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		<id>https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bobbob</id>
		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.supermetroid.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bobbob"/>
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		<updated>2026-04-26T20:51:13Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=X-Ray_Climb&amp;diff=8156</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=8156"/>
				<updated>2024-01-30T15:56:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just putting some of my notes here so they are somewhere on the wiki&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;
=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>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8051</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8051"/>
				<updated>2023-12-03T21:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: decided to stop being lazy and test rta ice moonfall to ws reserve.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, note this page is about no major glitches conditions.&lt;br /&gt;
&lt;br /&gt;
=== Max% No Powerbombs analysis (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:&lt;br /&gt;
&lt;br /&gt;
* 80% (RTA, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 81% (RTA, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 82% (TAS, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 83% (TAS, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, PAL, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 89% (TAS, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 90% (TAS, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
Additionally, items that require more finesse have a brief description of how they can be collected.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* [[Bomb|Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 1|Omega Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 2|Moat Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball|Morph Ball]]&lt;br /&gt;
&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Spazer]]&lt;br /&gt;
&lt;br /&gt;
* [[Varia Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 1|Alpha Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 2|Beta Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]&lt;br /&gt;
&lt;br /&gt;
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]&lt;br /&gt;
&lt;br /&gt;
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]&lt;br /&gt;
&lt;br /&gt;
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)&lt;br /&gt;
&lt;br /&gt;
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;br /&gt;
&lt;br /&gt;
* [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Cathedral Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 9|Wave Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Cosine Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])&lt;br /&gt;
&lt;br /&gt;
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]&lt;br /&gt;
&lt;br /&gt;
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a &amp;quot;slopespark&amp;quot; by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[Gravity Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]&lt;br /&gt;
&lt;br /&gt;
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Space Jump]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 4|False Wall Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 1|Main Street Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 3|Precious Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 1|Crab Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although ice moonfall shenanigans may be performed to fall onto the Reserve Tank from above, escaping requires power bombs.&lt;br /&gt;
&lt;br /&gt;
==Beating the game with minimal power bombs==&lt;br /&gt;
&lt;br /&gt;
As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.&lt;br /&gt;
&lt;br /&gt;
There are two obstacles, with one of them occurring twice:  The yellow door at the bottom of [[Red Kihunter Shaft]], and the statue in [[Wasteland]] going both directions.&lt;br /&gt;
&lt;br /&gt;
Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.&lt;br /&gt;
&lt;br /&gt;
Under TAS conditions, the statue in Wasteland can be gotten past going down:  This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the [[Dessgeega]].&lt;br /&gt;
&lt;br /&gt;
Theoretically, the statue could be avoided going up with an [[X-Ray Climb]]. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier:  In particular, entering Maridia and Lower Norfair could be done with [[G-Mode]] instead.&lt;br /&gt;
&lt;br /&gt;
Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:&lt;br /&gt;
&lt;br /&gt;
* X-Ray:  This is collected with a single power bomb used (X-Ray climbing in [[Red Tower]] on the escape to get past the power bomb blocks), and then an X-Ray climb is done in [[Wasteland]] to avoid this power bomb use.&lt;br /&gt;
&lt;br /&gt;
* Power Bombs of Shame:  This is collected on the way to Ridley.&lt;br /&gt;
&lt;br /&gt;
* Ridley Energy Tank:  This is collected after Ridley.&lt;br /&gt;
&lt;br /&gt;
* Crateria Power Bombs:  Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.&lt;br /&gt;
&lt;br /&gt;
* Wrecked Ship Reserve:  This can be escaped with a superjump. Note the entry hasn't been replicated RTA, to my knowledge.&lt;br /&gt;
&lt;br /&gt;
* Golden Torizo Missiles (RTA):  With X-Ray, the GT superjump could be done RTA.&lt;br /&gt;
&lt;br /&gt;
Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.&lt;br /&gt;
&lt;br /&gt;
I personally have thought about this less, so a couple things to potentially check:&lt;br /&gt;
&lt;br /&gt;
* Kraid Missiles:  Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
* Wasteland statue:  Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.&lt;br /&gt;
&lt;br /&gt;
But assuming the analysis to be correct, this increases the percentage to:&lt;br /&gt;
&lt;br /&gt;
* 93% (RTA);&lt;br /&gt;
&lt;br /&gt;
* 94% (TAS).&lt;br /&gt;
&lt;br /&gt;
Note every single remaining item acts independently requiring a single power bomb. So 100% needs 8 power bombs for TAS, and 10 power bombs RTA.&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration(s) for (1) TAS case, and for (2) RTA case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8050</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8050"/>
				<updated>2023-12-03T20:28:11Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: bfrobber tested ws reserve escape, so small update to min pbs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, note this page is about no major glitches conditions.&lt;br /&gt;
&lt;br /&gt;
=== Max% No Powerbombs analysis (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:&lt;br /&gt;
&lt;br /&gt;
* 80% (RTA, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 81% (RTA, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 82% (TAS, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 83% (TAS, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, PAL, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 89% (TAS, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 90% (TAS, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
Additionally, items that require more finesse have a brief description of how they can be collected.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* [[Bomb|Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 1|Omega Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 2|Moat Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball|Morph Ball]]&lt;br /&gt;
&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Spazer]]&lt;br /&gt;
&lt;br /&gt;
* [[Varia Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 1|Alpha Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 2|Beta Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]&lt;br /&gt;
&lt;br /&gt;
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]&lt;br /&gt;
&lt;br /&gt;
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]&lt;br /&gt;
&lt;br /&gt;
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)&lt;br /&gt;
&lt;br /&gt;
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;br /&gt;
&lt;br /&gt;
* [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Cathedral Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 9|Wave Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Cosine Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])&lt;br /&gt;
&lt;br /&gt;
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]&lt;br /&gt;
&lt;br /&gt;
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a &amp;quot;slopespark&amp;quot; by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[Gravity Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]&lt;br /&gt;
&lt;br /&gt;
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible. To my knowledge, this has not been replicated RTA, although there is no reason why it couldn't be.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock, TAS)&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Space Jump]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 4|False Wall Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 1|Main Street Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 3|Precious Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 1|Crab Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.&lt;br /&gt;
&lt;br /&gt;
==Beating the game with minimal power bombs==&lt;br /&gt;
&lt;br /&gt;
As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.&lt;br /&gt;
&lt;br /&gt;
There are two obstacles, with one of them occurring twice:  The yellow door at the bottom of [[Red Kihunter Shaft]], and the statue in [[Wasteland]] going both directions.&lt;br /&gt;
&lt;br /&gt;
Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.&lt;br /&gt;
&lt;br /&gt;
Under TAS conditions, the statue in Wasteland can be gotten past going down:  This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the [[Dessgeega]].&lt;br /&gt;
&lt;br /&gt;
Theoretically, the statue could be avoided going up with an [[X-Ray Climb]]. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier:  In particular, entering Maridia and Lower Norfair could be done with [[G-Mode]] instead.&lt;br /&gt;
&lt;br /&gt;
Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:&lt;br /&gt;
&lt;br /&gt;
* X-Ray:  This is collected with a single power bomb used (X-Ray climbing in [[Red Tower]] on the escape to get past the power bomb blocks), and then an X-Ray climb is done in [[Wasteland]] to avoid this power bomb use.&lt;br /&gt;
&lt;br /&gt;
* Power Bombs of Shame:  This is collected on the way to Ridley.&lt;br /&gt;
&lt;br /&gt;
* Ridley Energy Tank:  This is collected after Ridley.&lt;br /&gt;
&lt;br /&gt;
* Crateria Power Bombs:  Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.&lt;br /&gt;
&lt;br /&gt;
* Golden Torizo Missiles (RTA):  With X-Ray, the GT superjump could be done RTA.&lt;br /&gt;
&lt;br /&gt;
* Wrecked Ship Reserve (TAS):  This can be escaped with a superjump. Note the entry hasn't been replicated RTA, to my knowledge.&lt;br /&gt;
&lt;br /&gt;
Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.&lt;br /&gt;
&lt;br /&gt;
I personally have thought about this less, so a couple things to potentially check:&lt;br /&gt;
&lt;br /&gt;
* Kraid Missiles:  Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
* Wasteland statue:  Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.&lt;br /&gt;
&lt;br /&gt;
But assuming the analysis to be correct, this increases the percentage to:&lt;br /&gt;
&lt;br /&gt;
* 92% (RTA);&lt;br /&gt;
&lt;br /&gt;
* 94% (TAS).&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8048</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8048"/>
				<updated>2023-12-02T21:14:25Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding a remark that this is about nmg conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, note this page is about no major glitches conditions.&lt;br /&gt;
&lt;br /&gt;
=== Max% No Powerbombs analysis (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:&lt;br /&gt;
&lt;br /&gt;
* 80% (RTA, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 81% (RTA, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 82% (TAS, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 83% (TAS, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, PAL, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 89% (TAS, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 90% (TAS, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
Additionally, items that require more finesse have a brief description of how they can be collected.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* [[Bomb|Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 1|Omega Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 2|Moat Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball|Morph Ball]]&lt;br /&gt;
&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Spazer]]&lt;br /&gt;
&lt;br /&gt;
* [[Varia Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 1|Alpha Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 2|Beta Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]&lt;br /&gt;
&lt;br /&gt;
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]&lt;br /&gt;
&lt;br /&gt;
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]&lt;br /&gt;
&lt;br /&gt;
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)&lt;br /&gt;
&lt;br /&gt;
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;br /&gt;
&lt;br /&gt;
* [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Cathedral Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 9|Wave Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Cosine Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])&lt;br /&gt;
&lt;br /&gt;
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]&lt;br /&gt;
&lt;br /&gt;
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a &amp;quot;slopespark&amp;quot; by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[Gravity Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]&lt;br /&gt;
&lt;br /&gt;
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible. To my knowledge, this has not been replicated RTA, although there is no reason why it couldn't be.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock, TAS)&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Space Jump]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 4|False Wall Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 1|Main Street Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 3|Precious Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 1|Crab Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.&lt;br /&gt;
&lt;br /&gt;
==Beating the game with minimal power bombs==&lt;br /&gt;
&lt;br /&gt;
As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.&lt;br /&gt;
&lt;br /&gt;
There are two obstacles, with one of them occurring twice:  The yellow door at the bottom of [[Red Kihunter Shaft]], and the statue in [[Wasteland]] going both directions.&lt;br /&gt;
&lt;br /&gt;
Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.&lt;br /&gt;
&lt;br /&gt;
Under TAS conditions, the statue in Wasteland can be gotten past going down:  This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the [[Dessgeega]].&lt;br /&gt;
&lt;br /&gt;
Theoretically, the statue could be avoided going up with an [[X-Ray Climb]]. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier:  In particular, entering Maridia and Lower Norfair could be done with [[G-Mode]] instead.&lt;br /&gt;
&lt;br /&gt;
Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:&lt;br /&gt;
&lt;br /&gt;
* X-Ray:  This is collected with a single power bomb used (X-Ray climbing in [[Red Tower]] on the escape to get past the power bomb blocks), and then an X-Ray climb is done in [[Wasteland]] to avoid this power bomb use.&lt;br /&gt;
&lt;br /&gt;
* Power Bombs of Shame:  This is collected on the way to Ridley.&lt;br /&gt;
&lt;br /&gt;
* Ridley Energy Tank:  This is collected after Ridley.&lt;br /&gt;
&lt;br /&gt;
* Crateria Power Bombs:  Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.&lt;br /&gt;
&lt;br /&gt;
Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.&lt;br /&gt;
&lt;br /&gt;
I personally have thought about this less, so a couple things to potentially check:&lt;br /&gt;
&lt;br /&gt;
* Kraid Missiles:  Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
* Wrecked Ship Reserve:  Can this be escaped from, e.g., with a superjump?&lt;br /&gt;
&lt;br /&gt;
* Wasteland statue:  Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.&lt;br /&gt;
&lt;br /&gt;
But assuming the analysis to be correct, this increases the percentage to:&lt;br /&gt;
&lt;br /&gt;
* 91% (RTA);&lt;br /&gt;
&lt;br /&gt;
* 93% (TAS).&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8047</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8047"/>
				<updated>2023-12-02T21:09:46Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding a section about beating the game with least number of power bombs used, with maximum percentage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Max%-No-Powerbombs analysis (inbounds, without Spazer+Plasma beam combinations): (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:&lt;br /&gt;
&lt;br /&gt;
* 80% (RTA, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 81% (RTA, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 82% (TAS, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 83% (TAS, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, PAL, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 89% (TAS, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 90% (TAS, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
Additionally, items that require more finesse have a brief description of how they can be collected.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* [[Bomb|Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 1|Omega Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 2|Moat Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball|Morph Ball]]&lt;br /&gt;
&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Spazer]]&lt;br /&gt;
&lt;br /&gt;
* [[Varia Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 1|Alpha Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 2|Beta Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]&lt;br /&gt;
&lt;br /&gt;
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]&lt;br /&gt;
&lt;br /&gt;
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]&lt;br /&gt;
&lt;br /&gt;
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)&lt;br /&gt;
&lt;br /&gt;
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;br /&gt;
&lt;br /&gt;
* [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Cathedral Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 9|Wave Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Cosine Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])&lt;br /&gt;
&lt;br /&gt;
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]&lt;br /&gt;
&lt;br /&gt;
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a &amp;quot;slopespark&amp;quot; by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[Gravity Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]&lt;br /&gt;
&lt;br /&gt;
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible. To my knowledge, this has not been replicated RTA, although there is no reason why it couldn't be.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock, TAS)&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Space Jump]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 4|False Wall Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 1|Main Street Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 3|Precious Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 1|Crab Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.&lt;br /&gt;
&lt;br /&gt;
==Beating the game with minimal power bombs==&lt;br /&gt;
&lt;br /&gt;
As a final remark, people may want to round out this category by beating the game while using the smallest number of power bombs (perhaps a more satisfying ending). The only thing stopping the game from being beaten is Ridley.&lt;br /&gt;
&lt;br /&gt;
There are two obstacles, with one of them occurring twice:  The yellow door at the bottom of [[Red Kihunter Shaft]], and the statue in [[Wasteland]] going both directions.&lt;br /&gt;
&lt;br /&gt;
Under both RTA and TAS conditions, the yellow door in Red Kihunter Shaft cannot be avoided. Thus, at least one power bomb is required.&lt;br /&gt;
&lt;br /&gt;
Under TAS conditions, the statue in Wasteland can be gotten past going down:  This is done with an ice moonfall setup. This is TAS-only, as it requires frame perfect re-freezes of the [[Dessgeega]].&lt;br /&gt;
&lt;br /&gt;
Theoretically, the statue could be avoided going up with an [[X-Ray Climb]]. Collecting X-Ray only needs a single power bomb, and thus this is an equivalent number of power bombs used. Having X-Ray would make many of the earlier strats much easier:  In particular, entering Maridia and Lower Norfair could be done with [[G-Mode]] instead.&lt;br /&gt;
&lt;br /&gt;
Thus, for RTA the minimum number of power bombs is 3, and for TAS the minimum number of power bombs is 2. This adds the following items:&lt;br /&gt;
&lt;br /&gt;
* X-Ray:  This is collected with a single power bomb used (X-Ray climbing in [[Red Tower]] on the escape to get past the power bomb blocks), and then an X-Ray climb is done in [[Wasteland]] to avoid this power bomb use.&lt;br /&gt;
&lt;br /&gt;
* Power Bombs of Shame:  This is collected on the way to Ridley.&lt;br /&gt;
&lt;br /&gt;
* Ridley Energy Tank:  This is collected after Ridley.&lt;br /&gt;
&lt;br /&gt;
* Crateria Power Bombs:  Using a very deep stuck, achieved with momentum mirroring with Speed Booster. This would be quite difficult RTA.&lt;br /&gt;
&lt;br /&gt;
Additionally, Alpha and Beta Power Bombs would no longer be a softlock under RTA conditions on NTSC.&lt;br /&gt;
&lt;br /&gt;
I personally have thought about this less, so a couple things to potentially check:&lt;br /&gt;
&lt;br /&gt;
* Kraid Missiles:  Can these be collected? I have tried G-mode stuff to no avail, but maybe I missed something.&lt;br /&gt;
&lt;br /&gt;
* Wrecked Ship Reserve:  Can this be escaped from, e.g., with a superjump?&lt;br /&gt;
&lt;br /&gt;
* Wasteland statue:  Can this be passed by going upwards on TAS, e.g., with moonjump shenanigans? The ceiling is 3 tiles thick, so I suspect it cannot.&lt;br /&gt;
&lt;br /&gt;
But assuming the analysis to be correct, this increases the percentage to:&lt;br /&gt;
&lt;br /&gt;
* 91% (RTA);&lt;br /&gt;
&lt;br /&gt;
* 93% (TAS).&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8046</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8046"/>
				<updated>2023-12-02T20:46:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: fairly extensive change, providing more information and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Max%-No-Powerbombs analysis (inbounds, without Spazer+Plasma beam combinations): (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items under PAL or TAS conditions:  Under RTA conditions on NTSC, two of these power bomb packs are a softlock. These data lead to the following totals:&lt;br /&gt;
&lt;br /&gt;
* 80% (RTA, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 81% (RTA, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 82% (TAS, no softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 83% (TAS, end in softlock, power bomb packs cannot be collected)&lt;br /&gt;
&lt;br /&gt;
* 85% (RTA, NTSC, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, NTSC, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 87% (RTA, PAL, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 88% (RTA, PAL, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 89% (TAS, no softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
* 90% (TAS, end in softlock, power bomb packs allowed)&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., have never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
Additionally, items that require more finesse have a brief description of how they can be collected.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* [[Bomb|Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 2|Gauntlet Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Crateria 1|Terminator Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 7|Left Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 8|Right Gauntlet Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 1|Omega Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 3|Old Mother Brain Missiles]]&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 2|Moat Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 4|West Ocean Missiles in the Sky]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 5|West Ocean Maze Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Crateria 6|West Ocean Drowned Missiles]]&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* [[Morphing Ball|Morph Ball]]&lt;br /&gt;
&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Spazer]]&lt;br /&gt;
&lt;br /&gt;
* [[Varia Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Brinstar|Brinstar Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 3|Blue Brinstar Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 1|Kraid Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 2|Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 1|Spore Spawn Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 1|Alpha Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 2|Beta Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 3|Missiles below Early Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 7|Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 8|Missiles behind Missiles behind Brinstar Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 4|Big Pink Top Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 5|Big Pink Bottom Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 6|Green Tube Missiles]]&lt;br /&gt;
&lt;br /&gt;
