtube.com/watch?v=ux9QEKGVPgY&amp;amp;t=5040s current low% RBO run] uses G-mode to handle Ridley.&lt;br /&gt;
&lt;br /&gt;
The benefit of this is that there is no heat damage. This is taken further:  A Crystal Flash is performed, and then another power bomb is placed. This causes Ridley to permanently run away from this power bomb. Note after this is done, no further power bombs may be placed and X-Ray will not work.&lt;br /&gt;
&lt;br /&gt;
To end the fight, G-mode must be canceled. This must be done by automatically triggering Reserves. Jumping on top of Ridley in a particular location will cause this to happen, and allow Ridley to immediately grab Samus. All of the particulars of the set-ups can be found in the low% RBO run linked above.&lt;br /&gt;
&lt;br /&gt;
Theoretically, this can be done without the need to Crystal Flash. This requires a very low health fight (a full health G-mode with one hit from Ridley is maximum health possible). Additionally, all flames produced by Ridley will be invisible and stay wherever they spawned. Thus as the fight progesses, jumping becomes more and more dangerous. Additionally, having enough time to be able to collect Ridley's drops may require a number of tanks. This is far from viable in runs, but is possible.&lt;br /&gt;
&lt;br /&gt;
As a final note, the [[R-Mode#R-mode Ridley|R-mode Ridley]] method will also work, since direct G-mode is also R-mode. Both methods may not be done simultaneously.&lt;br /&gt;
&lt;br /&gt;
===G-Mode Save Station===&lt;br /&gt;
&lt;br /&gt;
''Main article with technical explanation: [[G-Mode Save Station]]''&lt;br /&gt;
&lt;br /&gt;
G-Mode can also be used to cause save stations to execute a different PLM than normal, including giving Samus items. Once Samus steps onto the Save Station, it starts cycling through through the available PLMs. Once G-Mode is disabled by activating X-Ray again, it executes the currently-selected PLM.&lt;br /&gt;
&lt;br /&gt;
The current major use is [https://www.speedrun.com/super_metroid_category_extensions#RBO_glitched RBO Glitched]. The [https://www.youtube.com/watch?v=-DBaboq0YMs&amp;amp;t=950s current route] uses this to collect [[Gravity Suit]] before Ridley, by disabling G-Mode on a specific frame after landing on the save station.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SK9f3uXvFjs}}&lt;br /&gt;
&lt;br /&gt;
TODO: Get a more detailed description of what is possible in general.&lt;br /&gt;
&lt;br /&gt;
==Unusual Uses==&lt;br /&gt;
&lt;br /&gt;
Here, some general principles for G-mode applications are given with an example use.&lt;br /&gt;
&lt;br /&gt;
First, note that the above examples already show passing through Crumble blocks and crossing gates.&lt;br /&gt;
&lt;br /&gt;
===G-mode Morph===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;morph without morph&amp;quot;. G-mode allows morphing without the [[Morphing Ball]]. This is only useful in puzzles, randomizers, or potentially hacks that for some reason don't give Morph for a long time.&lt;br /&gt;
&lt;br /&gt;
This is done by pressing backwards during the knockback that initially knocks Samus out of [[G-Mode#G-mode Immobile|G-mode immobile]]. The backwards press must be during the knockback frames, so is a five frame window. If done way too early, Samus will turn around and then be hit; if done slightly too early, Samus will turn-around kago the hit; if done too late, Samus will turn around after the knockback frames.&lt;br /&gt;
&lt;br /&gt;
If the fast G-mode method is done, with less than 5 Energy in Reserves, then the frame window for entering G-mode interacts with the frame window for pressing backwards. With n health in reserves, the number of frames that backwards can be pressed is 8-n. There must also be a short pause between X-Ray release and pressing backwards. The frame window for pushing backwards is always in the same spot (no matter when X-Ray is released), and is always 1 frame after the last frame that X-Ray can be released (if backwards is pressed during this 1 frame instead, then Samus turn-around kagos the knockback). In other words, the following are the valid input patterns after the transition (with D meaning dash must be pressed, d meaning dash may be pressed, &amp;lt; meaning backwards must be pressed on one of these frames, and _ meaning an empty frame):&lt;br /&gt;
* 4 Energy in Reserves:  Dddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 3 Energy in Reserves:  Ddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 2 Energy in Reserves:  Dd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 1 Energy in Reserves:  D_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The variable number of frames that one must wait dependent on X-Ray release can make this obnoxious for timing purposes. If used to entering G-mode, usually 2 Energy feels the easiest, where the window for pressing backwards (6 frames) is much longer than the waiting period (1 or 2 frames).&lt;br /&gt;
&lt;br /&gt;