The two Etecoons items may be collected by moondancing down (one option), and then ice clipping back up.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 2|Etecoons Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Brinstar 3|Etecoons Supers]]&lt;br /&gt;
&lt;br /&gt;
The two Billy Mays items may be collected by performing an [https://www.youtube.com/watch?v=3MKlG4573-g extended ice clip and sparking up]. This has been replicated RTA, although taking considerably longer and a lot more Geemer hits due to needing about 63 near frame perfect freezes of the global Geemer.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 9|Billy Mays Visible Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 10|Billy Mays Hidden Missiles]]&lt;br /&gt;
&lt;br /&gt;
The Wavegate Energy Tank may be collected by using an ice clip through the door with a Zeb and a Reo. This requires multiple blind frame perfect pauses, so it has not been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]] (TAS)&lt;br /&gt;
&lt;br /&gt;
The Waterway Energy Tank may be collected by [[Grapple Supersink|supersinking]] past the power bomb block. This has been replicated RTA. However, escape is impossible.&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Waterway Energy Tank]] (Softlock)&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Hi-Jump Boots]]&lt;br /&gt;
&lt;br /&gt;
* [[Speed Booster]]&lt;br /&gt;
&lt;br /&gt;
* [[Grappling Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Norfair|Norfair Reserve Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 1|Hi-Jump Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 2|Crocomire Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 1|Hi-Jump Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 10|Cathedral Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 2|Bubble Mountain Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 4|Green Bubbles Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 5|Norfair Reserve Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 3|Speed Booster Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 9|Wave Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Cosine Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Indiana Jones Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Crocomire Escape Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 6|Crumble Shaft Missiles]] (by coming up through [[Crocomire Speedway]])&lt;br /&gt;
&lt;br /&gt;
Via a difficult moonfall setup with Ice and Grapple, it is possible to enter Lower Norfair. This is considerably easier on PAL, but it [https://vimeo.com/806984919 has been done RTA on NTSC].&lt;br /&gt;
&lt;br /&gt;
* [[Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 3|Firefleas Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Norfair|Golden Torizo Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 13|Mickey Mouse Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 14|Hotarubi Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 15|Three Musketeers Missiles]]&lt;br /&gt;
&lt;br /&gt;
GT Missiles are more elusive. Via a [https://www.youtube.com/watch?v=3Bvc-wAYw3k moonjump] it is possible to collect. It can also be collected with a &amp;quot;slopespark&amp;quot; by taking double enemy knockback (using a Reserve Tank) when Golden Torizo does a tall jump (i.e., a forwards jump).&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]] (TAS)&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After getting into Maridia, one can proceed through [[West Sand Hall]] (on NTSC by using a sandy bomb jump), and backwards through Forgotten Highway.&lt;br /&gt;
&lt;br /&gt;
* [[Gravity Suit]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Wrecked Ship|Wrecked Ship Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship Left Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Wrecked Ship 2|Wrecked Ship Right Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 3|Gravity Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 1|Spooky Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Wrecked Ship 2|Attic Missiles]]&lt;br /&gt;
&lt;br /&gt;
Via some ice moonfall shenangians, one can carry vertical fall speed into the top of [[Bowling Alley]] and fall on top of the Reserve. However, escape is impossible. To my knowledge, this has not been replicated RTA, although there is no reason why it couldn't be.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]] (Softlock, TAS)&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
The following all require getting into Wrecked Ship without power bombs. This is quite difficult on NTSC, but it is possible by gate glitching the [[East Ocean|bottom gate]] into Maridia, using [https://vimeo.com/806943503 Ice, Wave, Hi-Jump, and Supers]. Under TAS conditions, there are other options. On PAL, [https://vimeo.com/714163431 only Ice is needed] (even for RTA conditions).&lt;br /&gt;
&lt;br /&gt;
After in Maridia, to get past the power bomb blocks in [[Aqueduct]] one could perform [https://vimeo.com/735864254 Butterfly Skip] and then go backwards through the Botwoon hallways. Alternatively, maybe an ice moonfall setup in [[Crab Shaft]] could work.&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Space Jump]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Maridia|Maridia Reserve]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 5|Watering Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 4|False Wall Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 7|West Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 6|East Sand Hole Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 1|Main Street Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 8|Mama Turtle Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 2|Aqueduct Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Maridia 3|Precious Missiles]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 3|Watering Hole Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 1|Crab Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Maridia 2|Aqueduct Supers]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 2|Mama Turtle Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Maridia 1|Botwoon Energy Tank]]&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 1|Alpha Power Bombs]] (under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 2|Beta Power Bombs]] (this may be collected with an ice moonfall into a slopekiller, and escaping via a standard ceiling clip; under RTA conditions, coming here is a softlock on NTSC)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 4|Etecoons Power Bombs]] (escape via an ice clip)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 5|Mission Impossible Power Bombs]] (an ice clip with either Wave or [https://vimeo.com/807526377 Spazer] can collect this; there are also other options)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 1|Crocomire Power Bombs]]&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 3|Jail Power Bombs]] (this requires the Ice and Grapple moondance to get into Lower Norfair)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Maridia|Maridia Power Bombs]] (this requires a crazy gate glitch to get into Maridia)&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* [[X-Ray Scope]] (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* [[Spring Ball]] (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Norfair 4|Ridley Energy Tank]] (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* [[List of Super Missiles#Crateria|Crateria Supers]] (because of a yellow and a grey door blocking the room off, and X-Ray-Climb not being an option without X-Ray)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 11|Missiles behind Alpha Power Bombs]] (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Brinstar 12|Kraid Missiles]] (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Brinstar 3|Blue Brinstar Power Bombs]] (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Crateria|Crateria Power Bombs]] (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* [[List of Power Bombs#Norfair 2|Power Bombs of Shame]] (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 4|Wavegate Energy Tank]]:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* [[List of Missiles#Norfair 12|Golden Torizo Missiles]]:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]]:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* [[List of Reserve Tanks#Wrecked Ship|Wrecked Ship Reserve]]:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8045</id>
		<title>Max% No Powerbombs analysis</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Max%25_No_Powerbombs_analysis&amp;diff=8045"/>
				<updated>2023-12-02T15:56:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Updating to current state, with new developments in RTA, NTSC, and TAS.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Max%-No-Powerbombs analysis (inbounds, without Spazer+Plasma beam combinations): (last update: 02.12.2023) ===&lt;br /&gt;
&lt;br /&gt;
The maximum for PAL and NTSC (with the help of Taco's left-side Green Gate Glitch at the gate to the right of the glass tube) with tool-assistance is:  80% (RTA proven), or 82% (TAS conditions). This can be increased by 1 if it is allowed for Samus to be softlocked at the end (with two different options for TAS).&lt;br /&gt;
&lt;br /&gt;
This count excludes power bomb packs. If power bomb packs are allowed, this adds seven items (under both RTA and TAS conditions).&lt;br /&gt;
&lt;br /&gt;
The items that can be collected are listed below. They are flagged as follows:&lt;br /&gt;
&lt;br /&gt;
* TAS:  Only proven in TAS conditions, i.e., has never been replicated RTA.&lt;br /&gt;
&lt;br /&gt;
* Softlock:  Collecting this item leads to a softlock, i.e., it cannot be escaped from without using a power bomb.&lt;br /&gt;
&lt;br /&gt;
== Crateria: ==&lt;br /&gt;
&lt;br /&gt;
* Bombs&lt;br /&gt;
&lt;br /&gt;
* Gauntlet-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* Crateria-mushroom-path-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* left Gauntlet-Missile&lt;br /&gt;
&lt;br /&gt;
* right Gauntlet-Missile&lt;br /&gt;
&lt;br /&gt;
* Moat-Missile&lt;br /&gt;
&lt;br /&gt;
* upper Ocean-Missile&lt;br /&gt;
&lt;br /&gt;
* middle Ocean-Missile&lt;br /&gt;
&lt;br /&gt;
* lower Ocean-Missile&lt;br /&gt;
&lt;br /&gt;
* Parlor-tunnel-Missile&lt;br /&gt;
&lt;br /&gt;
* old-MB-room-Missile&lt;br /&gt;
&lt;br /&gt;
== Brinstar: ==&lt;br /&gt;
&lt;br /&gt;
* Ball&lt;br /&gt;
&lt;br /&gt;
* Charge&lt;br /&gt;
&lt;br /&gt;
* Spazer&lt;br /&gt;
&lt;br /&gt;
* Varia&lt;br /&gt;
&lt;br /&gt;
* Brinstar-R-Tank&lt;br /&gt;
&lt;br /&gt;
* Blue-Brinstar-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* Kraid-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* right Charge-room-E.-Tank (TAS)&lt;br /&gt;
&lt;br /&gt;
* Etecoon-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* early SuperMissile&lt;br /&gt;
&lt;br /&gt;
* SporeSpawn-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* Etecoon-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* 1.Missiles&lt;br /&gt;
&lt;br /&gt;
* Blue-Brinstar-E.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* left Top-Blue-Brinstar-Missile&lt;br /&gt;
&lt;br /&gt;
* right Top-Blue-Brinstar-Missile&lt;br /&gt;
&lt;br /&gt;
* early-SuperMissile-Missile&lt;br /&gt;
&lt;br /&gt;
* left Brinstar-R.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* right Brinstar-R.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* upper Charge-room-Missile&lt;br /&gt;
&lt;br /&gt;
* lower Charge-room-Missile&lt;br /&gt;
&lt;br /&gt;
* Waterway-E.-Tank (Softlock)&lt;br /&gt;
&lt;br /&gt;
* Brinstar-blue-gate-Missile&lt;br /&gt;
&lt;br /&gt;
== Norfair: ==&lt;br /&gt;
&lt;br /&gt;
* Ice&lt;br /&gt;
&lt;br /&gt;
* Wave&lt;br /&gt;
&lt;br /&gt;
* Highjump&lt;br /&gt;
&lt;br /&gt;
* Speedbooster&lt;br /&gt;
&lt;br /&gt;
* Grapple&lt;br /&gt;
&lt;br /&gt;
* Screw Attack&lt;br /&gt;
&lt;br /&gt;
* Norfair-R.-Tank&lt;br /&gt;
&lt;br /&gt;
* HighJump-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* Crocomire-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* Fireflea-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* GT-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* GT-Missile (TAS)&lt;br /&gt;
&lt;br /&gt;
* HighJump-Missile&lt;br /&gt;
&lt;br /&gt;
* upper Norfair-path-Missile&lt;br /&gt;
&lt;br /&gt;
* Bubble-Room-Missile&lt;br /&gt;
&lt;br /&gt;
* Norfair-pre-R.-Tank-room-Missile&lt;br /&gt;
&lt;br /&gt;
* Norfair-R.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* Speedbooster-Missile&lt;br /&gt;
&lt;br /&gt;
* Wave-Missile&lt;br /&gt;
&lt;br /&gt;
* Crocomire-shaft-Missile&lt;br /&gt;
&lt;br /&gt;
* Grapple-Missile&lt;br /&gt;
&lt;br /&gt;
* Crocomire-return-path-Missile&lt;br /&gt;
&lt;br /&gt;
* left Norfair-Missile&lt;br /&gt;
&lt;br /&gt;
* Mickey-Mouse-Missile&lt;br /&gt;
&lt;br /&gt;
* 1st-LNF-Exit-Missile&lt;br /&gt;
&lt;br /&gt;
* 2nd-LNF-Exit-Missile&lt;br /&gt;
&lt;br /&gt;
== Wrecked Ship: ==&lt;br /&gt;
&lt;br /&gt;
* Gravity&lt;br /&gt;
&lt;br /&gt;
* WS-R.-Tank (Softlock, TAS)&lt;br /&gt;
&lt;br /&gt;
* WS-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* left WS-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* right WS-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* WS-R.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* WS-shaft-Missile&lt;br /&gt;
&lt;br /&gt;
* right WS-Missile&lt;br /&gt;
&lt;br /&gt;
== Maridia: ==&lt;br /&gt;
&lt;br /&gt;
* Plasma&lt;br /&gt;
&lt;br /&gt;
* Spacejump&lt;br /&gt;
&lt;br /&gt;
* Maridia-R.-Tank&lt;br /&gt;
&lt;br /&gt;
* left Maridia-Beach-Missile&lt;br /&gt;
&lt;br /&gt;
* right Maridia-Beach-Missile&lt;br /&gt;
&lt;br /&gt;
* Maridia-R.-Tank-Missile&lt;br /&gt;
&lt;br /&gt;
* Maridia-Powerbomb-Missile&lt;br /&gt;
&lt;br /&gt;
* Mainstreet-Missile&lt;br /&gt;
&lt;br /&gt;
* Turtle-Missile&lt;br /&gt;
&lt;br /&gt;
* Snail-Room-Missile&lt;br /&gt;
&lt;br /&gt;
* Draygon-Missile&lt;br /&gt;
&lt;br /&gt;
* Maridia-Beach-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* Mainstreet-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* Snail-Room-SuperMissile&lt;br /&gt;
&lt;br /&gt;
* Turtle-E.-Tank&lt;br /&gt;
&lt;br /&gt;
* Botwoon-E.-Tank&lt;br /&gt;
&lt;br /&gt;
== Items that cannot be collected: ==&lt;br /&gt;
&lt;br /&gt;
First, note the above list does not contain any power bomb packs. If the goal is instead max% without using power bombs, note seven power bomb packs can be collected:  Alpha Power Bombs, Beta Power Bombs, Etecoons Power Bombs, Mission Impossible Power Bombs, Crocomire Power Bombs, Jail Power Bombs, and Maridia Power Bombs.&lt;br /&gt;
&lt;br /&gt;
The following cannot be collected:&lt;br /&gt;
&lt;br /&gt;
* X-Ray (due to the powerbomb door in the way: the power bomb blocks can be avoided)&lt;br /&gt;
&lt;br /&gt;
* Springball (due to a powerbomb block wall in Shaktool's room)&lt;br /&gt;
&lt;br /&gt;
* Ridley-E.-Tank (because of the yellow door shell on the way down to Ridley's lair and the powerbomb block statue in the room before the Ninja-Pirates)&lt;br /&gt;
&lt;br /&gt;
* Crateria-SuperMissile (because of a yellow and a grey door blocking the room off, and X-Ray-Climb not being an option without X-Ray)&lt;br /&gt;
&lt;br /&gt;
* early PB-Missile (since it is behind a powerbomb block wall in Red Brinstar)&lt;br /&gt;
&lt;br /&gt;
* Kraid-Missile (because it is behind a powerbomb block wall)&lt;br /&gt;
&lt;br /&gt;
* Retro Brinstar Power Bombs (due to a power bomb door on the left and power bomb blocks on the right)&lt;br /&gt;
&lt;br /&gt;
* Crateria Power Bombs (due to a power bomb door)&lt;br /&gt;
&lt;br /&gt;
* Power Bombs of Shame (due to the power bomb door at the bottom of Red Kihunter Shaft)&lt;br /&gt;
&lt;br /&gt;
The following have not been replicated RTA:&lt;br /&gt;
&lt;br /&gt;
* Pink Brinstar Wavegate Energy Tank:  This requires 6 frame perfect freezes, which all have to be done blind as the enemy is embedded in the door so it can't be seen.&lt;br /&gt;
&lt;br /&gt;
* GT Missile:  TAS has two methods, of moonjump or a clip using a Reserve Tank (for double knockback off of GT) and a stored shinespark. Neither seem very possible RTA.&lt;br /&gt;
&lt;br /&gt;
The following lead to a softlock if collected (and thus in a run, only one may be collected):&lt;br /&gt;
&lt;br /&gt;
* Waterway Energy Tank:  Although a Grapple supersink can be used to get past the power bomb block on the way in, there is no method to get out without power bombs.&lt;br /&gt;
&lt;br /&gt;
* Wrecked Ship Reserve Tank:  Although an ice moonfall may be performed in Attic and a slopekiller allows carrying this to then fall onto the Reserve Tank from above, escaping requires power bombs. Note this has not been replicated RTA (to my knowledge at the time of writing this), but there is no reason it shouldn't be possible.&lt;br /&gt;
&lt;br /&gt;
== For players without tool-assistance, 72% currently is the current best achieved as a run, where PAL was used. With recent setups, the same is possible in NTSC, although it would be considerably more difficult. ==&lt;br /&gt;
&lt;br /&gt;
Demonstration videos for the PAL case with 72 collected items:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=xyIfiSHc9Dg&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=vi2rVhhGx9w&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=0IrTCLSmkTs&lt;br /&gt;
&lt;br /&gt;
== TODO: Creation of a demonstration movie file for (1) in the PAL case, and for (2) in NTSC and PAL case. ==&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Murder_Beam&amp;diff=7641</id>
		<title>Murder Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Murder_Beam&amp;diff=7641"/>
				<updated>2023-09-29T21:09:02Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just updating with info as i understand it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SpazerPlasmaVar.jpg|right|x200px]]&lt;br /&gt;
&lt;br /&gt;
'''Murder Beam''' is the combination of [[Beam|all beams]]. It deals [[damage]] in a column over time (this is disputed), has the same damage type as [[Charge Beam]] dealing the same amount of damage as [[Power Bomb|Power Bombs]] (i.e., 200), and can freeze enemies.&lt;br /&gt;
&lt;br /&gt;
Murder Beam has viability against [[bosses]], with the most prominent being [[Mother Brain]]'s second phase and third phase as it will persist during the cutscene between those phases. That being said, it is inferior for real-time due to causing a tremendous amount of lag and being slower in damage output than charged [[Ice Beam]]/[[Wave Beam]]/[[Plasma Beam]].&lt;br /&gt;
&lt;br /&gt;
To equip [[Spazer]] and Plasma Beam at the same time, open the inventory screen, equip Spazer, and move the marker to any of the [[Boots]] items. Then, press Left, and press A immediately afterward. Plasma Beam should then become equipped alongside Spazer with &amp;quot;VAR&amp;quot; next to it.&lt;br /&gt;
&lt;br /&gt;
Murder Beam can only be fired when fully charged and facing left. Firing in another direction and/or firing an uncharged shot will cause the game to crash. To prevent the game from crashing, a [[Charge Beam|charge]] should be initiated before entering the pause screen to enable this beam.&lt;br /&gt;
&lt;br /&gt;
Alternatively, after equipping Murder Beam if you have missiles remaining you can auto-cancel one, and hold down the Shot button after firing it. This will allow for firing only charged shots.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|F1J3N88voDQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Glitched Beams]]&lt;br /&gt;
* [[Beam Upgrades]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#MurderBeam TASVideos description]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Arcade_Room_Bonuses&amp;diff=7621</id>
		<title>Arcade Room Bonuses</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Arcade_Room_Bonuses&amp;diff=7621"/>
				<updated>2023-09-19T14:22:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: found a secret on accident, adding quick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The list of rooms, with annotations for the bonus points available when playing Super Metroid Arcade.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
==Achievements==&lt;br /&gt;
*No Damage -- Possible in all boss rooms and [[Tourian Escape Room 4]]&lt;br /&gt;
*YOLO! -- Gained by shinesparking through any horizontal door horizontally&lt;br /&gt;
*Penalty -- Gained by entering [[Tourian First Room]] with insufficient ammo to kill MB1, this achievement will convert energy tanks to missiles until you have enough to kill MB1&lt;br /&gt;
*Continuous Wall Jump (CWJ) -- Gained by performing a CWJ anywhere in the game with sufficient speed, can only be done once per seed&lt;br /&gt;
*Hyper! -- Gained by having all four timed items (Gravity, plasma, space jump, &amp;amp; screw attack) at the same time, will also grant you hyper beam (Needs confirmation on amount of time hyper beam is active).  Probably only possible once per seed(?)&lt;br /&gt;
*Spike Spark -- Gained by obtaining a flash suit, only possible once per seed&lt;br /&gt;
*On A Quest -- Gained by having all four reserve tanks at the same time, only possible once per seed, reserve tanks do not respawn&lt;br /&gt;
*Collector -- Gained by having 100 missiles total at the same time (Only possible once per seed?)&lt;br /&gt;
*Survivor -- Gained by traversing 100 rooms in a seed, only obtainable on arcade difficulty (Only possible once per seed?)&lt;br /&gt;
*Millionaire! -- Gained by reaching 1,000,000 points total (Only possible once per seed?)&lt;br /&gt;
&lt;br /&gt;
==Secrets==&lt;br /&gt;
*All refill rooms with only one refill machine have secrets on the farthest side from the door&lt;br /&gt;
*All chozo statues have secrets on their heads&lt;br /&gt;
*Some rooms have multiple secrets, only one may be collected every time that room is visited&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
*[[Lake]] aka [[The Moat]]&lt;br /&gt;
==West of the Lake==&lt;br /&gt;
*[[Landing Site]]&lt;br /&gt;
*[[Crateria Tube]] -- Secret at the top-center of the tube&lt;br /&gt;
*[[Parlor and Alcatraz]] -- Special achievement (with bonus points) for Alcatraz Escape, Cleanser for killing all of the enemies&lt;br /&gt;
*[[Climb]] -- Achievement for shinesparking up the shaft, Cleanser for killing all of the pirates&lt;br /&gt;
*[[Pit Room]] -- Pitless achievement&lt;br /&gt;
*[[Flyway]]&lt;br /&gt;
*[[Pre-Map Flyway]]&lt;br /&gt;
*[[The Final Missile]] -- Secret on top of the Chozo statue&lt;br /&gt;
*[[Final Missile Bombway]]&lt;br /&gt;
*[[Bomb Torizo Room]] -- No Damage achievement&lt;br /&gt;
*[[Terminator Room]] -- Secret on top of a mushroom&lt;br /&gt;
*[[Green Pirates Shaft]] -- Quick Drop achievement&lt;br /&gt;
*[[Lower Mushrooms]] -- Secret on top of a mushroom&lt;br /&gt;
*[[Green Brinstar Elevator Room]]&lt;br /&gt;
*[[Crateria Kihunter Room]]&lt;br /&gt;
*[[Red Brinstar Elevator Room]]&lt;br /&gt;
*[[Statues Hallway]] -- Does this exist in Arcade??&lt;br /&gt;
*[[Statues Room]]&lt;br /&gt;
*[[Crateria Power Bomb Room]] -- Secret behind the item pedestal&lt;br /&gt;
*[[Crateria Super Room]]&lt;br /&gt;
===Gauntlet===&lt;br /&gt;
*[[Gauntlet Entrance]] -- Shine Skip achievement, Secret at top-center of room&lt;br /&gt;
*[[Gauntlet Energy Tank Room]] -- Shine Skip achievement, Secret by the second purple pillar on left side spike part&lt;br /&gt;
&lt;br /&gt;
==East of the Lake==&lt;br /&gt;
*[[West Ocean]] -- Secret in the crumble block shaft running from the upper section to the lower section, Sky Rider achievement for riding the moving platforms to the top, Dedicated achievement for bomb jumping to the top left missiles without other means to reach them.  These achievements are mutually exclusive.&lt;br /&gt;
*[[Bowling Alley Path]] -- Secret in the middle pit where the [[Choot]] is&lt;br /&gt;
===Forgotten Highway===&lt;br /&gt;
*[[East Ocean]] -- &amp;quot;Cleanser&amp;quot; achievement for killing all of the enemies&lt;br /&gt;
*[[Forgotten Highway Kago Room]] -- Secret to the right of the upper [[Kago]]&lt;br /&gt;
*[[Crab Maze]] - Multiple secrets scattered throughout different morph holes, these are mutually exclusive, largest points come from the far left side in the tunnel shaped like a backwards L, &amp;quot;Cleanser&amp;quot; achievement for killing all of the crabs&lt;br /&gt;
*[[Forgotten Highway Elevator]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
== Blue ==&lt;br /&gt;
* [[Morph Ball Room]] -- &amp;quot;Smooth&amp;quot; achievement for getting from the top of the tower to the statue head without touching the ground. &amp;quot;Just Checking&amp;quot; achievement for bombing the lower left corner with either bombs or Power Bombs&lt;br /&gt;
* [[Construction Zone]] -- Secret on the left side of the middle section&lt;br /&gt;
* [[First Missile Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Blue Brinstar Energy Tank Room]] -- Secret at the top-right of the shaft&lt;br /&gt;
* [[Blue Brinstar Boulder Room]] -- Secret under the invisible floor&lt;br /&gt;
* [[Blue Brinstar Double Missile Room]]&lt;br /&gt;
&lt;br /&gt;
==Green==&lt;br /&gt;
===West===&lt;br /&gt;
&lt;br /&gt;
* [[Green Brinstar Main Shaft]] -- &amp;quot;Smooth&amp;quot; achievement for getting a mockball out of the Power Bomb area. &amp;quot;Up the Shaft&amp;quot; for shinesparking up the Etecoons' room.&lt;br /&gt;
* [[Early Supers Room]] -- Secret in the crumble block shaft under the Supers, &amp;quot;Early Super&amp;quot; achievement for getting a machball across the crumble bridge&lt;br /&gt;
* [[Brinstar Reserve Tank Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Brinstar Pre-Map Room]]&lt;br /&gt;
* [[Green Brinstar Fireflea Room]]&lt;br /&gt;
* [[Green Brinstar Beetom Room]]&lt;br /&gt;
* [[Etecoon Energy Tank Room]] -- &amp;quot;The Long Way&amp;quot; achievement for getting to the bottom right door. (at the very least if you enter top-right, not sure about the other doors)&lt;br /&gt;
* [[Etecoon Super Room]]&lt;br /&gt;
* [[Etecoon Room]] -- See [[Green Brinstar Main Shaft]] above&lt;br /&gt;
&lt;br /&gt;
===East===&lt;br /&gt;
*[[Green Hill Zone]] -- &amp;quot;Smooth&amp;quot; achievement for getting to the door to [[Morph Ball Room]] using walljumps without Hi-Jump Boots&lt;br /&gt;
*[[Noob Bridge]] aka [[A Bridge Too Far]] -- Secret on the far right under the bridge&lt;br /&gt;
*[[Spore Spawn Kihunter Room]] -- Both doors will open once the Kihunters are dead, so you can Yolo to the left even if you came from the left&lt;br /&gt;
*[[Spore Spawn Room]] -- No Damage achievement&lt;br /&gt;
&lt;br /&gt;
== Pink ==&lt;br /&gt;
&lt;br /&gt;
* [[Dachora Room]]&lt;br /&gt;
* [[Big Pink]] -- Secret in the shaft below the grapple missiles, Secret on top of the Chozo statue (Only one secret can be triggered per room visit, grapple missiles worth more points)&lt;br /&gt;
* [[Pink Brinstar Power Bomb Room]]&lt;br /&gt;
* [[Pink Brinstar Hopper Room]] -- Exit either side after all enemies are dead&lt;br /&gt;
* [[Hopper Energy Tank Room]] -- Secret behind the item pedestal&lt;br /&gt;
* [[Spore Spawn Super Room]] -- Secret on top of the Chozo statue. &amp;quot;Up the shaft&amp;quot; achievement for sparking up. &amp;quot;Short Charge&amp;quot; achievement for pulling off a short charge on the bottom.&lt;br /&gt;
* [[Spore Spawn Farming Room]] -- Secret in between the two left-side pipes&lt;br /&gt;
* [[Waterway Energy Tank Room]] -- Secret behind the item pedestal&lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
* [[Red Tower]] -- Secret under the bomb blocks next to the normal entrance door, &amp;quot;Hero Shot&amp;quot; achievement for shooting out the top block, is somewhat inconsistent, achievement isn't possible if you've been too close to the block(?), or have already shot it out&lt;br /&gt;
* [[Red Brinstar Fireflea Room]] -- &amp;quot;Shinespark Skip&amp;quot; achievement, Secret on the ledge on the lower-left of the room&lt;br /&gt;
* [[X-Ray Scope Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Bat Room]]&lt;br /&gt;
* [[Below Spazer]] -- Secret underneath the Spazer Room door&lt;br /&gt;
* [[Spazer Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[West Tunnel]] (actually part of Maridia)&lt;br /&gt;
* [[East Tunnel]] (actually part of Maridia) -- Secret in the leftmost pit&lt;br /&gt;
* [[Hellway]]&lt;br /&gt;
* [[Caterpillar Room]]&lt;br /&gt;
* [[Alpha Power Bomb Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Beta Power Bomb Room]]&lt;br /&gt;
&lt;br /&gt;
== Warehouse ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Kraid's Lair'''.&lt;br /&gt;
&lt;br /&gt;
* [[Warehouse Entrance]]&lt;br /&gt;
* [[Warehouse Zeela Room]]&lt;br /&gt;
* [[Warehouse Energy Tank Room]]&lt;br /&gt;
* [[Warehouse Kihunter Room]]&lt;br /&gt;
* [[Baby Kraid Room]]&lt;br /&gt;
* [[Kraid Eye Door Room]] -- &amp;quot;Blinding&amp;quot; achievement for killing the eye door&lt;br /&gt;
* [[Kraid Room]] -- No Damage achievement, &amp;quot;Quick Kill&amp;quot; achievement for killing Kraid before he breaks the ceiling, these achievements are seemingly mutually exclusive(?)&lt;br /&gt;
* [[Varia Suit Room]]&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
== Upper ==&lt;br /&gt;
* [[Business Center]]&lt;br /&gt;
* [[Hi Jump Energy Tank Room]] -- Secret on the bottom right of the entrance area&lt;br /&gt;
* [[Hi Jump Boots Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Cathedral Entrance]] -- Secret at the top middle of the room&lt;br /&gt;
* [[Cathedral]] -- Secret at the bottom left of the room, &amp;quot;Cleanser&amp;quot; achievement for killing all enemies&lt;br /&gt;
* [[Rising Tide]] -- Secret under the platform between the two [[Squeept]]&lt;br /&gt;
* [[Frog Speedway]]&lt;br /&gt;
* [[Upper Norfair Farming Room]] -- Secret at the bottom right, requires killing the [[Namihe]]&lt;br /&gt;
* [[Purple Shaft]]&lt;br /&gt;
* [[Purple Farming Room]]&lt;br /&gt;
&lt;br /&gt;
=== Green Bubbles ===&lt;br /&gt;
&lt;br /&gt;
* [[Bubble Mountain]] -- Secret on the sides under the shot block leading to the morph tunnel, Cleanser for killing all of the enemies&lt;br /&gt;
* [[Green Bubbles Missile Room]]&lt;br /&gt;
* [[Norfair Reserve Tank Room]] -- Secret in top left corner of the room&lt;br /&gt;
* [[Bat Cave]]&lt;br /&gt;
* [[Speed Booster Hall]] -- Secret in a crevice of the ceiling on the second layer of crumble blocks from the top&lt;br /&gt;
* [[Speed Booster Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
&lt;br /&gt;
=== Wave Beam Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Single Chamber]] -- &amp;quot;The Long Way&amp;quot; for getting underneath the crumble blocks leading from [[Three Musketeers' Room]]&lt;br /&gt;
* [[Double Chamber]] -- Secret in the passage underneath the door to [[Wave Beam Room]], The Long Way for exiting via the right door&lt;br /&gt;
* [[Wave Beam Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
&lt;br /&gt;
=== Ice Beam Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Ice Beam Gate Room]] -- Secret under the right side gate&lt;br /&gt;
* [[Ice Beam Acid Room]]&lt;br /&gt;
* [[Ice Beam Snake Room]] -- Secret in a crevice above the morph tunnel&lt;br /&gt;
* [[Ice Beam Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Ice Beam Tutorial Room]]&lt;br /&gt;
* [[Crumble Shaft]]&lt;br /&gt;
&lt;br /&gt;
=== Lower Entrance ===&lt;br /&gt;
&lt;br /&gt;
* [[Spiky Acid Snakes Tunnel]] -- Spark Skip achievement&lt;br /&gt;
* [[Kronic Boost Room]] -- Secret : bomb the block at the lava spark starting location &lt;br /&gt;
* [[Magdollite Tunnel]]&lt;br /&gt;
* [[Lava Dive Room]] -- Secret all the way at the back of the dead end morph tunnel, &amp;quot;Lava Jump&amp;quot; achievement for performing a gravity jump up the lava to the ledge(?)&lt;br /&gt;
* [[Volcano Room]]&lt;br /&gt;
* [[Spiky Platforms Tunnel]]&lt;br /&gt;
&lt;br /&gt;
=== Crocomire Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Red Pirate Shaft]]&lt;br /&gt;
* [[Acid Snakes Tunnel]]&lt;br /&gt;
* [[Crocomire Speedway]] --  Secret near the ceiling at the left side of the lower section&lt;br /&gt;
* [[Crocomire Escape]] -- Secret on the far left platform just above the lava&lt;br /&gt;
* [[Crocomire's Room]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
* [[Post Crocomire Farming Room]]&lt;br /&gt;
* [[Post Crocomire Power Bomb Room]]&lt;br /&gt;
* [[Post Crocomire Shaft]] -- Secret under the top platform, on the left side&lt;br /&gt;
* [[Post Crocomire Missile Room]] -- Secret at the ceiling where the Metal Skrees are&lt;br /&gt;
* [[Post Crocomire Jump Room]] -- Secret in the crumble block shaft next to the missile&lt;br /&gt;
* [[Grapple Beam Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Grapple Tutorial Room 1]]&lt;br /&gt;
* [[Grapple Tutorial Room 2]] -- Secret under the top right platform&lt;br /&gt;
* [[Grapple Tutorial Room 3]] -- Green Gate Glitch. Secret to the right of the farming bugs.&lt;br /&gt;
&lt;br /&gt;
== Lower ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Ridley's Lair'''.&lt;br /&gt;
&lt;br /&gt;
* [[Main Hall]]&lt;br /&gt;
* [[Fast Pillars Setup Room]] -- Secret in one of the pits that appears after using a power bomb, &amp;quot;Daring&amp;quot; achievement for exiting through the top right door from any door that isn't itself.&lt;br /&gt;
* [[Pillar Room]] -- &amp;quot;Fast Pillars&amp;quot; achievement for shinesparking from one side to the other, &amp;quot;Flappy Pillars&amp;quot; achievement for space jumping with blue suit/speed echoes from one side to the other.  (These may be mutually exclusive, needs confirmation)&lt;br /&gt;
* [[The Worst Room In The Game]] -- Secret at the very top right platform, past the shot blocks, &amp;quot;Unfazed&amp;quot; achievement for reaching the bottom left door from any other door without being damaged&lt;br /&gt;
* [[Amphitheatre]] -- Secret in the top right corner under the ledge&lt;br /&gt;
* [[Red Kihunter Shaft]] -- Secret on the path down, just before you reach the save room door&lt;br /&gt;
* [[Wasteland]] -- Secret in the right side crevice symmetrically from the progressing morph tunnel, &amp;quot;Skilled&amp;quot; achievement for performing a speedkeep machball through the morph tunnel&lt;br /&gt;
* [[Metal Pirates Room]]&lt;br /&gt;
* [[Plowerhouse Room]]&lt;br /&gt;
* [[Lower Norfair Farming Room]]&lt;br /&gt;
* [[Ridley's Room]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
* [[Ridley Tank Room]]&lt;br /&gt;
* [[Mickey Mouse Room]] -- Secret on the right in the middle of the double layered shot blocks connected to the missile spot&lt;br /&gt;
&lt;br /&gt;
=== Escape ===&lt;br /&gt;
&lt;br /&gt;
* [[Lower Norfair Fireflea Room]] -- Secret on the bottom right behind the energy tank&lt;br /&gt;
* [[Lower Norfair Spring Ball Maze Room]] -- Secret somewhere in the morph tunnels (Needs specific location)&lt;br /&gt;
* [[Lower Norfair Escape Power Bomb Room]]&lt;br /&gt;
* [[Three Muskateers' Room]] -- Secret on the right immediately after morphing to get the missiles&lt;br /&gt;
&lt;br /&gt;
=== Golden Torizo Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Acid Statue Room]]&lt;br /&gt;
* [[Golden Torizo's Room]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
* [[Screw Attack Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[Golden Torizo Energy Recharge]] -- Secret on the far side of the energy refill&lt;br /&gt;
* [[Fast Ripper Room]]&lt;br /&gt;
&lt;br /&gt;
= Wrecked Ship =&lt;br /&gt;
* [[Wrecked Ship Entrance]]&lt;br /&gt;
* [[Wrecked Ship Main Shaft]] -- &amp;quot;Clipping&amp;quot; Achievement for clipping through the ceiling on the way to the top door, &amp;quot;Dangerous&amp;quot; achievement for traversing the spike hallway to the missile from right to left, this only works when the ship's power is on (Phantoon has been killed at least once)&lt;br /&gt;
* [[Basement]] -- Secret underneath the center platform&lt;br /&gt;
* [[Phantoon's Room]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
* [[Wrecked Ship West Super Room]] -- Secret under the Super Missile platform&lt;br /&gt;
* [[Attic]]&lt;br /&gt;
* [[Bowling Alley]] -- Secret in the ceiling crevice behind the power bomb statue&lt;br /&gt;
* [[Gravity Suit Room]]&lt;br /&gt;
* [[Wrecked Ship East Super Room]] -- Secret up high between the 3rd and 4th ceiling pillars&lt;br /&gt;
* [[Sponge Bath]]&lt;br /&gt;
* [[Spiky Death Room]]&lt;br /&gt;
* [[Electric Death Room]] -- Secret on the platform just to the left of the [[East Ocean]] door&lt;br /&gt;
* [[Wrecked Ship Energy Tank Room]] -- Secret on top of the Chozo statue, &amp;quot;Grapple Fly&amp;quot; achievement for releasing a grapple swing with enough speed to reach a certain longer than usual distance&lt;br /&gt;
* [[Assembly Line]]&lt;br /&gt;
&lt;br /&gt;
= Maridia =&lt;br /&gt;
&lt;br /&gt;
== West ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Lower Maridia'''.&lt;br /&gt;
&lt;br /&gt;
* [[West Glass Tube Tunnel]]&lt;br /&gt;
* [[Glass Tunnel]] -- Secret just under the top center platform, this room cannot be entered from the doors inside the glass tube(?), nor can the tube be broken&lt;br /&gt;
* [[Main Street]] -- Secret in the alcove under Crab Supers, &amp;quot;Mainstreet&amp;quot; achievement for collecting the missiles in the ceiling&lt;br /&gt;
* [[Fish Tank]] -- Secret at the bottom of the 4th pit from the left&lt;br /&gt;
* [[Mt. Everest]] -- 4x &amp;quot;Grapple Jump&amp;quot; achievement possible, &amp;quot;Grapple Fly&amp;quot; achievement for releasing a grapple swing with enough speed to reach a certain longer than usual distance&lt;br /&gt;
* [[Crab Shaft]]&lt;br /&gt;
* [[Crab Tunnel]]&lt;br /&gt;
* [[Red Fish Room]] -- Secret at the bottom of the refill bug hole&lt;br /&gt;
* [[Mama Turtle Room]] -- Secret in the dents in the left and right walls&lt;br /&gt;
* [[Pseudo Plasma Spark Room]] -- Secret on the top right side of the room, partway down the final pit&lt;br /&gt;
* [[Northwest Maridia Bug Room]]&lt;br /&gt;
* [[Watering Hole]] -- Secret next to the missile/super pillars&lt;br /&gt;
&lt;br /&gt;
== East ==&lt;br /&gt;
&lt;br /&gt;
Also known as '''Upper Maridia'''.&lt;br /&gt;
&lt;br /&gt;
* [[Aqueduct]] -- Mutually exclusive Secrets at the top right alcove and the crevice above the top two crumble blocks above the middle door on the left (worth more), 4x Grapple Jump achievement possible&lt;br /&gt;
* [[Botwoon Hallway]]&lt;br /&gt;
* [[Botwoon's Room]] -- No Damage achievement&lt;br /&gt;
* [[Botwoon Energy Tank Room]] -- Secret on the opposite side of the energy tank in the hole that falls into the sand, &amp;quot;Unreachable&amp;quot; achievement for sitting in the sand under the widest set of speed blocks&lt;br /&gt;
* [[Halfie Climb Room]] -- Secret inside the speed blocks of the ceiling pillar before passing the oums&lt;br /&gt;
* [[Maridia Missile Refill Room]] -- Secret behind the refill station&lt;br /&gt;
* [[Colosseum]]&lt;br /&gt;
* [[Maridia Health Refill Room]] -- Secret on the far side of the refill station&lt;br /&gt;
* [[The Precious Room]]&lt;br /&gt;
* [[Draygon's Room]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
* [[Space Jump Room]] -- Secret on top of the Chozo statue&lt;br /&gt;
* [[West Cactus Alley Room]] -- Secret in the lower right corner&lt;br /&gt;
* [[East Cactus Alley Room]] -- &amp;quot;Cleanser&amp;quot; achievement for killing every [[cacatac]]&lt;br /&gt;
* [[Plasma Spark Room]] -- Legacy &amp;quot;Plasma Spark&amp;quot; achievement no longer in later versions of arcade, for performing a correct plasma spark, &amp;quot;Cleanser&amp;quot; achievement for killing all enemies&lt;br /&gt;
* [[Oasis]]&lt;br /&gt;
* [[West Sand Hall]]&lt;br /&gt;
* [[Boyon Gate Hall]] -- Secret in the leftmost pit&lt;br /&gt;
* [[Crab Hole]] -- Secret in the hole leading from the top to the bottom&lt;br /&gt;
* [[West Sand Hall Tunnel]]&lt;br /&gt;
* [[Botwoon Quicksand Room]] -- Cannot be entered&lt;br /&gt;
* [[Below Botwoon Energy Tank]] -- &amp;quot;Just Points&amp;quot; achievement for reaching the right side&lt;br /&gt;
* [[West Aqueduct Quicksand Room]] -- Cannot be entered&lt;br /&gt;
* [[East Aqueduct Quicksand Room]] -- Cannot be entered&lt;br /&gt;
* [[East Sand Hole]] -- Secret somewhere on the right side near the power bombs (Needs specific location)&lt;br /&gt;
* [[West Sand Hole]] -- &amp;quot;Break Free&amp;quot; achievement for walljumping out of the water on the path to the Reserve Tank without Gravity Suit. Secret at the top left corner of the room&lt;br /&gt;
* [[East Sand Hall]]&lt;br /&gt;
* [[Bug Sand Hole]]&lt;br /&gt;
* [[Plasma Beach Quicksand Room]] -- Cannot be entered&lt;br /&gt;
* [[Butterfly Room]]&lt;br /&gt;
* [[Thread The Needle Room]] -- Cleanser for killing all of the enemies, Secret under the tall pillar on the left side&lt;br /&gt;
* [[Maridia Elevator Room]]&lt;br /&gt;
&lt;br /&gt;
=== Plasma Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Plasma Climb]] aka [[Kassiuz Room]]&lt;br /&gt;
* [[Plasma Tutorial Room]]&lt;br /&gt;
* [[Plasma Room]] -- &amp;quot;Not Plasma Spark&amp;quot; achievement for shinesparking from the bottom platform to the door, Secret on top of the Chozo statue&lt;br /&gt;
&lt;br /&gt;
=== Spring Ball Section ===&lt;br /&gt;
&lt;br /&gt;
* [[Pants Room]]&lt;br /&gt;
* [[East Pants Room]]&lt;br /&gt;
* [[Shaktool Room]] -- Scraptool achievement for killing Shaktool&lt;br /&gt;
* [[Spring Ball Room]] -- Luxury Item achievement for collecting Springball, Secret on top of Chozo statue&lt;br /&gt;
&lt;br /&gt;
= Tourian =&lt;br /&gt;
* [[Tourian First Room]]&lt;br /&gt;
* [[Metroid Room 1]]&lt;br /&gt;
* [[Metroid Room 2]]&lt;br /&gt;
* [[Metroid Room 3]]&lt;br /&gt;
* [[Metroid Room 4]]&lt;br /&gt;
* [[Blue Hopper Room]] -- Secret in the bottom right corner&lt;br /&gt;
* [[Dust Torizo Room]] -- Does this exist in Arcade??&lt;br /&gt;
* [[Big Boy Room]] -- &amp;quot;Baby Skip&amp;quot; achievement&lt;br /&gt;
* [[Seaweed Room]] -- Secret under the top right platform&lt;br /&gt;
* [[Tourian Recharge Room]]&lt;br /&gt;
* [[Tourian Eye Door Room]] -- Does this exist in Arcade??&lt;br /&gt;
* [[Rinka Shaft]]&lt;br /&gt;
* [[Mother Brain Room]] -- &amp;quot;No Damage&amp;quot; achievements for both MB1 &amp;amp; MB2&lt;br /&gt;
* [[Tourian Escape Room 1]]&lt;br /&gt;
* [[Tourian Escape Room 2]]&lt;br /&gt;
* [[Tourian Escape Room 3]] -- Secret in the same place as the top left space pirate&lt;br /&gt;
* [[Tourian Escape Room 4]] -- &amp;quot;No Damage&amp;quot; achievement&lt;br /&gt;
&lt;br /&gt;
=Misc.=&lt;br /&gt;
==Trivia==&lt;br /&gt;
*You start every seed with 50 points&lt;br /&gt;
*CWJ is the only way points are obtainable in landing site&lt;br /&gt;
*Plasma Spark's achievement was replaced with CWJ after being deemed too difficult in later versions of arcade&lt;br /&gt;
*The achievement &amp;quot;Impressive&amp;quot; has never been publicly found&lt;br /&gt;
*Rooms with only a major item, that isn't timed, will only appear once&lt;br /&gt;
*In Elevator rooms, enemies do not award points to prevent infinite point gathering.  With the exception of the bug stated below, and [[Morph Ball Room]], there are no achievements in elevator rooms either for the same reason  &lt;br /&gt;
&lt;br /&gt;
==Currently Known Bugs==&lt;br /&gt;
*&amp;quot;CWJ&amp;quot; is slightly bugged and will grant you the achievement with a well timed wall jump with a lot of speed&lt;br /&gt;
*Entering through the top right door of [[Fast Pillars Setup Room]] will not spawn a grey door behind you, instead the grey door will lock the bottom right door for unknown reasons.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7573</id>
		<title>13% Chargeless</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7573"/>
				<updated>2023-08-23T20:58:56Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% chargeless&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:26:58&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_13_chargeless_22658&lt;br /&gt;
|wrtext=archive.org&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Power Bomb]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
13% Chargeless is one of the in-bounds [[13%]] category that has been completed RTA.  A total of 13 items are picked up during the entire run. This is currently the only 13% category that has been completed without [[L+R Walljumping]], although it is made significantly easier with L+R Walljumping.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*CWJ or Horizontal Bomb Jump over the Moat&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*Everest Slopespark (TODO: Write up notes on bobbob's setup)&lt;br /&gt;
*[[Fish Tank Climb]]&lt;br /&gt;
*Elevator CF&lt;br /&gt;
*Crystal Spark&lt;br /&gt;
*Underflow at Draygon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank]] (the current RTA setup for Everest Slopespark needs 1 Energy Tank and 2 Reserve Tanks)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*3 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]], add the other two packs) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. However, it is fairly limited, and thus the route is fairly set-in-stone anyway.&lt;br /&gt;
&lt;br /&gt;
First, collect Morph, Alpha Missiles, Bombs, Terminator Energy Tank, Early Supers, Brinstar Reserve.&lt;br /&gt;
&lt;br /&gt;
Go kill Kraid and get Varia.&lt;br /&gt;
&lt;br /&gt;
Go to Norfair and get the second Reserve Tank.&lt;br /&gt;
&lt;br /&gt;
Climb Red Tower, and get the two Power Bomb Packs.&lt;br /&gt;
&lt;br /&gt;
Cross the Moat (getting the second Missile Pack), either with CWJ or Horizontal Bomb Jump.&lt;br /&gt;
&lt;br /&gt;
Defeat Phantoon, and get the second Super Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Landing Site, and get the third Power Bomb Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Red Tower, and save before Elevator CF attempts (with CF energy and full ammo). Note that it may be faster to get a different Super Pack (e.g., SpoSpo Supers) and get an Elevator CF suit before going to kill Phantoon, but the category is quite far from needing such optimizations.&lt;br /&gt;
&lt;br /&gt;
Carry the Elevator CF through to East Ocean. Note if you are using [[L+R Walljumping]], you can instead get through East Ocean by walljumping off of a Kamer and then horizontal bomb jumping. However, these route notes are assuming we are avoiding L+R Walljumping.&lt;br /&gt;
 &lt;br /&gt;
Spark to get through East Ocean. To get far enough along the bottom, either use a couple fish boosts or do some short single-wall underwater walljumping (on left walls).&lt;br /&gt;
&lt;br /&gt;
Get through to the Maridia Elevator save, with full ammo and CF energy and save.&lt;br /&gt;
&lt;br /&gt;
Get an Elevator CF suit.&lt;br /&gt;
&lt;br /&gt;
Carry this through to West Sand Hall, being mindful to get Energy full (excluding Reserves) and keeping Super count high.&lt;br /&gt;
&lt;br /&gt;
Perform the [[West Sand Hall]] damage boost (like done in [[12%]]) to get through this hallway.&lt;br /&gt;
&lt;br /&gt;
Continue on, to the crab hallway with the gate. If you are not full yet, farm to full Energy and Power Bombs. &lt;br /&gt;
&lt;br /&gt;
Now perform a suitless gate glitch with a stored shinespark. This is done by morphing/unmorphing to then be able to shoot angle up after the unmorph. A simple setup to have a good pixel/subpixel is:  press against the gate, turn around on the ground, jump and turn-around in the air (TODO: double check this is right).&lt;br /&gt;
&lt;br /&gt;
Now use the intact tube to gravity jump up to Fish Tank.&lt;br /&gt;
&lt;br /&gt;
Perform [[Fish Tank Climb]] (with a stored shinespark, nbd).&lt;br /&gt;
&lt;br /&gt;
Perform the Everest Slopespark. The current RTA setup does this by:&lt;br /&gt;
*Making sure you have Energy such that a single crab hit would put you at 0, and your Reserves are full. Have Reserves set to Manual.&lt;br /&gt;
*Priming the crab. The crab used is the tenth enemy, and we want it to have vertical pixel position 867. There are two positions that work, so this is a two frame window. Note that the position 867.49152 has been tested more thoroughly, but both with vertical position 867 have been tested. The relevant RAM addresses are:  7E11BE and 7E11C0 (for pixel and subpixel position of the enemy).&lt;br /&gt;
*Underwater walljump (far enough left that the crab is on screen), and get to the right (without ever putting the crab on screen.&lt;br /&gt;
*Once you are all the way to the right, on the ledge above the door to the right (so not ALL the way), moonwalk to the left very slowly until you have moved left without moving down (so you are no longer on the slope).&lt;br /&gt;
*Jump (this sets vertical subpixel to 65535, RAM address 7E0AFC, in case you somehow got a bad vertical subpixel).&lt;br /&gt;
*Keep jump held, and move the right against the wall (after landing).&lt;br /&gt;
*Turn-around spin jump to the left and keeping holding left).&lt;br /&gt;
*Pause, when walking past a plant cue (dependent on input lag). The goal is for the knockback timer (RAM address 7E18AA) to have 1 when the pause menu comes up. It is frame perfect.&lt;br /&gt;
*Damage boost as early as you can (while running into the crab the whole time. This is a frame perfect switch from left to right. The horizontal position should read 974.55551 (RAM addresses 7E0AF6 and 7E0AF8 for pixel/subpixel).&lt;br /&gt;
*Set Reserves to Automatic, and unpause.&lt;br /&gt;
*When Reserves finish filling, jump to initiate a shinespark (you shouldn't be holding anything after unpausing). This is a frame perfect jump. If you got it right, Samus will stay floating in the air as she do with slopesparks.&lt;br /&gt;
*Pause/unpause to fix the screen.&lt;br /&gt;
*Remember to spark angled up.&lt;br /&gt;
&lt;br /&gt;
Carry this spark to the [[Below Botwoon Energy Tank Room]] to farm up Supers (and whatever other ammo you need).&lt;br /&gt;
&lt;br /&gt;
Perform a Crystal Spark to get a blue suit. Then use the Zoa to farm to full again.&lt;br /&gt;
&lt;br /&gt;
Use the blue suit to get to [[Botwoon]]. Don't miss that much, since no [[Charge Beam]].&lt;br /&gt;
&lt;br /&gt;
Continue carrying the blue suit to [[Halfie Climb Room]], and spark up. Cross [[Colosseum]] (don't fall) and finally save.&lt;br /&gt;
&lt;br /&gt;
Underflow at Draygon. This is standard, but note you shouldn't convert the spark to blue since you can't unpause with blue suit (as no [[Speed Booster]]).&lt;br /&gt;
&lt;br /&gt;
Spark up Precious, and gravity jump into bomb jump to get up Colosseum. Yes, this works with permagoop speed. Save and reset to get rid of permagoop.&lt;br /&gt;
&lt;br /&gt;
Cross [[Colosseum]].&lt;br /&gt;
&lt;br /&gt;
Getting up in [[Botwoon Energy Tank Room]], the easiest method is to do underwater walljumping since we already had to do that before. So just do that. On the one hand, you have to be pretty fast due to the Zoa coming to get you. On the other hand, they might boost you up so you can downgrab the ledge.&lt;br /&gt;
&lt;br /&gt;
Save in [[Aqueduct]], then damage boost [[West Sand Hall]] again.&lt;br /&gt;
&lt;br /&gt;
Finally head towards Lower Norfair. Do the bootless lava dive (have Reserves set to Manual, probably). Go through Lower Norfair, tearing apart everything with your nigh infinite ammo.&lt;br /&gt;
&lt;br /&gt;
Head over to Tourian (remembering to NOT save at the ship, since that will ruin your ammo). Enter with at least 12 power bombs, but probably more for safety.&lt;br /&gt;
&lt;br /&gt;
Power bomb kill the metroids. Stashio skip if you feel like it, but not like it's making or breaking the run. Save, and then tear through the Zebetites and Mother Brain. Escape as normal.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7572</id>
		<title>13% Chargeless</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7572"/>
				<updated>2023-08-23T18:13:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% chargeless&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:26:58&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_13_chargeless_22658&lt;br /&gt;
|wrtext=archive.org&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Power Bomb]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