This is a one time Morph:  As soon as Samus unmorphs, the trick would have to be done again to be able to Morph. While in this morphed state, Bombs, Power Bombs, and Spring Ball may be used. It is still G-mode, so in order to break Power Bomb blocks one must lay a power bomb, unmorph, and then cancel G-mode.&lt;br /&gt;
&lt;br /&gt;
With this technique, without going [[Out of Bounds]], and in the usual Super Metroid layout, 62 items may be collected RTA without Morph. An additional 13 may be collected with immediately softlocking if the item is not Morph.&lt;br /&gt;
&lt;br /&gt;
An example use case, getting down to [[Bomb Torizo]] without Morph using G-mode immobile:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623723573}}&lt;br /&gt;
&lt;br /&gt;
And getting to the same location using the low Energy method with different items:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623726525}}&lt;br /&gt;
&lt;br /&gt;
===Remote Acquiry===&lt;br /&gt;
&lt;br /&gt;
In G-mode, items behave as air and are PLMs so may be used to overload PLMs.&lt;br /&gt;
&lt;br /&gt;
If an item is passed through before PLMs are overloaded, and then G-mode is canceled, the item is collected. This allows collecting items from very far away. Note this must be done in direct G-mode.&lt;br /&gt;
&lt;br /&gt;
This becomes even more powerful when combined with G-mode Morph above, allowing the collection of Morph-locked items without getting softlocked. Here is an example collecting [[List of Missiles#Brinstar 2|Beta Missiles]] using Spring Ball:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623728616}}&lt;br /&gt;
&lt;br /&gt;
===Passing through Speed Blocks===&lt;br /&gt;
&lt;br /&gt;
One example of this was given above, passing through Botwoon Energy Tank Room.&lt;br /&gt;
&lt;br /&gt;
This may additionally be used wherever else there are Speed blocks. In particular, X-Ray and a Reserve Tank may access all Speed-locked map tiles in [[Map Completion]]]. This will be much slower, but opens up other possibilities in low% consideration.&lt;br /&gt;
&lt;br /&gt;
One more frequently done example is G-moding to access the [[Aqueduct]] items. This requires either Bombs or Grapple, to overload PLMs. It is also an alternative to the much harder suitless right side [[X-Ray Climb]]. Here is an example:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623732097}}&lt;br /&gt;
&lt;br /&gt;
===(Very) Deep Stuck X-Ray Climbing===&lt;br /&gt;
&lt;br /&gt;
Since the door does not close behind Samus when G-mode is initially entered, she may walk very deep into the door and cancel G-mode. The door closes on Samus while she is in standing position, so she may [[X-Ray Climb]] from here.&lt;br /&gt;
&lt;br /&gt;
This allows getting very deep in doors. Thus, it allows x-ray climbing past door shells lying above this door. Here is an example, x-ray climbing past the top right green door shell in [[Bubble Mountain]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623735183}}&lt;br /&gt;
&lt;br /&gt;
===X-Ray Climbing from Strange Positions===&lt;br /&gt;
&lt;br /&gt;
When PLMs are overloaded in G-mode, various blocks act as air. However, they are still there. If G-mode is canceled while Samus is standing in these blocks, then she may begin to [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
If done in conjunction with a G-mode forced stand, this can allow X-Ray climbing from very strange positions. Here is one example in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623738489}}&lt;br /&gt;
&lt;br /&gt;
===Crossing Sandy Rooms===&lt;br /&gt;
&lt;br /&gt;
Sand is a PLM, so will not effect Samus in G-mode. This allows crossing sandy rooms with fewer items. Here is an example, that crosses [[East Sand Hall]] with only X-Ray and a Reserve Tank:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|614708300}}&lt;br /&gt;
&lt;br /&gt;
This example is also notable as an RTA viable downward G-mode.&lt;br /&gt;
&lt;br /&gt;
==Non-Examples==&lt;br /&gt;
&lt;br /&gt;
Here, some examples that do not work, with a description of why, are given. Non-examples should always be studied if attempting to learn.&lt;br /&gt;
&lt;br /&gt;
Only a couple of examples are given, specifically chosen as ideas that have been asked about before.&lt;br /&gt;
&lt;br /&gt;
===GT Missiles===&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass through the crumble blocks to collect [[List of Missiles#Norfair 12|GT Missiles]] without [[Space Jump]].&lt;br /&gt;
&lt;br /&gt;
This does not work, because there is no way to G-mode into [[Golden Torizo's Room|GT's room]] from the [[Screw Attack Room|bottom right]] (and GT falls too late to be able to G-mode out of the room and then get indirect G-mode in the room).&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode from the [[Acid Statue Room|top left]]. By using the Missiles to overload the PLMs, the crumble blocks can be pass through. However, the [[List of Super Missiles#Norfair 1|Supers]] for two reasons:&lt;br /&gt;
&lt;br /&gt;
1) PLMs have been overloaded, so items cannot be collected without canceling G-mode;&lt;br /&gt;
&lt;br /&gt;
2) The supers are hidden by a shot block, which cannot be broken without canceling G-mode.&lt;br /&gt;
&lt;br /&gt;
Note the Supers may be collected without killing GT by performing an [[R-Mode#R-mode clips|R-mode clip]] past the crumbles.&lt;br /&gt;
&lt;br /&gt;
===Cathedral Missiles===&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode Morph to collect [[List of Missiles#Norfair 10|Cathedral Missiles]] without Morph.&lt;br /&gt;
&lt;br /&gt;
This does not work because the item is hidden by a shot block, which can never be broken in G-mode.&lt;br /&gt;
&lt;br /&gt;
===Waterway Energy Tank===&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass the Speed blocks to collect [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]].&lt;br /&gt;
&lt;br /&gt;
This actually does work:  Use a [[Zero]] to get indirect G-mode in the [[Waterway Energy Tank Room|room]]. Then use Bombs on the Speed blocks until they act like air.&lt;br /&gt;
&lt;br /&gt;
However, G-mode must be canceled in order to collect the item, since PLMs have been overloaded to pass the Speed blocks. Once G-mode is canceled, Samus is locked in the tiny area back here. This could potentially be useful if the only goal is the collect the map square (like in [[Map Completion]]), if it is a puzzle that ends upon collection of this Energy Tank, or in a multiworld where this item belongs to somebody else.&lt;br /&gt;
&lt;br /&gt;
As a major glitch note, it is possible to do 1-frame G-mode steps into the Speed blocks and [[X-Ray Climb]] to [[Out of Bounds]]. From there, escape might be possible. Note that there are also major glitch methods to collect this item without power bombs, which would avoid the need for G-mode as well.&lt;br /&gt;
&lt;br /&gt;
===Going up the back of Gauntlet===&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode into [[Green Pirates Shaft]] and then go up to the back of Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The issue is that there are shot blocks. Shot blocks always act as solid in G-mode.&lt;br /&gt;
&lt;br /&gt;
===Wrecked Ship Reserve===&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode to access the [[List of Reserve Tanks#Wrecked Ship 1|Wrecked Ship Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
The issue is there is no way to G-mode into the bottom of this room:  No enemy allows this to happen. There are [[Workrobots]], but they only damage Samus via projectiles which will not work to activate G-mode.&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode into the top of this room by using a [[Zeb]], but this does not help.&lt;br /&gt;
&lt;br /&gt;
==Old Description==&lt;br /&gt;
&lt;br /&gt;
This is maintained for historical reasons.&lt;br /&gt;
&lt;br /&gt;
From the text at [http://tasvideos.org/5833S.html TASVideos]:&lt;br /&gt;
&lt;br /&gt;
''Discovered by EternisedDragon in 2015. Running out of energy during a door transition does not trigger the R-Tank's &amp;quot;Auto&amp;quot; feature before the next room is fully loaded. When the next room finishes loading, there is one frame of game play before the R-Tank activates.''&lt;br /&gt;
&lt;br /&gt;
''This frame can be used to activate X-Ray, and although doing so would normally cause the less-useful &amp;quot;R-Mode&amp;quot;, found many years ago by Kejardon, G-Mode can be achieved instead if the input used for activating X-Ray is released within a ~3 frame window, while the R-Tank finishes refilling Samus's energy.''&lt;br /&gt;
&lt;br /&gt;
''This enables control over Samus, but leaves some properties of X-Ray active - for example, the game is unable to execute any PLMs, such as crumble blocks or screen scroll controllers (which is the reason the camera doesn't follow Samus during this mode), meaning activating too many PLMs will cause the queue to fill up and make most of them nonsolid. Thus, through G-Mode, Lower Norfair is easily accessible through [[Single Chamber|what is normally its exit]] by jumping through the nonsolid pillars and crumble blocks.''&lt;br /&gt;
&lt;br /&gt;
''The mode is disabled whenever X-Ray is activated again, and since doors are also PLMs, they will not open while the mode is active (excluding the initial door, which stays open when the mode is first activated, allowing the mode to persist into the room you were originally in).''&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[G-Mode Technical Details]]&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8988</id>
		<title>G-Mode Technical Details</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Technical_Details&amp;diff=8988"/>
				<updated>2025-03-18T20:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Initial pass at &amp;quot;G-Mode Technical Details&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When starting to use X-Ray by pressing dash with X-Ray selected, the following things happen as part of the X-Ray setup process:&lt;br /&gt;
&lt;br /&gt;
* time-is-frozen flag ($0A78) is set to 1 (at $91E21A, also again at $91CAFE).&lt;br /&gt;