13% Chargeless is one of the in-bounds [[13%]] category that has been completed RTA.  A total of 13 items are picked up during the entire run. This is currently the only 13% category that has been completed without [[L+R Walljumping]], although it is made significantly easier with L+R Walljumping.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*CWJ or Horizontal Bomb Jump over the Moat&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*Everest Slopespark (TODO: Write up notes on bobbob's setup)&lt;br /&gt;
*[[Fish Tank Climb]]&lt;br /&gt;
*Elevator CF&lt;br /&gt;
*Crystal Spark&lt;br /&gt;
*Underflow at Draygon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank]] (the current RTA setup for Everest Slopespark needs 1 Energy Tank and 2 Reserve Tanks)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*3 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]], add the other two packs) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. However, it is fairly limited, and thus the route is fairly set-in-stone anyway.&lt;br /&gt;
&lt;br /&gt;
First, collect Morph, Alpha Missiles, Bombs, Terminator Energy Tank, Early Supers, Brinstar Reserve.&lt;br /&gt;
&lt;br /&gt;
Go kill Kraid and get Varia.&lt;br /&gt;
&lt;br /&gt;
Go to Norfair and get the second Reserve Tank.&lt;br /&gt;
&lt;br /&gt;
Climb Red Tower, and get the two Power Bomb Packs.&lt;br /&gt;
&lt;br /&gt;
Cross the Moat (getting the second Missile Pack), either with CWJ or Horizontal Bomb Jump.&lt;br /&gt;
&lt;br /&gt;
Defeat Phantoon, and get the second Super Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Landing Site, and get the third Power Bomb Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Red Tower, and save before Elevator CF attempts (with CF energy and full ammo). Note that it may be faster to get a different Super Pack (e.g., SpoSpo Supers) and get an Elevator CF suit before going to kill Phantoon, but the category is quite far from needing such optimizations.&lt;br /&gt;
&lt;br /&gt;
Carry the Elevator CF through to East Ocean. Note if you are using [[L+R Walljumping]], you can instead get through East Ocean by walljumping off of a Kamer and then horizontal bomb jumping. However, these route notes are assuming we are avoiding L+R Walljumping.&lt;br /&gt;
 &lt;br /&gt;
Spark to get through East Ocean. To get far enough along the bottom, either use a couple fish boosts or do some short single-wall underwater walljumping (on left walls).&lt;br /&gt;
&lt;br /&gt;
Get through to the Maridia Elevator save, with full ammo and CF energy and save.&lt;br /&gt;
&lt;br /&gt;
Get an Elevator CF suit.&lt;br /&gt;
&lt;br /&gt;
Carry this through to West Sand Hall, being mindful to get Energy full (excluding Reserves) and keeping Super count high.&lt;br /&gt;
&lt;br /&gt;
Perform the [[West Sand Hall]] damage boost (like done in [[12%]]) to get through this hallway.&lt;br /&gt;
&lt;br /&gt;
Continue on, to the crab hallway with the gate. If you are not full yet, farm to full Energy and Power Bombs. &lt;br /&gt;
&lt;br /&gt;
Now perform a suitless gate glitch with a stored shinespark. This is done by morphing/unmorphing to then be able to shoot angle up after the unmorph. A simple setup to have a good pixel/subpixel is:  press against the gate, turn around on the ground, jump and turn-around in the air (TODO: double check this is right).&lt;br /&gt;
&lt;br /&gt;
Now use the intact tube to gravity jump up to Fish Tank.&lt;br /&gt;
&lt;br /&gt;
Perform [[Fish Tank Climb]] (with a stored shinespark, nbd).&lt;br /&gt;
&lt;br /&gt;
Perform the Everest Slopespark. The current RTA setup does this by:&lt;br /&gt;
*Making sure you have Energy such that a single crab hit would put you at 0, and your Reserves are full. Have Reserves set to Manual.&lt;br /&gt;
*Priming the crab. The crab used is the tenth enemy, and we want it to have vertical pixel position 867. There are two positions that work, so this is a two frame window. Note that the position 867.49152 has been tested more thoroughly, but both with vertical position 867 have been tested. The relevant RAM addresses are:  7E11BE and 7E11C0 (for pixel and subpixel position of the enemy).&lt;br /&gt;
*Underwater walljump (far enough left that the crab is on screen), and get to the right (without ever putting the crab on screen.&lt;br /&gt;
*Once you are all the way to the right, on the ledge above the door to the right (so not ALL the way), moonwalk to the left very slowly until you have moved left without moving down (so you are no longer on the slope).&lt;br /&gt;
*Jump (this sets vertical subpixel to 65535, RAM address 7E0AFC, in case you somehow got a bad vertical subpixel).&lt;br /&gt;
*Keep jump held, and move the right against the wall (after landing).&lt;br /&gt;
*Turn-around spin jump to the left and keeping holding left).&lt;br /&gt;
*Pause, when walking past a plant cue (dependent on input lag). The goal is for the knockback timer (RAM address 7E18AA) to have 1 when the pause menu comes up. It is frame perfect.&lt;br /&gt;
*Damage boost as early as you can (while running into the crab the whole time. This is a frame perfect switch from left to right. The horizontal position should read 974.55551 (RAM addresses 7E0AF6 and 7E0AF8 for pixel/subpixel).&lt;br /&gt;
*Set Reserves to Automatic, and unpause.&lt;br /&gt;
*When Reserves finish filling, jump to initiate a shinespark (you shouldn't be holding anything after unpausing). This is a frame perfect jump. If you got it right, Samus will stay floating in the air as she do with slopesparks.&lt;br /&gt;
*Pause/unpause to fix the screen.&lt;br /&gt;
*Remember to spark angled up.&lt;br /&gt;
&lt;br /&gt;
Carry this spark to the [[Below Botwoon Energy Tank Room]] to farm up Supers (and whatever other ammo you need).&lt;br /&gt;
&lt;br /&gt;
Perform a Crystal Spark to get a blue suit. Then use the Zoa to farm to full again.&lt;br /&gt;
&lt;br /&gt;
Use the blue suit to get to [[Botwoon]]. Don't miss that much, since no [[Charge Beam]].&lt;br /&gt;
&lt;br /&gt;
Continue carrying the blue suit to [[Halfie Climb Room]], and spark up. Cross [[Colosseum]] (don't fall) and finally save.&lt;br /&gt;
&lt;br /&gt;
Underflow at Draygon. This is standard, but note you shouldn't convert the spark to blue since you can't unpause with blue suit (as no [[Speed Booster]]).&lt;br /&gt;
&lt;br /&gt;
Spark up Precious, and gravity jump into bomb jump to get up Colosseum. Yes, this works with permagoop speed. Save and reset to get rid of permagoop.&lt;br /&gt;
&lt;br /&gt;
Cross [[Colosseum]].&lt;br /&gt;
&lt;br /&gt;
Getting up in [[Botwoon Energy Tank Room]], the easiest method is to do underwater walljumping since we already had to do that before. So just do that. On the one hand, you have to be pretty fast due to the Zoa coming to get you. On the other hand, they might boost you up so you can downgrab the ledge.&lt;br /&gt;
&lt;br /&gt;
Save in [[Aqueduct]], then damage boost [[West Sand Hall]] again.&lt;br /&gt;
&lt;br /&gt;
Finally head towards Lower Norfair. Do the bootless lava dive (have Reserves set to Manual, probably). Go through Lower Norfair, tearing apart everything with your nigh infinite ammo.&lt;br /&gt;
&lt;br /&gt;
Head over to Tourian (remembering to NOT save at the ship, since that will ruin your ammo). Enter with at least 12 power bombs, but probably more for safety.&lt;br /&gt;
&lt;br /&gt;
Power bomb kill the metroids. I guess optimally Stashio Skip baby metroid, but who really cares. Save, and then tear through the Zebetites and Mother Brain. Escape as normal.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7571</id>
		<title>13% Chargeless</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=13%25_Chargeless&amp;diff=7571"/>
				<updated>2023-08-23T18:12:59Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=13% chargeless&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:26:58&lt;br /&gt;
|gtwr=1:18&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_13_chargeless_22658&lt;br /&gt;
|wrtext=archive.org&lt;br /&gt;
|percentage=13%&lt;br /&gt;
|items=[[Power Bomb]]&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
13% Chargeless is one of the in-bounds [[13%]] category that has been completed RTA.  A total of 13 items are picked up during the entire run. This is currently the only 13% category that has been completed without [[L+R Walljumping]], although it is made significantly easier with L+R Walljumping.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*CWJ or Horizontal Bomb Jump over the Moat&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*Everest Slopespark (TODO: Write up notes on bobbob's setup)&lt;br /&gt;
*[[Fish Tank Climb]]&lt;br /&gt;
*Elevator CF&lt;br /&gt;
*Crystal Spark&lt;br /&gt;
*Underflow at Draygon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*[[Bomb|Bombs]]&lt;br /&gt;
*[[Varia Suit]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (to survive MB2's rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank]] (the current RTA setup for Everest Slopespark needs 1 Energy Tank and 2 Reserve Tanks)&lt;br /&gt;
*2 [[Missile]] Packs ([[List of Missiles#Brinstar 1|Awakening]] and [[List of Missiles#Crateria 2|Moat]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*2 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]] and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*3 [[Power Bomb]] Packs ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]], add the other two packs) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Route ==&lt;br /&gt;
&lt;br /&gt;
This category is too new to have a well-defined route. However, it is fairly limited, and thus the route is fairly set-in-stone anyway.&lt;br /&gt;
&lt;br /&gt;
First, collect Morph, Alpha Missiles, Bombs, Terminator Energy Tank, Early Supers, Brinstar Reserve.&lt;br /&gt;
&lt;br /&gt;
Go kill Kraid and get Varia.&lt;br /&gt;
&lt;br /&gt;
Go to Norfair and get the second Reserve Tank.&lt;br /&gt;
&lt;br /&gt;
Climb Red Tower, and get the two Power Bomb Packs.&lt;br /&gt;
&lt;br /&gt;
Cross the Moat (getting the second Missile Pack), either with CWJ or Horizontal Bomb Jump.&lt;br /&gt;
&lt;br /&gt;
Defeat Phantoon, and get the second Super Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Landing Site, and get the third Power Bomb Pack.&lt;br /&gt;
&lt;br /&gt;
Go back to Red Tower, and save before Elevator CF attempts (with CF energy and full ammo). Note that it may be faster to get a different Super Pack (e.g., SpoSpo Supers) and get an Elevator CF suit before going to kill Phantoon, but the category is quite far from needing such optimizations.&lt;br /&gt;
&lt;br /&gt;
Carry the Elevator CF through to East Ocean. Note if you are using [[L+R Walljumping]], you can instead get through East Ocean by walljumping off of a Kamer and then horizontal bomb jumping. However, these route notes are assuming we are avoiding L+R Walljumping.&lt;br /&gt;
 &lt;br /&gt;
Spark to get through East Ocean. To get far enough along the bottom, either use a couple fish boosts or do some short single-wall underwater walljumping (on left walls).&lt;br /&gt;
&lt;br /&gt;
Get through to the Maridia Elevator save, with full ammo and CF energy and save.&lt;br /&gt;
&lt;br /&gt;
Get an Elevator CF suit.&lt;br /&gt;
&lt;br /&gt;
Carry this through to West Sand Hall, being mindful to get Energy full (excluding Reserves) and keeping Super count high.&lt;br /&gt;
&lt;br /&gt;
Perform the [[West Sand Hall]] damage boost (like done in [[12%]]) to get through this hallway.&lt;br /&gt;
&lt;br /&gt;
Continue on, to the crab hallway with the gate. If you are not full yet, farm to full Energy and Power Bombs. &lt;br /&gt;
&lt;br /&gt;
Now perform a suitless gate glitch with a stored shinespark. This is done by morphing/unmorphing to then be able to shoot angle up after the unmorph. A simple setup to have a good pixel/subpixel is:  press against the gate, turn around on the ground, jump and turn-around in the air (TODO: double check this is right).&lt;br /&gt;
&lt;br /&gt;
Now use the intact tube to gravity jump up to Fish Tank.&lt;br /&gt;
&lt;br /&gt;
Perform [[Fish Tank Climb]] (with a stored shinespark, nbd).&lt;br /&gt;
&lt;br /&gt;
Perform the Everest Slopespark. The current RTA setup does this by:&lt;br /&gt;
*Making sure you have Energy such that a single crab hit would put you at 0, and your Reserves are full. Have Reserves set to Manual.&lt;br /&gt;
*Priming the crab. The crab used is the tenth enemy, and we want it to have vertical pixel position 867. There are two positions that work, so this is a two frame window. Note that the position 867.49152 has been tested more thoroughly, but both with vertical position 867 have been tested. The relevant RAM addresses are:  7E11BE and 7E11C0 (for pixel and subpixel position of the enemy).&lt;br /&gt;
*Underwater walljump (far enough left that the crab is on screen), and get to the right (without ever putting the crab on screen.&lt;br /&gt;
*Once you are all the way to the right, on the ledge above the door to the right (so not ALL the way), moonwalk to the left very slowly until you have moved left without moving down (so you are no longer on the slope).&lt;br /&gt;
*Jump (this sets vertical subpixel to 65535, RAM address 7E0AFC, in case you somehow got a bad vertical subpixel).&lt;br /&gt;
*Keep jump held, and move the right against the wall (after landing).&lt;br /&gt;
*Turn-around spin jump to the left and keeping holding left).&lt;br /&gt;
*Pause, when walking past a plant cue (dependent on input lag). The goal is for the knockback timer (RAM address 7E18AA) to have 1 when the pause menu comes up. It is frame perfect.&lt;br /&gt;
*Damage boost as early as you can (while running into the crab the whole time. This is a frame perfect switch from left to right. The horizontal position should read 974.55551 (RAM addresses 7E0AF6 and 7E0AF8 for pixel/subpixel).&lt;br /&gt;
*Set Reserves to Automatic, and unpause.&lt;br /&gt;
*When Reserves finish filling, jump to initiate a shinespark (you shouldn't be holding anything after unpausing). This is a frame perfect jump. If you got it right, Samus will stay floating in the air as she do with slopesparks.&lt;br /&gt;
*Pause/unpause to fix the screen.&lt;br /&gt;
*Remember to spark angled up.&lt;br /&gt;
&lt;br /&gt;
Carry this spark to the [[Below Botwoon Energy Tank Room]] to farm up Supers (and whatever other ammo you need).&lt;br /&gt;
&lt;br /&gt;
Perform a Crystal Spark to get a blue suit. Then use the Zoa to farm to full again.&lt;br /&gt;
&lt;br /&gt;
Use the blue suit to get to [[Botwoon]]. Don't miss that much, since no [[Charge Beam]].&lt;br /&gt;
&lt;br /&gt;
Continue carrying the blue suit to [[Halfie Climb Room]], and spark up. Cross [[Colosseum]] (don't fall) and finally save.&lt;br /&gt;
&lt;br /&gt;
Underflow at Draygon. This is standard, but note you shouldn't convert the spark to blue since you can't unpause with blue suit (as no [[Speed Booster]]).&lt;br /&gt;
&lt;br /&gt;
Spark up Precious, and gravity jump into bomb jump to get up Colosseum. Yes, this works with permagoop speed. Save and reset to get rid of permagoop.&lt;br /&gt;
&lt;br /&gt;
Cross [[Colosseum]].&lt;br /&gt;
&lt;br /&gt;
Getting up in [[Botwoon Energy Tank Room]], the easiest method is to do underwater walljumping since we already had to do that before. So just do that. On the one hand, you have to be pretty fast due to the Zoa coming to get you. On the other hand, they might boost you up so you can downgrab the ledge.&lt;br /&gt;
&lt;br /&gt;
Save in [[Aqueduct]], then damage boost [[West Sand Hall]] again.&lt;br /&gt;
&lt;br /&gt;
Finally head towards Lower Norfair. Do the bootless lava dive (have Reserves set to Manual, probably). Go through Lower Norfair, tearing apart everything with your nigh infinite ammo.&lt;br /&gt;
&lt;br /&gt;
Head over to Tourian (remembering to NOT save at the ship, since that will ruin your ammo). Enter with at least 12 power bombs, but probably more for safety.&lt;br /&gt;
&lt;br /&gt;
Power bomb kill the metroids. I guess optimally Stashio Skip baby metroid, but who really cares. Save, and then tear through the Zebetites and Mother Brain. Escape as normal.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Bobbob%27s_dumb_leaderboard&amp;diff=7543</id>
		<title>Bobbob's dumb leaderboard</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Bobbob%27s_dumb_leaderboard&amp;diff=7543"/>
				<updated>2023-08-13T17:51:49Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just throwing this on the wiki i guess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a leaderboard generated by taking a lot of categories, and applying the formula SUM ( wrtime / playertime ).&lt;br /&gt;
&lt;br /&gt;
For convenience, the table also shows the number of categories and number of world records that each player has, since there is a strong correlation in the score with simply having completed more categories.&lt;br /&gt;
&lt;br /&gt;
This is generated automatically by some code I have, scraping SRC and Deertier info. This current version, I just modified it quick to throw on the wiki. Thus, this only takes SRC info and does the following:&lt;br /&gt;
* Pulls all 305 categories on SRC, across the Main Board, Extension Board, ROM Hack Board, and Project Base Board (this automatically updates if new categories are added).&lt;br /&gt;
* Combines players that are deemed to be the same, based on a giant player dictionary I have (TODO:  Create a separate page for this, so people can correct it if they want).&lt;br /&gt;
* Combines NTSC and PAL on the extension leaderboard (to match the main leaderboard).&lt;br /&gt;
* For categories with multiple players (e.g., Co-op and 2p1c), it instead uses the formula (wrtime / playertime) / (number of players). I'm not really sure the best way to approach categories like this, so this is what I quickly decided on once. I am not sure how the code I wrote handles a player who is part of multiple teams.&lt;br /&gt;
&lt;br /&gt;
Planned improvements:&lt;br /&gt;
* Include Deertier. I already have a scraper written for it, and it can produce the same table as below for just Deertier, but I have to write the combiner (since I wrote the scrapers at two different times, they are formatted differently and I am currently too lazy to deal with that).&lt;br /&gt;
* Combine the archived Project Base categories with the ROM Hack Board categories (I already have the code for this written, but I was just super lazy about throwing this first draft on the wiki).&lt;br /&gt;
* Actually decide how I want to handle categories with multiple players.&lt;br /&gt;
&lt;br /&gt;
Note this is fully automated on my local machine, but I am way too lazy to figure out how to get it to auto-update to the wiki. So something like once a month, I might remember to update this table on the wiki. Current date of table:  August 13, 2023.&lt;br /&gt;
&lt;br /&gt;
(Finally, the below has 1678 Players. My dictionary has 1701 SRC Players. This is probably because if you have a score of 0, you are simply excluded from the board. You can have a score of 0 by only submitting IGT.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
! Rank&lt;br /&gt;
! Player&lt;br /&gt;
! Score&lt;br /&gt;
! Cats&lt;br /&gt;
! WRs&lt;br /&gt;
|-&lt;br /&gt;
| 1 || mrguyaverage || 91.459 || 98 || 39&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2 || azder || 43.951 || 47 || 20&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 3 || TheSquirrelNestHH || 43.481 || 60 || 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4 || BFrobber || 43.415 || 56 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Mumu_Didi || 38.803 || 46 || 12&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Stunt_MK || 37.532 || 39 || 21&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7 || ptoil || 35.688 || 42 || 10&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Sapphron || 33.464 || 38 || 13&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Kingofthehill47 || 33.411 || 41 || 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 10 || ironrusty || 32.267 || 42 || 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 11 || OwlRTA || 31.772 || 39 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 12 || zoast || 29.319 || 30 || 16&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 13 || ShinyZeni || 28.709 || 30 || 19&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 14 || DMC_Sparda || 28.202 || 37 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 15 || jooniejoone || 26.978 || 36 || 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Dyceron || 25.835 || 32 || 9&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Glaucio_Souza || 25.612 || 32 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 18 || kevnastics || 25.021 || 31 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 19 || hero_82 || 24.387 || 31 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 20 || LinkaMeister || 24.123 || 26 || 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Metroid_Gameplays || 23.598 || 31 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Galamoz || 21.813 || 23 || 9&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Lief || 21.409 || 30 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 24 || UNHchabo || 21.034 || 28 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Kipp || 20.526 || 22 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 26 || Edu207 || 19.937 || 25 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 27 || andreww || 19.660 || 22 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 28 || amadeus_xeno || 19.207 || 27 || 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 29 || mm2nescartridge || 19.081 || 21 || 5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Shreddaily101 || 18.478 || 20 || 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 31 || rkctkc || 17.793 || 20 || 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 32 || Robitalion || 16.654 || 19 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 33 || kuru9798 || 16.391 || 19 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 34 || fruitbatsalad || 15.920 || 20 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 35 || sloaters27 || 15.548 || 17 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 36 || Ponk || 15.106 || 17 || 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 37 || Jaychalke || 14.945 || 22 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 38 || TGDerp || 14.183 || 16 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 39 || jethawk69 || 14.114 || 27 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 40 || beeps || 13.405 || 19 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 41 || Thorneto || 13.200 || 17 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 42 || Desmous || 13.175 || 17 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 43 || Feral || 12.392 || 14 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 44 || professorschool || 12.301 || 14 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 45 || Enmet || 12.115 || 15 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 46 || Oatsngoats || 11.852 || 13 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 47 || juliohfoliveira || 11.514 || 14 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 48 || bressingham || 11.497 || 13 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 49 || idlechild || 11.464 || 14 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 50 || susreime || 11.389 || 13 || 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 51 || FrenchLightningJohn || 11.319 || 15 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 52 || JupiterJazz || 11.185 || 12 || 4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 53 || Nintoaster_81 || 11.113 || 13 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 54 || PapaSchmo || 10.830 || 14 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 55 || BandsWithLegends || 10.653 || 12 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 56 || Hubert0987 || 10.555 || 12 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 57 || CynanMachae || 10.535 || 13 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 58 || Straevaras || 10.460 || 13 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 59 || Asfalttisoturi || 10.401 || 11 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 60 || sweetnumb || 10.320 || 12 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 61 || TopsyTurve || 10.080 || 11 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 62 || matrick2298 || 9.909 || 14 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 64bit_link || 9.816 || 14 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 64 || Overfiendvip || 9.779 || 10 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 65 || Komaru || 9.691 || 13 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 66 || Croakomire || 9.587 || 14 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 67 || Di10kong || 9.305 || 12 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 68 || Glove_SM || 9.263 || 11 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 69 || osse101 || 9.119 || 10 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 70 || Leodox || 9.057 || 12 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 71 || LakeDemon || 9.042 || 11 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 72 || Whewty || 8.976 || 11 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 73 || Tilimorf || 8.730 || 11 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 74 || eHolden || 8.692 || 10 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 75 || CrimzenJ || 8.589 || 11 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 76 || SeanCass || 8.559 || 10 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 77 || kottpower || 8.286 || 10 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 78 || WildAnaconda69 || 8.234 || 10 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 79 || Frydi || 8.154 || 21 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 80 || Behemoth87 || 7.699 || 8 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 81 || kojakt || 7.667 || 10 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 82 || apathyduck || 7.666 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 83 || richman3mm || 7.536 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 84 || Ivan || 7.536 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 85 || hotarubi_ta || 7.516 || 8 || 3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 86 || Maisgueuh || 7.501 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 87 || Zero_Mendez || 7.449 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 88 || GarbitheGlitcheress || 7.333 || 10 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 89 || MassHesteria || 7.223 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 90 || yurisalgadin || 7.188 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 91 || Chish || 7.132 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 92 || whitemagebecky || 7.111 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 93 || FreyasSpirit || 6.999 || 8 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 94 || Skinomarsh || 6.931 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 95 || hilborn || 6.888 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 96 || Nevdi || 6.860 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Caaaaarlito || 6.821 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 98 || Ruya || 6.799 || 7 || 2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 99 || Brother_main || 6.695 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 100 || Rumbleminze || 6.649 || 9 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 101 || goop.Q || 6.566 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 102 || strizer86 || 6.562 || 8 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 103 || Ale_x || 6.505 || 8 || 0&lt;br /&gt;