* enemy projectile flag ($198D) is cleared to 0 (at $91E231).&lt;br /&gt;
* PLM flag ($1C23) is cleared to 0 (at $91E235).&lt;br /&gt;
* animated tiles flag ($1EF1) is cleared to 0 (at $91E239).&lt;br /&gt;
* palette FX flag ($1E79) is cleared to 0 (at $91E23D).&lt;br /&gt;
* an X-Ray HDMA object is created (at $91CAEE) which handles the control of the X-Ray beam, along with its deactivation once dash is released.&lt;br /&gt;
&lt;br /&gt;
During normal usage of X-Ray, these changes create the intended effect that time has stopped, allowing the playing to inspect the room with X-Ray without having to worry about dodging enemies, their projectiles, or other hazards. Note that the game state ($0998) remains in &amp;quot;main gameplay&amp;quot; ($08) the whole time; just the modifications to the flags affect the behavior of the game.&lt;br /&gt;
&lt;br /&gt;
Normally, all of these changes are undone during the X-Ray deactivation routine ($91E2AD). However, if an auto-reserve trigger finishes while X-Ray is active, then this restores the time-is-frozen flag ($0A78) to 0 (at $82DC18), which prevents the X-Ray deactivation from completing, as it checks (at $888A26) that time is frozen as a condition for the deactivation to proceed. This leaves the game in the &amp;quot;G-mode&amp;quot; state, where processing of PLMS, enemy projectiles, animated tiles, and palette FX remain disabled. The X-ray HDMA object also remains, and as a result, every frame it continues to check the time-is-frozen flag to see if it should proceed with the X-Ray deactivation cleanup; if auto-reserves are triggered again, this will happen, resulting in Samus being forced to stand up (&amp;quot;R-mode forced stand-up&amp;quot;) and an end to the G-mode effects. The forced standup occurs because part of the X-Ray deactivation involves putting Samus into a standing pose (at $888A5A).&lt;br /&gt;
&lt;br /&gt;
While in G-mode, if X-Ray is used again, a second X-Ray HDMA object will be created; when X-Ray deactivates, this second X-Ray HDMA object will be deleted, and the enemy projectile, PLM, animated tiles, and palette FX flags will all return to normal, ending G-mode. However, the first X-Ray HDMA object will still remain, meaning the &amp;quot;R-mode forced standup&amp;quot; is still possible. So &amp;quot;R-mode&amp;quot; is simply the result of entering G-mode and then using X-Ray again. Normally this is done by continuing to hold X-Ray through to the end of the auto-reserve trigger, which buffers a second use of X-Ray after the reserve trigger finishes; however, in terms of the resulting game state, there is no difference between doing this vs. entering &amp;quot;G-mode&amp;quot; and then using X-Ray at a later time in the same room.&lt;br /&gt;
&lt;br /&gt;
When leaving the room in G-mode, the X-Ray HDMA object will get cleaned up (at $82E2FA), ending the &amp;quot;R-mode&amp;quot; effects, but the enemy projectile, PLM, animated tiles, and palette FX flags will remain disabled, preserving the G-mode effects.&lt;br /&gt;
&lt;br /&gt;
==Effects of each components==&lt;br /&gt;
&lt;br /&gt;
The various effects of G-mode, R-mode, and related states can be explained by the individual flags/components affected:&lt;br /&gt;
&lt;br /&gt;
===Time-is-frozen flag ($0A78)===&lt;br /&gt;
&lt;br /&gt;
The time-is-frozen flag has many effects, including preventing Samus' movement, preventing enemy processing (including enemy movement), and preventing earthquake shaking. It is normally only active during an auto-reserve trigger, while using X-ray, or during the death sequence. Because the time-is-frozen flag is cleared at the end of the reserve trigger, its effects do not apply to either G-mode or R-mode. One unusual scenario where its effects can be seen is by triggering auto-reserves when entering the Toilet; Samus will continue to pass through the Toilet during the refill, and if enough energy is in reserves to reach the transition on the other side before it completes, then Samus will enter the next room with time frozen. This will be a soft-lock as Samus will not be able to move, though some actions are still possible such as walking in-place or turning around in-place.&lt;br /&gt;
&lt;br /&gt;
===Enemy projectile flag ($198D)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of enemy projectiles will be skipped. This means that enemy projectiles will not be drawn and will not move. However, though they are invisible, they can still spawn and can still damage Samus. The game has space for a maximum of 18 projectiles, so after that amount have spawned, no more will spawn, in which case we say that enemy projectiles are overloaded. If X-ray or a reserve trigger is used to exit G-mode, then the processing of enemy projectiles will resume, meaning all the spawned projectiles will become visible and begin moving (if applicable). Drops from enemies (energy and ammo) are a type of enemy projectile. If a player wants to use G-mode to pass through a heated room, and is relying on drops (and pause abuse) from an enemy near the door in order to escape the room after exiting G-mode, then the player must be careful to avoid letting enemy projectiles become overloaded, since in that case no drops will spawn.&lt;br /&gt;
&lt;br /&gt;
===PLM flag ($1C23)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, processing of PLMs will be skipped. During normal usage of X-Ray, this means, for example, that if a door is in the middle of being opened, or a shot block or bomb block is in the middle of being destroyed, it will stay how it is rather than continuing to progress through its animation, as long as X-Ray is in use. In G-mode this has many implications, and the effects vary depending on the specific type of PLMs and blocks involved.&lt;br /&gt;
&lt;br /&gt;
Some types of PLMs spawn when the room loads, including door locks, items, and gates (blue and green). When entering the room with a reserve trigger to enter G-mode, these PLMs will still be processed for 1 frame (at $82E53C) before G-mode is entered; therefore, door locks, items, and gates still spawn in this case (direct G-mode). However, if leaving the room while still in G-mode (indirect G-mode), the PLMs in the new room will not process at all, until G-mode is exited. This means that in indirect G-mode, door locks, items, and gates do not spawn.&lt;br /&gt;
&lt;br /&gt;
Other types of PLMs spawn dynamically as a reaction to interacting with certain types of blocks, e.g. touching sand, an item, or a camera scroll block; grappling to a Grapple block; or bombing a crumble block, Speed block, or bomb block. The PLM flag being cleared does not prevent new PLMs from spawning; it only prevents them from carrying out their instructions that would normally cause them to animate, perform their function, and/or delete themselves when they finish. As a result, in G-mode it is easy for large number of newly spawned PLMs to accumulate. The game has space for a maximum of 40 PLMs, so after that amount have spawned, no more will spawn.&lt;br /&gt;
&lt;br /&gt;
===Animated tiles flag ($1EF1)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents animated FX from animating, including lava, acid, rain, and the Pink Brinstar falling spores. So these tiles will remain frozen in their initial state. In indirect G-mode, the animated tiles don't load at all, so they can have a different appearance based on whatever animated tiles were most recently loaded in a previous room.&lt;br /&gt;
&lt;br /&gt;
===Palette FX flag ($1E79)===&lt;br /&gt;
&lt;br /&gt;
When this flag is cleared, it prevents processing of palette FX, such as the glowing colors in Wrecked Ship, Red Brinstar, and hot Norfair rooms. More significantly, it prevents heat damage, giving the &amp;quot;artificial Varia&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
===X-Ray HDMA object===&lt;br /&gt;
&lt;br /&gt;
The continued presence of the X-Ray HDMA object is what allows for an auto-reserve trigger to cause the R-mode forced stand-up. The X-ray state ($0A7A) ends up stuck with a value of 5, which is the final X-Ray deactivation state. In most cases, this HDMA object also causes the &amp;quot;colour math subscreen backdrop colour&amp;quot; to get overwritten on each frame ($88870C), to the gray color associated with how X-Ray dims the screen. This interferes with the operation of a Crystal Flash, which uses the &amp;quot;color math subscreen backdrop colour&amp;quot; as a sort of counter (at $88A35D). As a result, after using a Crystal Flash in G-mode, usually the Crystal Flash clean-up at $88A317 fails to occur, and this means that the power bomb explosion status ($0592) remains set to $8000 after the Crystal Flash completes, and the two HDMA objects created by the Crystal Flash also remain. This leaves behind a &amp;quot;light orb&amp;quot; which can continue to damage enemies. The game audio will also be silenced (why?).&lt;br /&gt;
&lt;br /&gt;
When the power bomb explosion status ($0592) remains set to $8000, this prevents the use of X-Ray (due to the check at $91E1AA). Leaving the room, triggering auto-reserves, or laying another Power Bomb will clear the power bomb explosion status ($0592) and allow the use of X-Ray again. However, laying another Power Bomb has a side effect of making the foreground (BG1) disappear (why?); in this case, the foreground can be viewed temporarily by using X-Ray, and will be restored permanently by leaving the room.&lt;br /&gt;
&lt;br /&gt;
At $888700, the X-Ray HDMA handler calls a function $91D143, which checks if one of a few special situations applies where the X-Ray HDMA handler will not overwrite the &amp;quot;colour math subscreen backdrop colour&amp;quot;, unlike most rooms. These exceptions are the following rooms:&lt;br /&gt;
&lt;br /&gt;
* Statues Room&lt;br /&gt;
* Glass Tunnel&lt;br /&gt;
* Fireflea rooms&lt;br /&gt;
** Green Brinstar Fireflea Room&lt;br /&gt;
** Red Brinstar Fireflea Room&lt;br /&gt;
** Lower Norfair Fireflea Room&lt;br /&gt;
* Kraid Room&lt;br /&gt;
* Crocomire's Room&lt;br /&gt;
* Phantoon's Room&lt;br /&gt;