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| 104 || Xsczo || 6.448 || 8 || 0&lt;br /&gt;
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| 105 || Natan_Anile || 6.214 || 8 || 0&lt;br /&gt;
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| 106 || plof27 || 6.052 || 8 || 0&lt;br /&gt;
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| 107 || Zohdin || 6.030 || 7 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 108 || Zeb316 || 6.008 || 7 || 0&lt;br /&gt;
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| 109 || KcycAran || 5.957 || 9 || 0&lt;br /&gt;
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| 110 || ExtremeSP1TF1R3 || 5.946 || 7 || 0&lt;br /&gt;
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| 111 || crossproduct || 5.930 || 8 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 112 || nutella4eva || 5.911 || 9 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 113 || AranJaeger || 5.894 || 9 || 2&lt;br /&gt;
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|-&lt;br /&gt;
| 114 || jronaggaz || 5.849 || 8 || 0&lt;br /&gt;
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| 115 || kashmod || 5.829 || 7 || 0&lt;br /&gt;
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| 116 || MisterGiggles || 5.826 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 117 || Migosp || 5.778 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 118 || LomionJones || 5.684 || 9 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 119 || HypoSatori || 5.616 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 120 || Glass || 5.559 || 9 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 121 || total || 5.528 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 122 || kekumanshoyu || 5.497 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 123 || Static_Shock || 5.448 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 124 || Slo_Guy || 5.437 || 6 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 125 || ARealCutie || 5.409 || 6 || 1&lt;br /&gt;
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| 126 || Triddy243 || 5.406 || 8 || 0&lt;br /&gt;
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| 127 || stashiocat || 5.395 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 128 || saberkok || 5.362 || 8 || 0&lt;br /&gt;
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| 129 || phatscott25 || 5.352 || 6 || 0&lt;br /&gt;
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| 130 || farfelu || 5.275 || 6 || 2&lt;br /&gt;
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|-&lt;br /&gt;
| 131 || Derxu || 5.257 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 132 || CountCreep || 5.215 || 7 || 0&lt;br /&gt;
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| 133 || Twocat || 5.173 || 6 || 0&lt;br /&gt;
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| 134 || Fe || 5.081 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 135 || CrustaceanSeven || 4.966 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 136 || Garrison || 4.879 || 6 || 0&lt;br /&gt;
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| 137 || LightQuartz || 4.858 || 6 || 0&lt;br /&gt;
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| 138 || MetroidMst || 4.814 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 139 || Belthasar || 4.673 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 140 || Shenjoku || 4.619 || 6 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 141 || Eddie || 4.619 || 5 || 0&lt;br /&gt;
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| 142 || lioran || 4.618 || 6 || 0&lt;br /&gt;
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| 143 || llMrFox || 4.524 || 5 || 1&lt;br /&gt;
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| 144 || DirtyMike || 4.494 || 6 || 0&lt;br /&gt;
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| 145 || smCharles || 4.487 || 5 || 0&lt;br /&gt;
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| 146 || Dessyreqt || 4.473 || 7 || 0&lt;br /&gt;
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| 147 || Yeahboiii5 || 4.464 || 6 || 0&lt;br /&gt;
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| 148 || mechashiva76 || 4.457 || 6 || 0&lt;br /&gt;
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| 149 || AdvantaJeous || 4.429 || 6 || 0&lt;br /&gt;
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| 150 || MrDDraig || 4.416 || 6 || 0&lt;br /&gt;
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| 151 || noxiousnick || 4.359 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 152 || EduSm3_BR || 4.339 || 5 || 0&lt;br /&gt;
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| 153 || tony_ls_03 || 4.316 || 5 || 0&lt;br /&gt;
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| 154 || abortion_shark || 4.304 || 5 || 0&lt;br /&gt;
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| 155 || Chrono007 || 4.260 || 6 || 0&lt;br /&gt;
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| 156 || dayne_6747 || 4.258 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 157 || just_defend || 4.255 || 5 || 0&lt;br /&gt;
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| 158 || Oneiam82 || 4.253 || 5 || 0&lt;br /&gt;
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| 159 || gloobygloob || 4.227 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 160 || Sniq || 4.219 || 5 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 161 || redy9567 || 4.214 || 6 || 0&lt;br /&gt;
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| 162 || Sforzand0 || 4.207 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 163 || Brjoker94 || 4.156 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 164 || MisterI || 4.087 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 165 || charles_black || 4.069 || 6 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 166 || Skorph2014 || 4.057 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 167 || Lidistus || 4.053 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 168 || izerli || 4.010 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 169 || KarenKonou || 3.961 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 170 || notnowGwen || 3.960 || 5 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 171 || Imyt || 3.956 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 172 || Layfom || 3.935 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 173 || PSIcoh || 3.904 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 174 || jack879 || 3.886 || 4 || 2&lt;br /&gt;
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|-&lt;br /&gt;
| 175 || denis1080 || 3.873 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 176 || CrazyAl || 3.858 || 5 || 0&lt;br /&gt;
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| 177 || joaobatista2206 || 3.854 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 178 || marsfromvenus || 3.827 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 179 || dasr12 || 3.802 || 7 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 180 || zealous_benediction || 3.801 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 181 || Maniacal || 3.799 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 182 || MarioMayhem || 3.779 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 183 || Timochun || 3.770 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 184 || tewfus || 3.769 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 185 || drumman541 || 3.714 || 5 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 186 || LaBrosse || 3.679 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 187 || marshmakie || 3.678 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 188 || Beastworm || 3.632 || 4 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 189 || Danetch || 3.617 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 190 || Grubdog || 3.601 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 191 || ForeverSM || 3.583 || 4 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 192 || purplephoton || 3.571 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 193 || Philament || 3.541 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 194 || HemZar || 3.533 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 195 || Tullymarfus || 3.510 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 196 || stump || 3.506 || 5 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 197 || MAERKLiG || 3.500 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 198 || Tiberius || 3.497 || 4 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 199 || Nasarius || 3.496 || 5 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 200 || cout || 3.492 || 5 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 201 || cemo || 3.473 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 202 || MawcDrums || 3.453 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 203 || kingsalmon || 3.443 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 204 || PassivePac-Man || 3.429 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 205 || CountGooby || 3.423 || 4 || 0&lt;br /&gt;
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| 206 || xopazaru0343 || 3.418 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 207 || personitis || 3.401 || 4 || 1&lt;br /&gt;
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|-&lt;br /&gt;
| 208 || KronicSauce || 3.401 || 4 || 0&lt;br /&gt;
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| 209 || KRISTOPHOLO || 3.393 || 4 || 0&lt;br /&gt;
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| 210 || JhOOni || 3.368 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 211 || Traviktox || 3.357 || 4 || 0&lt;br /&gt;
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| 212 || ScarletSisters || 3.328 || 4 || 0&lt;br /&gt;
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| 213 || redxparasite || 3.289 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 214 || DbX || 3.242 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 215 || polarbearbunny || 3.237 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 216 || Longneckturtle || 3.190 || 4 || 0&lt;br /&gt;
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| 217 || TrueMoss || 3.189 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 218 || AceZer0187 || 3.171 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 219 || Zetsu || 3.167 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 220 || marcoskwkm || 3.155 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 221 || MetroidNerd9001 || 3.127 || 4 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 222 || Soppanaama || 3.118 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 223 || kelcharge || 3.105 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 224 || JoshShoeWah || 3.096 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 225 || Peanutz996 || 3.095 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 226 || Annelits || 3.093 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 227 || jichi9 || 3.052 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 228 || Popplars || 3.041 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 229 || SentientFlatbread || 3.023 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 230 || Schmeman || 2.985 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 231 || Melburn || 2.971 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 232 || Bennergetic || 2.967 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 233 || Whirley || 2.952 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 234 || Kreichjr || 2.937 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 235 || PlasmicSnake6 || 2.931 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 236 || Sage || 2.925 || 4 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 237 || danstwitch || 2.921 || 5 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 238 || sickent || 2.918 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 239 || Roemml || 2.903 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 240 || DaHoboKing || 2.891 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 241 || thedopefish || 2.868 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 242 || climbingcoder || 2.865 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 243 || karlrodd || 2.858 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 244 || Mackemagi || 2.848 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 245 || FlipSide208 || 2.848 || 4 || 0&lt;br /&gt;
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| 246 || CScottyW || 2.829 || 3 || 0&lt;br /&gt;
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| 247 || cheatyface4 || 2.828 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 248 || thedagit || 2.820 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 249 || Boostin || 2.782 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 250 || AlexTchenko || 2.742 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 251 || FinL || 2.740 || 3 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 252 || Nighty93 || 2.731 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 253 || Anfunny || 2.718 || 4 || 0&lt;br /&gt;
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| 254 || VibrantColors || 2.703 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 255 || Saron_Gas || 2.689 || 4 || 0&lt;br /&gt;
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| 256 || bferdowsian || 2.688 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 257 || Smokey || 2.646 || 3 || 0&lt;br /&gt;
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| 258 || Flowsouth8 || 2.633 || 3 || 0&lt;br /&gt;
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| 259 || Gameaholic2D || 2.629 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 260 || Bdog || 2.627 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 261 || KennelCrazy || 2.618 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 262 || dddark || 2.609 || 3 || 0&lt;br /&gt;
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| 263 || jakefsomenumbers || 2.604 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 264 || mishrak109 || 2.586 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 265 || heny || 2.583 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 266 || Benko || 2.559 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 267 || Kanzeon || 2.543 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 268 || Kosmic || 2.536 || 3 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 269 || Xerclipse || 2.535 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 270 || Melonax || 2.529 || 3 || 0&lt;br /&gt;
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| 271 || hcfwesker || 2.525 || 3 || 0&lt;br /&gt;
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| 272 || GonzoTheReal || 2.517 || 3 || 0&lt;br /&gt;
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| 273 || antimatterhorse || 2.509 || 3 || 0&lt;br /&gt;
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| 274 || 45oranges || 2.508 || 3 || 0&lt;br /&gt;
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| 275 || DESGRACIADOR || 2.501 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 276 || Toastymuffins || 2.490 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 277 || vertex5 || 2.481 || 3 || 0&lt;br /&gt;
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| 278 || Dhaos TK31 || 2.480 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 279 || JustNotAFox || 2.480 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 280 || GrabSomeEyes || 2.474 || 4 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 281 || InNoRush || 2.472 || 3 || 0&lt;br /&gt;
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| 282 || eden8 || 2.469 || 4 || 0&lt;br /&gt;
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| 283 || Smelon || 2.466 || 3 || 0&lt;br /&gt;
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| 284 || JUAN || 2.461 || 3 || 0&lt;br /&gt;
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| 285 || Avijobat || 2.457 || 3 || 0&lt;br /&gt;
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| 286 || Hoppy_PopTart || 2.457 || 3 || 0&lt;br /&gt;
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| 287 || benlake412 || 2.452 || 3 || 0&lt;br /&gt;
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| 288 || SirCabby || 2.430 || 3 || 0&lt;br /&gt;
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| 289 || v1ncelol || 2.425 || 3 || 0&lt;br /&gt;
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| 290 || Kylle_XY || 2.422 || 3 || 0&lt;br /&gt;
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| 291 || DarrkDucky || 2.397 || 3 || 0&lt;br /&gt;
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| 292 || Meneldur19 || 2.376 || 3 || 0&lt;br /&gt;
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| 293 || lackattack || 2.365 || 3 || 0&lt;br /&gt;
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| 294 || Vismund || 2.355 || 3 || 0&lt;br /&gt;
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| 295 || Wubbsdingus || 2.349 || 3 || 0&lt;br /&gt;
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| 296 || g10w5t1ck || 2.348 || 3 || 0&lt;br /&gt;
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| 297 || coufu || 2.338 || 3 || 0&lt;br /&gt;
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| 298 || FriendGuy || 2.326 || 3 || 0&lt;br /&gt;
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| 299 || ChTPwner || 2.308 || 3 || 0&lt;br /&gt;
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| 300 || MW || 2.293 || 3 || 0&lt;br /&gt;
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| 301 || steven_9296 || 2.288 || 3 || 0&lt;br /&gt;
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| 302 || Junior300 || 2.288 || 3 || 0&lt;br /&gt;
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| 303 || einbert || 2.286 || 3 || 0&lt;br /&gt;
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| 304 || wladiyeah || 2.283 || 3 || 0&lt;br /&gt;
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| 305 || swap_space || 2.281 || 3 || 0&lt;br /&gt;
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| 306 || GGDuane || 2.269 || 3 || 0&lt;br /&gt;
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| 307 || JulioooNaGaita || 2.253 || 3 || 0&lt;br /&gt;
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| 308 || MalusDB || 2.236 || 3 || 0&lt;br /&gt;
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| 309 || QKTunak || 2.220 || 3 || 0&lt;br /&gt;
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| 310 || Coeus0 || 2.213 || 3 || 0&lt;br /&gt;
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| 311 || fran_cee || 2.209 || 3 || 0&lt;br /&gt;
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| 312 || DuffE || 2.203 || 3 || 0&lt;br /&gt;
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| 313 || Just_adz || 2.198 || 3 || 0&lt;br /&gt;
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| 314 || AnotherFastSamus || 2.168 || 3 || 0&lt;br /&gt;
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| 315 || FenixDown23 || 2.165 || 3 || 0&lt;br /&gt;
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| 316 || 123jrf || 2.151 || 3 || 0&lt;br /&gt;
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| 317 || cheesyboatride || 2.141 || 3 || 0&lt;br /&gt;
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| 318 || Boxmeister || 2.137 || 3 || 0&lt;br /&gt;
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| 319 || annanokeiji || 2.137 || 3 || 0&lt;br /&gt;
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| 320 || MASTER88comeback || 2.135 || 3 || 0&lt;br /&gt;
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| 321 || matrixugly || 2.129 || 3 || 0&lt;br /&gt;
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| 322 || k_dove85 || 2.124 || 3 || 0&lt;br /&gt;
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| 323 || lord_hero || 2.104 || 3 || 0&lt;br /&gt;
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| 324 || Acmlm || 2.092 || 3 || 0&lt;br /&gt;
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| 325 || Selphie96 || 2.084 || 3 || 0&lt;br /&gt;
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| 326 || WhiteShadow || 2.043 || 3 || 0&lt;br /&gt;
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| 327 || notlikethesoup || 2.035 || 3 || 0&lt;br /&gt;
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| 328 || TikTok || 2.029 || 3 || 0&lt;br /&gt;
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| 329 || Lexomatico || 2.024 || 3 || 0&lt;br /&gt;
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| 330 || Meddadog || 2.023 || 4 || 0&lt;br /&gt;
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| 331 || jk16bit-palmy- || 2.012 || 3 || 0&lt;br /&gt;
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| 332 || Electra13x7777 || 2.000 || 3 || 0&lt;br /&gt;
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| 333 || Gebbu || 1.965 || 2 || 0&lt;br /&gt;
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| 334 || Starisms || 1.956 || 3 || 0&lt;br /&gt;
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| 335 || LynxXUnlimited || 1.942 || 2 || 0&lt;br /&gt;
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| 336 || Glink_TeamPocket || 1.941 || 3 || 0&lt;br /&gt;
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| 337 || Aziul || 1.941 || 2 || 1&lt;br /&gt;
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| 338 || fuerchter || 1.940 || 3 || 0&lt;br /&gt;
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| 339 || Anorakkis || 1.939 || 3 || 0&lt;br /&gt;
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| 340 || Cloud9Mitchell || 1.931 || 2 || 0&lt;br /&gt;
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| 341 || SFFIRESTORM33 || 1.931 || 3 || 0&lt;br /&gt;
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| 342 || Griffingtron || 1.919 || 3 || 0&lt;br /&gt;
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| 343 || decalled || 1.894 || 2 || 0&lt;br /&gt;
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| 344 || fsg || 1.884 || 2 || 0&lt;br /&gt;
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| 345 || Scottycro42 || 1.883 || 2 || 0&lt;br /&gt;
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| 346 || Se3cret || 1.879 || 2 || 0&lt;br /&gt;
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| 347 || JustLeeBelmont || 1.861 || 3 || 0&lt;br /&gt;
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| 348 || Zenkai || 1.852 || 3 || 0&lt;br /&gt;
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| 349 || SmokeyMarcel || 1.842 || 2 || 0&lt;br /&gt;
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| 350 || omnigazer || 1.839 || 2 || 0&lt;br /&gt;
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| 351 || razon2 || 1.838 || 2 || 0&lt;br /&gt;
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| 352 || timmon || 1.835 || 2 || 0&lt;br /&gt;
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| 353 || DasBlurr || 1.832 || 2 || 0&lt;br /&gt;
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| 354 || Clemens || 1.830 || 2 || 0&lt;br /&gt;
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| 355 || Galen83 || 1.823 || 2 || 0&lt;br /&gt;
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| 356 || Laseki || 1.808 || 3 || 0&lt;br /&gt;
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| 357 || amarovski || 1.805 || 2 || 0&lt;br /&gt;
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| 358 || TheDude9005 || 1.794 || 2 || 0&lt;br /&gt;
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| 359 || KNO3 || 1.790 || 2 || 0&lt;br /&gt;
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| 360 || AmBrew86 || 1.788 || 2 || 0&lt;br /&gt;
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| 361 || rakoja || 1.785 || 2 || 1&lt;br /&gt;
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| 362 || Tris255 || 1.781 || 2 || 0&lt;br /&gt;
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| 363 || Epic || 1.780 || 2 || 0&lt;br /&gt;
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| 364 || spidey-widey || 1.766 || 2 || 0&lt;br /&gt;
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| 365 || skrooger || 1.765 || 2 || 0&lt;br /&gt;
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| 366 || KidVid || 1.764 || 2 || 0&lt;br /&gt;