* Draygon's Room&lt;br /&gt;
* Mother Brain Room&lt;br /&gt;
&lt;br /&gt;
Therefore, when Crystal Flash can be used in these rooms in G-mode/R-mode, it will clean itself up normally, and not leave behind a light orb or prevent the use of X-Ray. The game checks for &amp;quot;Statues Room&amp;quot; and &amp;quot;Glass Tunnel&amp;quot; directly by comparing the room pointer to the two specific values; it checks for fireflea rooms by looking at the FX type ($196E); and it checks for boss rooms by comparing the boss ID ($179C) to the 5 specific values.&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=R-Mode&amp;diff=8987</id>
		<title>R-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=R-Mode&amp;diff=8987"/>
				<updated>2025-03-18T16:50:24Z</updated>
		
		<summary type="html">&lt;p&gt;Maddo: Using X-Ray does not exit R-mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;R-mode (Reserve mode) is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[G-Mode]]. It is possibly the easiest to enter, and least useful.&lt;br /&gt;
&lt;br /&gt;
R-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]]. Additionally, many applications require either a [[Crystal Flash]] or having more Reserve Tanks than Energy Tanks.&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, R-mode mostly finds use in low% categories, a small exception being a route of Super Metroid Z-Factor 100%.  It can be used in [[14% xChargeless]], [[14% xSpeed]], [[14% xAmmo]], and [[14% xPb]]. It could also be helpful in low% versions of other categories, like low% [[RBO]] or low% [[Map Completion]].&lt;br /&gt;
&lt;br /&gt;
==Entering R-Mode==&lt;br /&gt;
&lt;br /&gt;
R-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, and then using X-Ray on the first frame after the transition while Reserves automatically trigger. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
# Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
# Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
# Be hit by the enemy during the transition.&lt;br /&gt;
# Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
# Continue to hold dash until Reserves have been emptied.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released in about a three frame window when Reserves finish filling, then instead G-mode will be activated. Thus, it is safer to hold X-Ray for longer. Note X-Ray will do the widening animation again when Reserves finish filling, so when this begins for the second time dash can be released.&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest the enter R-mode with a very small amount of Energy in Reserves. However, many applications require getting Energy back into Reserves. Thus, it is usually more optimal to perform R-mode when Reserves are full.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
The screen will be dimmed (like X-Ray is being used), and the door will close behind Samus. If the screen is not dimmed, then dash was released very early. If the door does not close, than X-Ray was released slightly too early and G-mode was activated instead.&lt;br /&gt;
&lt;br /&gt;
There may be some graphical glitches, especially if power bombs are used. These will be more common if the room is larger. The pause screen will be a bit messed up, but is fully functional.&lt;br /&gt;
&lt;br /&gt;
If a Crystal Flash is performed, the small light orb will follow Samus around and there may be further graphical glitches. Additionally, where the power bomb for the Crystal Flash was placed will continue to damage enemies.&lt;br /&gt;
&lt;br /&gt;
The most important effect of R-mode is that the first time Reserves are automatically triggered, Samus is put into a standing pose (and R-mode is canceled). This includes if Samus is morphed (but excludes if Samus is in a forced crouch pose). This is frequently called an R-mode forced stand.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
&lt;br /&gt;
R-mode is canceled when Reserves automatically trigger or a different room is entered.&lt;br /&gt;
&lt;br /&gt;
The most evident limitation is the enemy positioning needed to enter R-mode. Note that the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered). Additionally environmental damage (e.g., heat) will not work. Therefore, a neighboring room needs an enemy that can damage Samus during the transition.&lt;br /&gt;
&lt;br /&gt;
Most applications of R-mode use the forced stand. This requires having Energy in Reserves. Therefore, this requires either:  (1) Crystal Flashing; (2) an infinitely respawning enemy; or (3) having more Reserve Tanks than Energy Tanks, performing R-mode when Reserves are full, and collecting a single health drop to put Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
Note for (3), this could, in principle, be done with fewer relative Reserve Tanks if there are enough enemies in the room. This is usually not practical.&lt;br /&gt;
&lt;br /&gt;
Another limitation is that R-mode requires using X-Ray, so activation will cancel a shinespark suit. R-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
&lt;br /&gt;
Also, a small note, an R-mode forced stand will not happen from a forced crouch, the pose Samus is in when she jumps into a 2-tile tall area and cannot use X-Ray. It will work from a normal crouch, and seemingly any other situation.&lt;br /&gt;
&lt;br /&gt;
Finally, R-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue.&lt;br /&gt;
&lt;br /&gt;
For an upward transition, an appropriately frozen enemy (or some other enemy that Samus can stand on, e.g., a [[Yard]]) can be used. The enemy should be frozen at a height so that if Samus is crouched the transition is not triggered, but when she stands the transition is triggered. See below, the Botwoon Hallway clip, for an example.&lt;br /&gt;
&lt;br /&gt;
For downward transitions, this is extremely problematic. Note X-Ray may only be used when Samus' vertical speed is 0 and she is in a standing, walking, or crouched pose.&lt;br /&gt;
&lt;br /&gt;
*In sand (like the bottom of [[Aqueduct]]), this can be done RTA. See [[G-Mode#Crossing Sandy Rooms]] for an example using G-mode.&lt;br /&gt;
&lt;br /&gt;
*In other cases, it is theoretically possible. This is done in the latest [http://tasvideos.org/4010M.html 100% TAS], using G-mode to enter Maridia from the top.&lt;br /&gt;
&lt;br /&gt;
==Speedrun Uses==&lt;br /&gt;
&lt;br /&gt;
There are three main uses of R-mode in speedrun categories, all of which are only used in the less standard 14% categories.&lt;br /&gt;
&lt;br /&gt;
===R-mode clip to Botwoon===&lt;br /&gt;
&lt;br /&gt;
An R-mode clip can be used to get past [[Botwoon Hallway]] without Ice, a Shinespark, or a Crystal Flash. This is required in esoteric 14% categories, like [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
This requires using a [[Yard]] to R-mode through the upward transition in [[Aqueduct]], collecting enough health drops to put Energy in Reserves, and then using a [[Mochtroid]] to trigger Reserves. Then this requires a very low health [[Botwoon]] (since Reserves were just automatically triggered).&lt;br /&gt;
&lt;br /&gt;
Since Botwoon Hallway does not have infinitely spawning enemies, this method requires a Crystal Flash (in which one could Crystal Flash clip instead), or having more Reserve Tanks than Energy Tanks (technically, there are six enemies in Botwoon Hallway, so this works if one has the same number of Energy as Reserve Tanks but is not viable RTA).&lt;br /&gt;
&lt;br /&gt;
This can be used in a randomizer. It is usually irrelevant, given the Reserve Tank and Energy Tank requirement. To have the most general example, here is a short video performing the clip with the least amount of items required:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621199084}}&lt;br /&gt;
&lt;br /&gt;
Note in any speedrun application, one would have [[Morphing Ball]]. This not only makes the R-mode set-up into the hallway easier, but also makes the clip itself have a wider window:  The window is 3 frames without morph, but 9 frames with morph. (TODO: Get a clip of the speedrun version.)&lt;br /&gt;
&lt;br /&gt;
===R-mode CF Suit===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand can interrupt a Crystal Flash, which will give a flash suit. This is documented on the [[Yellow Suit Glitch#Reserve Mode *CF|Yellow Suit Glitch]] page.&lt;br /&gt;
&lt;br /&gt;
For the most part, this is a (possibly much easier) alternative to an [[Yellow Suit Glitch#Elevator *CF|Elevator CF Suit]]. There are some situations where an elevator may not be accessible. For example, an R-mode CF Suit can be used to eliminate the need for L+R wall jumping in [[14% xChargeless]], by generating a flash suit in [[Below Botwoon Energy Tank]] (and then converting it to a blue suit with a [[Blue Suit Glitch#Crystal Flash|Crystal Spark]]):&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|BgNE_vORprY}}&lt;br /&gt;
&lt;br /&gt;
There are some problems:  in order to generate an R-mode CF Suit, the Crystal Flash must be interrupted after the Reserves have been partially filled. Therefore, this requires enough time for Energy to be put in Reserves, and then requires damage to be taken very quickly so that Reserves automatically trigger.&lt;br /&gt;
&lt;br /&gt;
Therefore, most generation spots have a requirement on Energy Tanks. In particular, they will only work if you do not have too many Energy Tanks. For example, the above set-up in Below Botwoon Energy Tank requires having zero Energy Tanks.&lt;br /&gt;
&lt;br /&gt;
This can be done with a maximum of 10 power bombs. This makes it possible to complete a [[14% xPb|14% category that collects (Charge, X-Ray, Power Bomb)]] as the unique items. This has yet to have a known, recorded, RTA completion. Here is an example of generating a suit with a maximum of 10 power bombs:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|608754113}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Blue Suit===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand can interrupt a shinespark, which will give a blue suit. This is documented on the [[Blue Suit Glitch#Reserve Mode|Blue Suit Glitch]] page&lt;br /&gt;