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| 367 || ClaireDiviner || 1.759 || 2 || 1&lt;br /&gt;
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| 368 || Bioactivesocks || 1.748 || 2 || 0&lt;br /&gt;
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| 369 || Wilky || 1.745 || 2 || 0&lt;br /&gt;
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| 370 || cfb || 1.740 || 2 || 0&lt;br /&gt;
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| 371 || diggidiggidang || 1.739 || 2 || 0&lt;br /&gt;
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| 372 || magmapeach || 1.737 || 2 || 0&lt;br /&gt;
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| 373 || Csm || 1.736 || 2 || 0&lt;br /&gt;
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| 374 || mctimothy || 1.736 || 2 || 0&lt;br /&gt;
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| 375 || DarkPirate1997 || 1.733 || 3 || 0&lt;br /&gt;
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| 376 || MelwesT || 1.731 || 2 || 0&lt;br /&gt;
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| 377 || Hatz || 1.722 || 2 || 0&lt;br /&gt;
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| 378 || Claudiothx1138 || 1.713 || 2 || 0&lt;br /&gt;
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| 379 || caleb2112 || 1.711 || 2 || 1&lt;br /&gt;
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| 380 || Freshmaniac || 1.708 || 2 || 0&lt;br /&gt;
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| 381 || Noadkajoo || 1.707 || 2 || 0&lt;br /&gt;
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| 382 || sashoboss || 1.701 || 2 || 0&lt;br /&gt;
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| 383 || Grondious || 1.698 || 2 || 0&lt;br /&gt;
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| 384 || Feco || 1.690 || 2 || 0&lt;br /&gt;
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| 385 || iloveshred || 1.689 || 2 || 0&lt;br /&gt;
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| 386 || TheLokinator || 1.681 || 3 || 0&lt;br /&gt;
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| 387 || plasma_enhanced || 1.678 || 2 || 0&lt;br /&gt;
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| 388 || RyanLockwood || 1.672 || 2 || 0&lt;br /&gt;
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| 389 || caznode || 1.670 || 2 || 0&lt;br /&gt;
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| 390 || RetrophileTV || 1.665 || 3 || 0&lt;br /&gt;
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| 391 || JPOldGames || 1.663 || 2 || 0&lt;br /&gt;
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| 392 || Sweetkid689 || 1.662 || 2 || 0&lt;br /&gt;
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| 393 || Krankdud || 1.662 || 2 || 0&lt;br /&gt;
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| 394 || Nikplayer || 1.661 || 2 || 0&lt;br /&gt;
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| 395 || 62c514a6 || 1.660 || 2 || 0&lt;br /&gt;
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| 396 || typwo || 1.660 || 2 || 0&lt;br /&gt;
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| 397 || Axl || 1.655 || 2 || 0&lt;br /&gt;
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| 398 || Dyce_NL || 1.654 || 2 || 0&lt;br /&gt;
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| 399 || dgm || 1.652 || 2 || 0&lt;br /&gt;
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| 400 || Volwrath || 1.649 || 2 || 0&lt;br /&gt;
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| 401 || loopuze || 1.649 || 2 || 0&lt;br /&gt;
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| 402 || ScrewAttack44 || 1.647 || 2 || 0&lt;br /&gt;
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| 403 || hazz || 1.646 || 2 || 0&lt;br /&gt;
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| 404 || AgentKoolaid || 1.645 || 2 || 0&lt;br /&gt;
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| 405 || Loogy || 1.636 || 2 || 0&lt;br /&gt;
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| 406 || zachwhack || 1.633 || 2 || 0&lt;br /&gt;
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| 407 || thabanana || 1.628 || 2 || 0&lt;br /&gt;
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| 408 || samusfan || 1.621 || 2 || 0&lt;br /&gt;
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| 409 || Ryehana || 1.621 || 2 || 0&lt;br /&gt;
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| 410 || TriggerMichael || 1.620 || 2 || 0&lt;br /&gt;
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| 411 || armedgooner || 1.620 || 2 || 0&lt;br /&gt;
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| 412 || Laanyy || 1.618 || 2 || 0&lt;br /&gt;
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| 413 || SapphireRyoko || 1.618 || 2 || 0&lt;br /&gt;
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| 414 || pineonline || 1.618 || 2 || 0&lt;br /&gt;
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| 415 || DrMcStreamy || 1.612 || 3 || 0&lt;br /&gt;
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| 416 || Runtime440 || 1.606 || 2 || 0&lt;br /&gt;
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| 417 || AldoNoba || 1.605 || 2 || 0&lt;br /&gt;
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| 418 || sucaba || 1.604 || 2 || 0&lt;br /&gt;
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| 419 || ItsJirr || 1.604 || 2 || 0&lt;br /&gt;
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| 420 || Sirotaca || 1.599 || 2 || 0&lt;br /&gt;
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| 421 || Vod_Kanakas || 1.591 || 2 || 0&lt;br /&gt;
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| 422 || Darko || 1.587 || 2 || 0&lt;br /&gt;
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| 423 || KrisTheHedgehog || 1.584 || 2 || 0&lt;br /&gt;
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| 424 || Brunera || 1.582 || 2 || 0&lt;br /&gt;
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| 425 || xCloudx || 1.577 || 2 || 0&lt;br /&gt;
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| 426 || NuZ || 1.577 || 2 || 0&lt;br /&gt;
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| 427 || Cubeface || 1.572 || 2 || 0&lt;br /&gt;
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| 428 || stefcad || 1.571 || 2 || 0&lt;br /&gt;
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| 429 || mustardcabbage || 1.570 || 2 || 0&lt;br /&gt;
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| 430 || Denry89 || 1.570 || 2 || 0&lt;br /&gt;
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| 431 || Magicantrust || 1.567 || 2 || 0&lt;br /&gt;
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| 432 || WalrusBJJ || 1.567 || 2 || 0&lt;br /&gt;
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| 433 || TheSabin || 1.562 || 2 || 0&lt;br /&gt;
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| 434 || Reabs || 1.562 || 2 || 0&lt;br /&gt;
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| 435 || Cygrade || 1.562 || 2 || 0&lt;br /&gt;
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| 436 || herpyderpy1 || 1.561 || 2 || 0&lt;br /&gt;
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| 437 || MrLandmaster || 1.560 || 2 || 0&lt;br /&gt;
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| 438 || lukealx || 1.558 || 2 || 0&lt;br /&gt;
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| 439 || FaeRhan || 1.555 || 2 || 0&lt;br /&gt;
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| 440 || daddypnot3d || 1.553 || 2 || 0&lt;br /&gt;
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| 441 || YunoChill || 1.553 || 2 || 0&lt;br /&gt;
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| 442 || Manik33 || 1.553 || 2 || 0&lt;br /&gt;
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| 443 || runnerwatcher || 1.546 || 2 || 0&lt;br /&gt;
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| 444 || DJToneRI || 1.546 || 2 || 0&lt;br /&gt;
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| 445 || limestoners || 1.544 || 2 || 0&lt;br /&gt;
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| 446 || Sinnoh || 1.543 || 2 || 0&lt;br /&gt;
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| 447 || BigBird || 1.543 || 2 || 0&lt;br /&gt;
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| 448 || Daisley || 1.542 || 2 || 0&lt;br /&gt;
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| 449 || playingg0d || 1.540 || 3 || 0&lt;br /&gt;
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| 450 || EODTex || 1.538 || 2 || 0&lt;br /&gt;
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| 451 || begrimed || 1.537 || 2 || 0&lt;br /&gt;
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| 452 || TM || 1.537 || 2 || 0&lt;br /&gt;
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| 453 || GallopingConch || 1.537 || 2 || 0&lt;br /&gt;
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| 454 || hopespell || 1.536 || 2 || 0&lt;br /&gt;
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| 455 || Mattoi || 1.533 || 2 || 0&lt;br /&gt;
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| 456 || Tyderium || 1.527 || 2 || 0&lt;br /&gt;
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| 457 || Reach || 1.526 || 2 || 0&lt;br /&gt;
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| 458 || lorensj81 || 1.525 || 2 || 0&lt;br /&gt;
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| 459 || DLH112 || 1.523 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 460 || n_een_n || 1.523 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 461 || Mchan338 || 1.523 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 462 || YoshiTweet || 1.521 || 3 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 463 || eLmaGus || 1.516 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 464 || vorpal || 1.516 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 465 || zentrigger || 1.516 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 466 || Manashne || 1.515 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 467 || l33m || 1.510 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 468 || JoeDamillio || 1.510 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 469 || rooslugs || 1.510 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 470 || iora || 1.509 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 471 || Metroll || 1.509 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 472 || JaggerG || 1.507 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 473 || fslynx || 1.505 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 474 || vegetafan3 || 1.502 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 475 || hacksaww || 1.501 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 476 || Jackson_D77 || 1.501 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 477 || Silu || 1.498 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 478 || Teclado || 1.498 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 479 || LexausaurusRex || 1.498 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 480 || compugab || 1.494 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 481 || Spike || 1.493 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 482 || Crayon_Titi || 1.491 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 483 || spimmmm || 1.490 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 484 || prankard || 1.488 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 485 || BQ || 1.487 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 486 || inlustria || 1.487 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 487 || PhoenoFox || 1.486 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 488 || devonodev || 1.485 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 489 || CaioXG002 || 1.479 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 490 || Sizzle || 1.479 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 491 || Caperelli || 1.478 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 492 || ellisdeez || 1.476 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 493 || djabadap || 1.476 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 494 || Bagel_Thief || 1.473 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 495 || steelball78 || 1.469 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 496 || Shataan || 1.469 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 497 || Knightartorias19 || 1.467 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 498 || vince_vegeta || 1.462 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 499 || Little_Maille || 1.462 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 500 || PGA_Mexican || 1.457 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 501 || Frozencup || 1.452 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 502 || CnEY || 1.450 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 503 || le_chamoutte || 1.448 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 504 || ChibiKuroUsagi || 1.445 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 505 || Seppiro || 1.443 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 506 || Shadowknilmaster || 1.442 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 507 || CaptainSwag101 || 1.442 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 508 || stevenashe || 1.442 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 509 || MasterGTS || 1.441 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 510 || Lobosjr || 1.439 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 511 || devious317 || 1.435 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 512 || WynneDFalchion || 1.433 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 513 || cantaloupeme || 1.433 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 514 || paulonintendo || 1.427 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 515 || ProPiece_ || 1.427 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 516 || party_peter || 1.426 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 517 || doicm || 1.425 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 518 || adversary || 1.424 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 519 || DjMajette || 1.422 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 520 || Malzakiel || 1.417 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 521 || Baradia102 || 1.415 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 522 || ShinDigPig || 1.414 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 523 || PiePusher11 || 1.412 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 524 || CLAPION || 1.410 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 525 || bsnone || 1.409 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 526 || arus3 || 1.409 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 527 || rocket_dog12 || 1.409 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 528 || PlasmaHybrid || 1.406 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 529 || hypershadic11 || 1.406 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 530 || fyodorjung || 1.406 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 531 || Sef || 1.400 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 532 || JanusZeal || 1.398 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 533 || Runner251 || 1.396 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 534 || eyedunno11 || 1.395 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 535 || Dyinggamer || 1.393 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 536 || solrecon || 1.389 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 537 || chronoon || 1.389 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 538 || Psykopup || 1.387 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 539 || AlmondBugYou || 1.387 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 540 || ryan_the_pixelated || 1.383 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 541 || Sixcard21 || 1.382 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 542 || megamagikarp || 1.382 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 543 || Demogorgon || 1.381 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 544 || splendid || 1.379 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 545 || Absolome || 1.375 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 546 || Chexhuman || 1.374 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 547 || eNt91 || 1.373 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 548 || PalaNIN || 1.373 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 549 || SolidSnake1982 || 1.371 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 550 || Enfieldgamer || 1.370 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 551 || HubbE_VT || 1.370 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 552 || Swiss225 || 1.370 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 553 || Kyzentun || 1.369 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 554 || LF || 1.366 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 555 || mrcab55 || 1.366 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 556 || Wordspoken || 1.366 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 557 || bobbob || 1.363 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 558 || klmszr || 1.360 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 559 || TestRunner || 1.354 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 560 || ForwardSSBM || 1.353 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 561 || 63617368 || 1.350 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 562 || GreenMetroid72 || 1.350 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 563 || Miaftw || 1.348 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 564 || shadow42085 || 1.340 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 565 || Yuppi || 1.338 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 566 || CanadianInvasion || 1.335 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 567 || Amber24 || 1.335 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 568 || incompetentperfect || 1.328 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 569 || JamSession || 1.328 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 570 || MadMayMason || 1.327 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 571 || Will_o_the_Wisp || 1.325 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 572 || Fieltor || 1.324 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 573 || Javeliin || 1.322 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 574 || xzombae || 1.322 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 575 || Shokushu || 1.319 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 576 || Source || 1.319 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 577 || Cloudiuz || 1.316 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 578 || Antilles58 || 1.313 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 579 || Rimsala || 1.312 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 580 || DorkmasterFlek || 1.311 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 581 || daniloroxette || 1.308 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 582 || Thingsfan || 1.304 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 583 || destroyer794 || 1.302 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 584 || lethargicwaldo || 1.298 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 585 || Psychowse || 1.296 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 586 || RadicalSniper99 || 1.294 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 587 || RupeeJar || 1.280 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 588 || cynthwave || 1.279 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 589 || CostilerAphid18 || 1.279 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 590 || samix77785 || 1.269 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 591 || koumori || 1.267 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 592 || Escheria || 1.255 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 593 || KrunchyLex || 1.255 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 594 || Madpeter || 1.249 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 595 || proxy3rax || 1.247 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 596 || Dreedz2179 || 1.242 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 597 || FlowerKaren || 1.232 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 598 || x_Thadious_x || 1.229 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 599 || darkrid12 || 1.218 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 600 || SunnyUT || 1.211 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 601 || nimmobrandon || 1.204 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 602 || Wormano || 1.202 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 603 || Makotroid || 1.199 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 604 || Cliqz || 1.178 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 605 || DarkWolfy07 || 1.178 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 606 || TheIrishBub || 1.177 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 607 || HélioDixy || 1.174 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 608 || DeathbyGamingFTW || 1.168 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 609 || DerkoBoi || 1.167 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 610 || MiniMemys || 1.163 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 611 || ChristosOwen || 1.158 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 612 || chrispy072003 || 1.155 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 613 || oceane1990 || 1.155 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 614 || BahamutDP || 1.152 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 615 || Nefertenia || 1.148 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 616 || ThatZachGuyx || 1.147 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 617 || nhammen || 1.129 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 618 || Bethers_ || 1.126 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 619 || DarkKaiser || 1.121 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 620 || Lord_Jas || 1.121 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 621 || papert1ger || 1.107 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 622 || Lor || 1.090 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 623 || jarvitz || 1.084 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 624 || kaesden || 1.072 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 625 || Hellder7 || 1.067 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 626 || megmactv || 1.067 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 627 || zantomun || 1.043 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 628 || luigismansion44 || 1.041 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 629 || CapnCarl || 1.024 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 630 || jbodner09 || 1.013 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 631 || Blancosbits || 1.000 || 1 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 632 || nekoja || 1.000 || 1 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 633 || SweetSamurai || 1.000 || 1 || 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 634 || lozplyr89 || 0.990 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 635 || NewJourneysFire || 0.987 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 636 || Ker_Pouic-Pouic || 0.986 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 637 || Quietus || 0.970 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 638 || jay_cee || 0.968 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 639 || gamerhooves21 || 0.966 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 640 || Zmusic || 0.956 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 641 || Drewski || 0.953 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 642 || unmaker || 0.952 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 643 || Celabeat || 0.946 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 644 || StaticNine || 0.946 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 645 || TattedRetro || 0.936 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 646 || n0la_3 || 0.933 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 647 || SpaceJump || 0.927 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 648 || Lin || 0.925 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 649 || JRP2234 || 0.924 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 650 || poor_little_pinkus || 0.923 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 651 || ekamake || 0.920 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 652 || XPlasmaHybridX || 0.918 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 653 || OshinoShinobuu || 0.915 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 654 || FusionWarrior || 0.913 || 3 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 655 || teh_sprizzle || 0.894 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 656 || Furious962 || 0.891 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 657 || armpitpuncher || 0.886 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 658 || Dred4170 || 0.885 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 659 || EthanRTA || 0.885 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 660 || ld_walker || 0.884 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 661 || Themapper2053 || 0.883 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 662 || Pudding9759 || 0.882 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 663 || cyrian || 0.881 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 664 || Analogy || 0.879 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 665 || COOLKID || 0.876 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 666 || Eurimar || 0.875 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 667 || j0wvv4r8 || 0.873 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 668 || P1xelPerfect || 0.872 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 669 || langen || 0.872 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 670 || Swunsh || 0.872 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 671 || jewelediris || 0.872 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 672 || TalesBandeira || 0.871 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 673 || MSDS3170 || 0.867 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 674 || Tablespoon || 0.866 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 675 || dongmaster42069 || 0.866 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 676 || JoshRTA || 0.865 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 677 || waffle42 || 0.864 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 678 || Skipsy || 0.858 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 679 || OrangeMonkey || 0.857 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 680 || kenpoben || 0.857 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 681 || l3gn4kr4d || 0.856 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 682 || somewes || 0.856 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 683 || Torment99 || 0.854 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 684 || Spiriax || 0.852 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 685 || moonfalling || 0.852 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 686 || NarudareAran || 0.851 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 687 || Toxicnarcotic || 0.851 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 688 || Dr_Girlfriend || 0.850 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 689 || bnetters || 0.849 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 690 || Amadeus1005 || 0.846 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 691 || Crocomirepoop || 0.841 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 692 || JaC_On_YT || 0.840 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 693 || xTin0x || 0.840 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 694 || renegade917 || 0.839 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 695 || Xelna || 0.837 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 696 || SKY85 || 0.836 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 697 || SpeedFrame || 0.835 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 698 || PanamaQuest || 0.835 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 699 || Garnitrex || 0.834 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 700 || Ryan_Ford522 || 0.833 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 701 || jonB || 0.833 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 702 || GD_Lima || 0.831 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 703 || barroquejon || 0.830 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 704 || Lei || 0.830 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 705 || aessy || 0.828 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 706 || memesarehealthy || 0.828 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 707 || OldSchooLTribe || 0.826 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 708 || juny || 0.826 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 709 || ephret || 0.825 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 710 || samuel || 0.823 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 711 || HighlanderGCB_ || 0.822 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 712 || 1mpuls3 || 0.822 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 713 || schematico || 0.821 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 714 || rubens_farias || 0.821 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 715 || GLD || 0.820 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 716 || Oh_DeeR || 0.819 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 717 || Phant || 0.818 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 718 || rakoji || 0.818 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 719 || CIaireBear || 0.818 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 720 || wardrinker || 0.818 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 721 || Zarcatus || 0.817 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 722 || GirlNamedCaptain || 0.816 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 723 || Solo || 0.816 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 724 || Pasky || 0.816 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 725 || pegasusrage || 0.816 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 726 || Killer_king348 || 0.815 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 727 || stovul || 0.815 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 728 || carcinogin || 0.814 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 729 || Moagim || 0.814 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 730 || Ketaminedrift || 0.814 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 731 || ChipperDiglett || 0.814 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 732 || basillicaforce || 0.813 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 733 || prkay || 0.813 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 734 || sykobl86 || 0.813 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 735 || sebdagod || 0.811 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 736 || greenham || 0.810 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 737 || Xerxes81 || 0.810 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 738 || thejakjak || 0.809 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 739 || Ceriel || 0.809 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 740 || PhoenixDarkDirk || 0.809 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 741 || Adam1729 || 0.808 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 742 || Marshio64 || 0.808 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 743 || MegaSauce || 0.807 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 744 || h4tt0r1 || 0.807 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 745 || gearsmontager || 0.805 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 746 || Tuetenue || 0.805 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 747 || jambo0185 || 0.804 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 748 || F-Bomb || 0.804 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 749 || Marine.jet || 0.804 || 2 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 750 || backtobasix || 0.803 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 751 || Financier || 0.802 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 752 || LilSpanker || 0.802 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 753 || droddlegoat || 0.801 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 754 || Big Bossman || 0.800 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 755 || jaysee87 || 0.799 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 756 || omnislash88 || 0.799 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 757 || Aranea || 0.799 || 2 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 758 || renegade113 || 0.799 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 759 || theshoty || 0.799 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 760 || termigatorx || 0.798 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 761 || YakRange || 0.798 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 762 || Aegyoforce || 0.798 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 763 || Solski || 0.798 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 764 || Spiffy || 0.798 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 765 || 87BastionVtuber || 0.798 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 766 || portgasdaxce || 0.797 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 767 || BEARDSERCOEUR || 0.797 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 768 || LayrusQuinn || 0.797 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 769 || Boix || 0.796 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 770 || luminairevista || 0.796 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 771 || Kirbywantstofly || 0.796 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 772 || tridentexe || 0.796 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 773 || TechGamer36 || 0.794 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 774 || superlinkgod || 0.793 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 775 || bashbromayhem || 0.793 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 776 || Jay_SSBM || 0.792 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 777 || ghos_tee || 0.792 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 778 || cellopassion17 || 0.791 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 779 || gyromedia || 0.790 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 780 || SUPERMETROIDFTP || 0.790 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 781 || Gnome || 0.789 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 782 || dstruthers || 0.789 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 783 || itzmeeix || 0.789 || 1 || 0&lt;br /&gt;
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| 784 || kunerfa || 0.789 || 1 || 0&lt;br /&gt;
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| 785 || IsaacSin || 0.789 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 786 || Ogreblast || 0.788 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 787 || Razertone || 0.787 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 788 || Delsaber || 0.787 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 789 || VMan7 || 0.787 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 790 || janxton || 0.787 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 791 || Jollyek || 0.786 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 792 || EchoNotation || 0.785 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 793 || alkalinetea || 0.785 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 794 || hypnogram || 0.784 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 795 || robob27 || 0.784 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 796 || Tengs || 0.783 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 797 || _BullSEye_ || 0.783 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 798 || SnareRush || 0.781 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 799 || Flop3434 || 0.780 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 800 || ducktapes || 0.780 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 801 || MickeyMentol || 0.780 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 802 || RussellTLM || 0.778 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 803 || gojeran || 0.778 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 804 || gill42 || 0.777 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 805 || thatch3192 || 0.777 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 806 || oblivion294 || 0.777 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 807 || Erimgard13 || 0.777 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 808 || TCKLZ || 0.777 || 1 || 0&lt;br /&gt;
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| 809 || valdeawinter92 || 0.777 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 810 || wafflesawce || 0.777 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 811 || Gumshoe || 0.776 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 812 || ICheatAtGolf || 0.776 || 1 || 0&lt;br /&gt;
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| 813 || Jighart || 0.776 || 1 || 0&lt;br /&gt;
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| 814 || s_overflow || 0.776 || 1 || 0&lt;br /&gt;
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| 815 || Verz || 0.776 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 816 || NanoBiscuit || 0.775 || 1 || 0&lt;br /&gt;
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| 817 || psilo81 || 0.773 || 1 || 0&lt;br /&gt;
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| 818 || aiuax || 0.772 || 1 || 0&lt;br /&gt;
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| 819 || JonIIDX || 0.771 || 1 || 0&lt;br /&gt;
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| 820 || w1steria || 0.771 || 1 || 0&lt;br /&gt;
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| 821 || darksabre || 0.770 || 1 || 0&lt;br /&gt;
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| 822 || gentilefreeze || 0.770 || 1 || 0&lt;br /&gt;
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| 823 || klosty || 0.770 || 1 || 0&lt;br /&gt;
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| 824 || Cespia || 0.770 || 1 || 0&lt;br /&gt;
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| 825 || HyruleHero || 0.769 || 1 || 0&lt;br /&gt;
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| 826 || Danbo || 0.769 || 1 || 0&lt;br /&gt;
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| 827 || leonidas9000 || 0.768 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 828 || PCTrax || 0.768 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 829 || Yoshimoto || 0.768 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 830 || Podobogus || 0.767 || 1 || 0&lt;br /&gt;
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| 831 || enigmadon || 0.767 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 832 || Syntic || 0.766 || 1 || 0&lt;br /&gt;
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| 833 || MicSelected || 0.766 || 1 || 0&lt;br /&gt;
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| 834 || Laycieses || 0.766 || 1 || 0&lt;br /&gt;
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| 835 || pdizzle || 0.764 || 1 || 0&lt;br /&gt;
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| 836 || xepherly || 0.763 || 1 || 0&lt;br /&gt;
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| 837 || kaptenR || 0.763 || 1 || 0&lt;br /&gt;
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| 838 || Eriror || 0.763 || 1 || 0&lt;br /&gt;
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| 839 || Cutsman || 0.763 || 1 || 0&lt;br /&gt;
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| 840 || TheSaintIsaiah || 0.762 || 1 || 0&lt;br /&gt;
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| 841 || BupBupper || 0.762 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 842 || SevenS1ns || 0.761 || 1 || 0&lt;br /&gt;
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| 843 || Chaide || 0.761 || 1 || 0&lt;br /&gt;
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| 844 || Kossila || 0.761 || 1 || 0&lt;br /&gt;
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| 845 || sinister1 || 0.761 || 1 || 0&lt;br /&gt;
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| 846 || furiouSteve || 0.761 || 1 || 0&lt;br /&gt;
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| 847 || ThatSirNick || 0.761 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 848 || albrecht || 0.760 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 849 || djcdubz || 0.759 || 1 || 0&lt;br /&gt;
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| 850 || Nortti || 0.758 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 851 || silverrain64 || 0.758 || 1 || 0&lt;br /&gt;
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| 852 || honeybun || 0.758 || 1 || 0&lt;br /&gt;
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| 853 || Severe_Studios || 0.758 || 1 || 0&lt;br /&gt;
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| 854 || Mugick75 || 0.758 || 1 || 0&lt;br /&gt;
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| 855 || Skyy074 || 0.757 || 1 || 0&lt;br /&gt;
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| 856 || vanityangel || 0.757 || 1 || 0&lt;br /&gt;
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| 857 || pobopny || 0.757 || 1 || 0&lt;br /&gt;
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| 858 || powderedphenom || 0.757 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 859 || tanne || 0.756 || 1 || 0&lt;br /&gt;
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| 860 || crazytrain276 || 0.756 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 861 || AngelisX || 0.755 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 862 || Andy || 0.755 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 863 || Steeped21 || 0.754 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 864 || 8BitisGr8 || 0.753 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 865 || RenanSVGames || 0.753 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 866 || Andyrion || 0.753 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 867 || Lambert77 || 0.752 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 868 || QuikEMart || 0.752 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 869 || Xterminator27 || 0.752 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 870 || j_dublay || 0.751 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 871 || SephJul || 0.751 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 872 || ceriam || 0.750 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 873 || Dunderbullen || 0.749 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 874 || Travdogg5 || 0.748 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 875 || kath_nanaya || 0.747 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 876 || Bonus || 0.747 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 877 || PoscheFTW || 0.747 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 878 || Luda_1520 || 0.747 || 1 || 0&lt;br /&gt;
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| 879 || Loux || 0.746 || 1 || 0&lt;br /&gt;
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| 880 || Aar0n || 0.746 || 1 || 0&lt;br /&gt;
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| 881 || Alucard2004 || 0.746 || 1 || 0&lt;br /&gt;
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| 882 || Oopla || 0.746 || 1 || 0&lt;br /&gt;
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| 883 || jakoliath || 0.746 || 1 || 0&lt;br /&gt;
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| 884 || Palisar || 0.746 || 1 || 0&lt;br /&gt;
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| 885 || Archipel || 0.745 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 886 || Odyssic || 0.745 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 887 || MoldE Milk || 0.745 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 888 || Captain_Glitch || 0.744 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 889 || Phearlosophy || 0.744 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 890 || Poptart_Cat || 0.744 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 891 || YungGramps || 0.744 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 892 || wheelytwitchy || 0.744 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 893 || bostoflurry || 0.743 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 894 || clumpygrits || 0.742 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 895 || BlindDeafRef || 0.742 || 1 || 0&lt;br /&gt;
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| 896 || azormx || 0.742 || 1 || 0&lt;br /&gt;
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| 897 || Scottiger || 0.741 || 1 || 0&lt;br /&gt;
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| 898 || listerbruzon || 0.741 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 899 || Draconif || 0.741 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 900 || theokayguy || 0.741 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 901 || ok_beemer || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 902 || thebfin314 || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 903 || RaikouRider || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 904 || Cleyman04 || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 905 || Pestrutsi || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 906 || TioBLK || 0.740 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 907 || 1DJSlime || 0.739 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 908 || Forte || 0.739 || 1 || 0&lt;br /&gt;
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| 909 || Aponte350 || 0.739 || 1 || 0&lt;br /&gt;
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| 910 || uzitalo || 0.739 || 1 || 0&lt;br /&gt;
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| 911 || SpaceTimeJump || 0.739 || 1 || 0&lt;br /&gt;
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| 912 || narshe || 0.738 || 1 || 0&lt;br /&gt;
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| 913 || AncientGamer || 0.738 || 1 || 0&lt;br /&gt;
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| 914 || Marcel_ || 0.736 || 1 || 0&lt;br /&gt;
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| 915 || leggomyeggnog || 0.736 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 916 || zoso89 || 0.736 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 917 || Lightning || 0.735 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 918 || Rockslan Gaiden || 0.734 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 919 || Axodo || 0.734 || 1 || 0&lt;br /&gt;
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| 920 || FudgeFiddle || 0.734 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 921 || jamos05 || 0.734 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 922 || Fringo_Fox || 0.733 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 923 || pollsmor || 0.733 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 924 || apple_for_you || 0.731 || 1 || 0&lt;br /&gt;
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| 925 || team_cat || 0.731 || 1 || 0&lt;br /&gt;
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| 926 || Kakusho || 0.731 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 927 || Mango Slamdunk || 0.730 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 928 || IchigoBlurr || 0.730 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 929 || oceanfly || 0.730 || 1 || 0&lt;br /&gt;
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| 930 || EternalEtulf || 0.729 || 1 || 0&lt;br /&gt;
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| 931 || hypez_nova1 || 0.728 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 932 || kotox20 || 0.728 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 933 || TheGreatPikminZX789 || 0.727 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 934 || Hainamora || 0.727 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 935 || Sybrg || 0.727 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 936 || Vruche || 0.727 || 1 || 0&lt;br /&gt;
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| 937 || Hale_ || 0.727 || 1 || 0&lt;br /&gt;
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| 938 || Villz559 || 0.726 || 1 || 0&lt;br /&gt;
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| 939 || DTail74 || 0.726 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 940 || KaioSekka || 0.725 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 941 || Rarthyr500 || 0.725 || 1 || 0&lt;br /&gt;
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| 942 || Xelotath || 0.724 || 1 || 0&lt;br /&gt;
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| 943 || McBobX || 0.723 || 1 || 0&lt;br /&gt;
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| 944 || controllerhead || 0.723 || 1 || 0&lt;br /&gt;
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| 945 || AnhDuyOohOfficial || 0.722 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 946 || Lazarus_DS || 0.721 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 947 || Caista || 0.720 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 948 || TNMYcFan182 || 0.720 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 949 || domcabrito || 0.720 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 950 || Hitswgaia || 0.719 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 951 || spegee || 0.719 || 1 || 0&lt;br /&gt;
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| 952 || TOXIE || 0.719 || 1 || 0&lt;br /&gt;
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| 953 || sirdescry || 0.718 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 954 || Spag_Eddy || 0.718 || 1 || 0&lt;br /&gt;
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| 955 || shadowspanther || 0.716 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 956 || TwoCplus || 0.716 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 957 || cloud || 0.716 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 958 || MesCouillesEnSki || 0.716 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 959 || Captain_Gato || 0.715 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 960 || Grommie122 || 0.715 || 1 || 0&lt;br /&gt;
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| 961 || Kolthor_TheBarbarian || 0.715 || 1 || 0&lt;br /&gt;
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| 962 || wooda27 || 0.715 || 1 || 0&lt;br /&gt;
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| 963 || brachistochrone42 || 0.714 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 964 || MrGameAndWatchGuy || 0.714 || 1 || 0&lt;br /&gt;
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| 965 || ElectroRetroFlow || 0.714 || 1 || 0&lt;br /&gt;
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| 966 || BrockPercent || 0.714 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 967 || mondo || 0.713 || 1 || 0&lt;br /&gt;
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| 968 || JMAN || 0.713 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 969 || MatUnight || 0.712 || 1 || 0&lt;br /&gt;
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| 970 || DreamCowboy || 0.711 || 1 || 0&lt;br /&gt;
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| 971 || micson || 0.711 || 1 || 0&lt;br /&gt;