&lt;br /&gt;
This is simply an alternative method for blue suit generation in any speed running category. For example, [[14% xSpeed]] should generate a blue suit and then G-mode to enter Maridia, so that a shinespark can be used to get to the top of [[Mt. Everest]]. This blue suit could be generated via X-mode (in fact, this can be done in [[Hellway]], right next to where one would G-mode to enter Maridia). Thus, an R-mode blue suit is simply a potentially easier alternative.&lt;br /&gt;
&lt;br /&gt;
A good place to practice R-mode blue suit generation is in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621225519}}&lt;br /&gt;
&lt;br /&gt;
==Unusual Uses==&lt;br /&gt;
&lt;br /&gt;
R-mode has many other uses, that are not relevant in any speed running category.&lt;br /&gt;
&lt;br /&gt;
===R-mode clips===&lt;br /&gt;
&lt;br /&gt;
R-mode clips, like the example in [[Botwoon Hallway]] above, can be done in many other locations. None of these turn out to be helpful.&lt;br /&gt;
&lt;br /&gt;
For example, it is possible to R-mode into the top left of [[Golden Torizo's Room]], collect the Supers, use GT to put health in Reserves, and then use heat damage to R-mode clip back to the top left door (which does not lock). This allows collecting GT Supers in an NBMB run (if one has Space Jump, so the OoB version).&lt;br /&gt;
&lt;br /&gt;
===Clipping an enemy into a wall===&lt;br /&gt;
&lt;br /&gt;
By using an R-mode forced stand and Ice, it is possible to freeze an enemy deep into a wall. With an appropriate pixel position, this allows clipping a pixel into a wall and then [[X-Ray Climb]] from strange locations.&lt;br /&gt;
&lt;br /&gt;
For example, this can be done to X-Ray climb up the middle of [[Green Pirates Shaft]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|557022644}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Mother Brain===&lt;br /&gt;
&lt;br /&gt;
An R-mode forced stand decreases the amount of damage that [[Mother Brain]]'s Rainbow Beam does by a single tick. This is not enough to make fewer tanks required with [[Varia Suit]].&lt;br /&gt;
&lt;br /&gt;
It is enough to make fewer tanks required without [[Varia Suit]]. Any combination of 4+1, 3+2, or 2+3 Energy+Reserve Tanks works. Note this requires Crystal Flashing, since Mother Brain's Room must be entered with R-mode (which will have too low of health to survive). Here is an example of the 2+3 fight, which seemingly shouldn't work since Samus has only 299+299=598 Energy:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|609224130}}&lt;br /&gt;
&lt;br /&gt;
This potentially has a use in low% RBO, or other low% categories that for some reason do not collect Varia Suit. For RBO, this would require cutting a Tank to get down from 6 total to 5. It would also require using an xChargeless base, since both X-Ray and a Crystal Flash are required.&lt;br /&gt;
&lt;br /&gt;
===Light Pillar Mother Brain===&lt;br /&gt;
&lt;br /&gt;
A strange use of R-mode, which had other uses but most of these have since had other methods found, is Light Pillar. In order to activate Light Pillar, when in R-mode hold X-Ray, deselect it (while still holding dash), and then release dash for one or two frames and re-grab dash. If successful, a weird pillar of light will form around Samus.&lt;br /&gt;
&lt;br /&gt;
Light Pillar allows surviving Mother Brain's Rainbow Beam with no Energy Tanks. Thus, 0+3 Energy+Reserve Tanks works (with Varia Suit). In principle, without Varia Suit 1+5 tanks would work. Note, like with R-mode Mother Brain, this requires Crystal Flashing.&lt;br /&gt;
&lt;br /&gt;
Here is an example of the 0+3 fight:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|608706911}}&lt;br /&gt;
&lt;br /&gt;
===R-mode Ridley===&lt;br /&gt;
&lt;br /&gt;
After a Crystal Flash is performed in R-mode, the power bomb location can still deal damage to an enemy. [[Ridley]] can take damage from power bombs.&lt;br /&gt;
&lt;br /&gt;
Therefore, it is possible to R-mode into [[Ridley's Room]], perform a Crystal Flash, and then repeatedly maneuver Ridley into the spot the Crystal Flash was performed. This will deal 200 damage to Ridley every single time. Thus, one can slowly chip away at Ridley's health.&lt;br /&gt;
&lt;br /&gt;
This allows killing Ridley with just Crystal Flash ammo, which would normally not be enough damage.&lt;br /&gt;
&lt;br /&gt;
This is not useful in any category basically because power bombs do not damage Mother Brain.&lt;br /&gt;
&lt;br /&gt;
Here is a proof of concept, that at least damages Ridley a couple of times:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|621213485}}&lt;br /&gt;
&lt;br /&gt;
Also, the [[G-Mode#G-mode Ridley|G-mode Ridley]] method will work as it is really an R-mode effect (although heat will damage Samus in R-mode); both methods may not be done simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Maddo</name></author>	</entry>

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