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| 972 || TheHighNow || 0.711 || 1 || 0&lt;br /&gt;
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| 973 || Zodiac_Ashe || 0.710 || 1 || 0&lt;br /&gt;
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| 974 || TehJimmeh || 0.710 || 1 || 0&lt;br /&gt;
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| 975 || Phanston || 0.710 || 1 || 0&lt;br /&gt;
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| 976 || Aweglib || 0.709 || 1 || 0&lt;br /&gt;
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| 977 || TheKevrey || 0.709 || 1 || 0&lt;br /&gt;
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| 978 || MeurigVII || 0.709 || 1 || 0&lt;br /&gt;
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| 979 || Tommy || 0.709 || 1 || 0&lt;br /&gt;
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| 980 || taikalanne || 0.708 || 1 || 0&lt;br /&gt;
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| 981 || th3schwartz || 0.708 || 1 || 0&lt;br /&gt;
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| 982 || Marinosso || 0.708 || 1 || 0&lt;br /&gt;
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| 983 || TheRealZ3ro || 0.708 || 1 || 0&lt;br /&gt;
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| 984 || CrispyBacon01 || 0.708 || 1 || 0&lt;br /&gt;
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| 985 || cardweaver || 0.708 || 1 || 0&lt;br /&gt;
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| 986 || myfaceisblurry || 0.708 || 1 || 0&lt;br /&gt;
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| 987 || OPspringball || 0.708 || 1 || 0&lt;br /&gt;
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| 988 || ninglendo || 0.707 || 1 || 0&lt;br /&gt;
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| 989 || KnuckleJr || 0.707 || 1 || 0&lt;br /&gt;
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| 990 || ThunderFilms || 0.706 || 1 || 0&lt;br /&gt;
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| 991 || t3rr4 || 0.705 || 1 || 0&lt;br /&gt;
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| 992 || DeathKraid || 0.705 || 1 || 0&lt;br /&gt;
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| 993 || Bubblebomb || 0.705 || 1 || 0&lt;br /&gt;
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| 994 || ninjembro || 0.705 || 1 || 0&lt;br /&gt;
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| 995 || Prier || 0.704 || 1 || 0&lt;br /&gt;
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| 996 || Stöcki || 0.704 || 1 || 0&lt;br /&gt;
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| 997 || Mildain || 0.704 || 1 || 0&lt;br /&gt;
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| 998 || asazas || 0.704 || 1 || 0&lt;br /&gt;
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| 999 || itsbeeve || 0.704 || 1 || 0&lt;br /&gt;
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| 1000 || FuzzyVolt || 0.703 || 1 || 0&lt;br /&gt;
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| 1001 || cwolf20 || 0.702 || 1 || 0&lt;br /&gt;
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| 1002 || Blu3Candl3 || 0.702 || 1 || 0&lt;br /&gt;
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| 1003 || yeaydee || 0.702 || 1 || 0&lt;br /&gt;
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| 1004 || JeffG24x || 0.702 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1005 || &amp;quot;the &amp;quot;&amp;quot;theJUICE&amp;quot;&amp;quot; JUICE&amp;quot; || 0.701 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1006 || EchoJerichoX || 0.700 || 1 || 0&lt;br /&gt;
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| 1007 || RandomAccesM || 0.700 || 1 || 0&lt;br /&gt;
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| 1008 || samusaran187 || 0.700 || 1 || 0&lt;br /&gt;
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| 1009 || LaikMIke || 0.700 || 1 || 0&lt;br /&gt;
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| 1010 || Moe_187 || 0.700 || 1 || 0&lt;br /&gt;
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| 1011 || Wert_1977 || 0.700 || 1 || 0&lt;br /&gt;
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| 1012 || BlackOrPinto || 0.700 || 1 || 0&lt;br /&gt;
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| 1013 || serberoth || 0.700 || 1 || 0&lt;br /&gt;
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| 1014 || mrcplays || 0.700 || 1 || 0&lt;br /&gt;
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| 1015 || ExplosPlankton || 0.699 || 1 || 0&lt;br /&gt;
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| 1016 || toucansham || 0.699 || 1 || 0&lt;br /&gt;
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| 1017 || YukiKazami || 0.699 || 1 || 0&lt;br /&gt;
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| 1018 || threeandthree || 0.699 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1019 || FlibbityFlam || 0.698 || 1 || 0&lt;br /&gt;
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| 1020 || Ducttape || 0.698 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1021 || Gourdon || 0.697 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1022 || NickDoane || 0.697 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1023 || Kaede_Rukawa || 0.697 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1024 || AllysonPs || 0.697 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1025 || puchiedarcy || 0.697 || 1 || 0&lt;br /&gt;
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| 1026 || CZ4RC4SM || 0.697 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
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| 1027 || Axon || 0.696 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1028 || Whelk || 0.696 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1029 || skateman222 || 0.695 || 1 || 0&lt;br /&gt;
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| 1030 || SmkJin || 0.695 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1031 || BrashVolksdragon || 0.695 || 1 || 0&lt;br /&gt;
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| 1032 || QQQQQ9 || 0.695 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1033 || lcpl_david || 0.694 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1034 || hoperoad || 0.694 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1035 || Ralen_Tankir || 0.694 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1036 || thevikinggmr || 0.693 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1037 || AdanAlce || 0.693 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1038 || sniquor || 0.693 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1039 || Firemann || 0.693 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1040 || Don_MEGA_ || 0.693 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1041 || JJASalazar || 0.692 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1042 || Cyler || 0.692 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1043 || prinny || 0.692 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1044 || Tojju || 0.692 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1045 || AverageGabe || 0.691 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1046 || bjw || 0.691 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1047 || unclebambam760 || 0.691 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1048 || rambly || 0.691 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1049 || Moops || 0.690 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1050 || miketheswan || 0.690 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1051 || gyper || 0.689 || 1 || 0&lt;br /&gt;
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| 1052 || jhawkzz || 0.689 || 1 || 0&lt;br /&gt;
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| 1053 || PolybiusNightmare || 0.689 || 1 || 0&lt;br /&gt;
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| 1054 || xSLEEP3Rx || 0.689 || 1 || 0&lt;br /&gt;
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| 1055 || radradishes || 0.689 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1056 || Despin || 0.689 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1057 || Lanxion || 0.689 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1058 || Kilo || 0.688 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1059 || HarveyMutton || 0.688 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1060 || helsbecter || 0.688 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1061 || Nitromech || 0.688 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1062 || Mythrigon || 0.687 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1063 || Slaytheplay || 0.687 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1064 || ItsMaff || 0.687 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1065 || TheOneAndOnlyRAO || 0.687 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1066 || Shizumog || 0.687 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1067 || Kraxe || 0.686 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1068 || stephen_irl || 0.686 || 1 || 0&lt;br /&gt;
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| 1069 || yondolash || 0.686 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1070 || GinTatsu2 || 0.686 || 1 || 0&lt;br /&gt;
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| 1071 || Fabio8000 || 0.686 || 1 || 0&lt;br /&gt;
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| 1072 || Fluent || 0.686 || 1 || 0&lt;br /&gt;
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| 1073 || Ninjaofsorts || 0.686 || 1 || 0&lt;br /&gt;
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| 1074 || Falconcan || 0.686 || 1 || 0&lt;br /&gt;
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| 1075 || peps3r || 0.686 || 1 || 0&lt;br /&gt;
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| 1076 || duckfist || 0.685 || 1 || 0&lt;br /&gt;
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| 1077 || horsesizedduck || 0.685 || 1 || 0&lt;br /&gt;
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| 1078 || BaconOmelette || 0.685 || 1 || 0&lt;br /&gt;
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| 1079 || TheDarkmanWs || 0.685 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1080 || Samura1man || 0.684 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1081 || SolidSteelSnake || 0.684 || 1 || 0&lt;br /&gt;
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| 1082 || snakelancer || 0.684 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1083 || Hyperendemic || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1084 || NeptuneNeon || 0.683 || 1 || 0&lt;br /&gt;
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| 1085 || daotmb || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1086 || Nelife || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1087 || Govenorphatt || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1088 || zazztrain || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1089 || SpaghettyPlays || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1090 || mossy_mat || 0.683 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1091 || Sajiki || 0.683 || 1 || 0&lt;br /&gt;
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| 1092 || Mr_Carter || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1093 || Wodahs-Reklaw || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1094 || JAGwire88 || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1095 || SnacobOhNo || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1096 || rynden || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1097 || Storm || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1098 || AiSnake || 0.682 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1099 || Namdaets || 0.681 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1100 || legendary || 0.680 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1101 || Adamantium || 0.680 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1102 || frozentreasure || 0.679 || 1 || 0&lt;br /&gt;
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| 1103 || Pwnageplus || 0.679 || 1 || 0&lt;br /&gt;
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| 1104 || Lortwogo || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1105 || Tesseract || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1106 || BuebeamTrap || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1107 || Gabelstabelfahrer || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1108 || secretstructures || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1109 || michaelmodena24 || 0.679 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1110 || Beid25 || 0.678 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1111 || Lowbeyonder || 0.678 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1112 || Sabera || 0.678 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1113 || Makinx || 0.678 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1114 || All_Is_Number || 0.678 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1115 || FoxLisk || 0.677 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1116 || savagewizzrobe || 0.677 || 1 || 0&lt;br /&gt;
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| 1117 || Talisman028 || 0.677 || 1 || 0&lt;br /&gt;
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| 1118 || penguin_aces || 0.677 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1119 || strotlog || 0.676 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1120 || theherpderp88 || 0.676 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1121 || Samusnews || 0.676 || 1 || 0&lt;br /&gt;
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| 1122 || sh4do0wplaystv || 0.675 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1123 || afathersgc || 0.674 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1124 || Spayd || 0.674 || 1 || 0&lt;br /&gt;
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| 1125 || calc_statue || 0.673 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1126 || vorporeal || 0.672 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1127 || Denntaku || 0.672 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1128 || DavidDallas || 0.671 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1129 || Ciel || 0.671 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1130 || Raw0o || 0.671 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1131 || RR11 || 0.671 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1132 || TheFinalBiscuit || 0.669 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1133 || Slidick || 0.669 || 1 || 0&lt;br /&gt;
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| 1134 || spanky || 0.668 || 1 || 0&lt;br /&gt;
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| 1135 || EvilAsh25 || 0.668 || 1 || 0&lt;br /&gt;
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| 1136 || Schwammerl || 0.666 || 1 || 0&lt;br /&gt;
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| 1137 || captain_duck || 0.666 || 1 || 0&lt;br /&gt;
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| 1138 || Slucky || 0.666 || 1 || 0&lt;br /&gt;
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| 1139 || urm0maHoe || 0.666 || 1 || 0&lt;br /&gt;
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| 1140 || BernBarStreams || 0.665 || 1 || 0&lt;br /&gt;
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| 1141 || karterfreak || 0.664 || 1 || 0&lt;br /&gt;
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| 1142 || gonzteppenwolf || 0.664 || 1 || 0&lt;br /&gt;
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| 1143 || lalo444 || 0.664 || 1 || 0&lt;br /&gt;
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| 1144 || StarSapphire || 0.664 || 1 || 0&lt;br /&gt;
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| 1145 || Blunt_Exterminator || 0.664 || 1 || 0&lt;br /&gt;
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| 1146 || dagronSR || 0.664 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1147 || I2ustd || 0.663 || 1 || 0&lt;br /&gt;
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| 1148 || haaria || 0.663 || 1 || 0&lt;br /&gt;
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| 1149 || murderbeam_tv || 0.662 || 1 || 0&lt;br /&gt;
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| 1150 || neatorific || 0.662 || 1 || 0&lt;br /&gt;
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| 1151 || 1DrunkAus || 0.661 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1152 || theangryscientist || 0.660 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1153 || Ultra_Pear || 0.660 || 1 || 0&lt;br /&gt;
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| 1154 || OuijaSpider || 0.660 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1155 || Oblinky || 0.659 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1156 || kibbles || 0.659 || 1 || 0&lt;br /&gt;
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| 1157 || kryptixx || 0.657 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1158 || Kemikziel || 0.657 || 2 || 0&lt;br /&gt;
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| 1159 || electronicLogic || 0.656 || 1 || 0&lt;br /&gt;
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| 1160 || EasyDanger || 0.656 || 1 || 0&lt;br /&gt;
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| 1161 || Splutte || 0.655 || 1 || 0&lt;br /&gt;
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| 1162 || bruiser378 || 0.655 || 1 || 0&lt;br /&gt;
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| 1163 || Mikesome13 || 0.654 || 1 || 0&lt;br /&gt;
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| 1164 || Michelum || 0.653 || 1 || 0&lt;br /&gt;
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| 1166 || jangler || 0.653 || 1 || 0&lt;br /&gt;
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| 1167 || ZaphiasIV || 0.652 || 1 || 0&lt;br /&gt;
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| 1168 || SoberLyte || 0.652 || 1 || 0&lt;br /&gt;
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| 1169 || SanosukeArg || 0.651 || 1 || 0&lt;br /&gt;
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| 1170 || SilverLeaf || 0.651 || 1 || 0&lt;br /&gt;
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| 1174 || DavideLaw || 0.647 || 1 || 0&lt;br /&gt;
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| 1175 || Sylonion || 0.647 || 1 || 0&lt;br /&gt;
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| 1178 || emraghoul || 0.645 || 1 || 0&lt;br /&gt;
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| 1180 || Chrismageddon || 0.645 || 1 || 0&lt;br /&gt;
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| 1181 || Jason X || 0.644 || 1 || 0&lt;br /&gt;
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| 1185 || Fricker22 || 0.643 || 1 || 0&lt;br /&gt;
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| 1186 || Kokumuo || 0.643 || 1 || 0&lt;br /&gt;
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| 1187 || EKToRNo || 0.643 || 1 || 0&lt;br /&gt;
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| 1188 || Iceblue || 0.642 || 1 || 0&lt;br /&gt;
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| 1189 || delcaMX || 0.642 || 1 || 0&lt;br /&gt;
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| 1190 || gigahari || 0.642 || 1 || 0&lt;br /&gt;
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| 1192 || Ticknaldo || 0.641 || 1 || 0&lt;br /&gt;
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| 1193 || Drillnix || 0.641 || 1 || 0&lt;br /&gt;
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| 1194 || OsteHovel || 0.640 || 1 || 0&lt;br /&gt;
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| 1195 || cakemaphoneige || 0.640 || 1 || 0&lt;br /&gt;
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| 1196 || VoyagerCMS || 0.640 || 1 || 0&lt;br /&gt;
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| 1197 || Twitchy || 0.640 || 1 || 0&lt;br /&gt;
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| 1198 || nitsud_prime || 0.639 || 1 || 0&lt;br /&gt;
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| 1199 || IronBootsGamer || 0.639 || 1 || 0&lt;br /&gt;
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| 1200 || Shug09 || 0.639 || 1 || 0&lt;br /&gt;
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| 1201 || Sasquatch954 || 0.639 || 1 || 0&lt;br /&gt;
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| 1202 || Saeor12 || 0.638 || 1 || 0&lt;br /&gt;
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| 1203 || Zarof || 0.638 || 1 || 0&lt;br /&gt;
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| 1204 || boris_zhp || 0.638 || 1 || 0&lt;br /&gt;
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| 1205 || Princess_Xena || 0.637 || 1 || 0&lt;br /&gt;
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| 1206 || Kodama_RBM || 0.637 || 1 || 0&lt;br /&gt;
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| 1207 || MasterKnives || 0.637 || 1 || 0&lt;br /&gt;
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| 1208 || Purazumah || 0.637 || 1 || 0&lt;br /&gt;
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| 1209 || brownsquirrel || 0.636 || 1 || 0&lt;br /&gt;
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| 1210 || KovaaK_of_qw || 0.636 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1211 || PapaGarv || 0.635 || 1 || 0&lt;br /&gt;
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| 1212 || SP_Ridley || 0.635 || 1 || 0&lt;br /&gt;
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| 1213 || SuperBrotendo || 0.635 || 1 || 0&lt;br /&gt;
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| 1214 || Stormagedon || 0.635 || 1 || 0&lt;br /&gt;
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| 1215 || KingDP77 || 0.634 || 1 || 0&lt;br /&gt;
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| 1216 || Soulblazer91 || 0.634 || 1 || 0&lt;br /&gt;
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| 1217 || siriuscord || 0.634 || 1 || 0&lt;br /&gt;
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| 1218 || anatomecha || 0.633 || 1 || 0&lt;br /&gt;
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| 1219 || CareFreeBomb || 0.633 || 1 || 0&lt;br /&gt;
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| 1220 || Nincadaguy || 0.633 || 1 || 0&lt;br /&gt;
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| 1221 || phoboz83 || 0.633 || 1 || 0&lt;br /&gt;
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| 1222 || Real_Ego_87 || 0.632 || 1 || 0&lt;br /&gt;
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| 1223 || GreenBomber || 0.632 || 1 || 0&lt;br /&gt;
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| 1224 || Khanster786 || 0.632 || 1 || 0&lt;br /&gt;
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| 1225 || Your3Wishes || 0.632 || 1 || 0&lt;br /&gt;
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| 1226 || Lawlshark || 0.632 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1227 || FreezR || 0.632 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1228 || Yield || 0.632 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1229 || EroGenEro || 0.632 || 1 || 0&lt;br /&gt;
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| 1230 || Degenb || 0.631 || 1 || 0&lt;br /&gt;
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| 1231 || Jbizzo49 || 0.631 || 1 || 0&lt;br /&gt;
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| 1232 || Coda || 0.631 || 1 || 0&lt;br /&gt;
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| 1233 || Todespudel || 0.630 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1234 || DagV || 0.630 || 1 || 0&lt;br /&gt;
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| 1235 || TypicalPing || 0.629 || 1 || 0&lt;br /&gt;
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| 1236 || zebugman92 || 0.628 || 1 || 0&lt;br /&gt;
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| 1237 || J4rlK || 0.628 || 1 || 0&lt;br /&gt;
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| 1238 || Rossbacher || 0.627 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1239 || Tylaru || 0.626 || 1 || 0&lt;br /&gt;
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| 1240 || Sheikah_shelbs || 0.626 || 1 || 0&lt;br /&gt;
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| 1241 || ionyx11 || 0.625 || 1 || 0&lt;br /&gt;
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| 1242 || braaaaaaad || 0.625 || 1 || 0&lt;br /&gt;
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| 1243 || jpufry || 0.625 || 1 || 0&lt;br /&gt;
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| 1244 || Kvothe4 || 0.625 || 1 || 0&lt;br /&gt;
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| 1245 || Applesteak || 0.624 || 1 || 0&lt;br /&gt;
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| 1246 || CadenzaVvi || 0.624 || 1 || 0&lt;br /&gt;
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| 1247 || turtle_baboi || 0.624 || 1 || 0&lt;br /&gt;
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| 1248 || 8BitNESExploits || 0.623 || 1 || 0&lt;br /&gt;
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|-&lt;br /&gt;
| 1249 || Svenima || 0.623 || 1 || 0&lt;br /&gt;
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| 1250 || RyuSeishin || 0.623 || 1 || 0&lt;br /&gt;
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| 1251 || walranium || 0.622 || 1 || 0&lt;br /&gt;
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| 1252 || DarkLink815 || 0.621 || 1 || 0&lt;br /&gt;
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| 1253 || JudeTubeInAntarctica || 0.621 || 1 || 0&lt;br /&gt;
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| 1254 || Antlerz44 || 0.621 || 1 || 0&lt;br /&gt;
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| 1255 || mortal_wombat || 0.621 || 1 || 0&lt;br /&gt;
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| 1256 || TerriaMachine || 0.621 || 1 || 0&lt;br /&gt;
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| 1257 || vaporeon0 || 0.621 || 1 || 0&lt;br /&gt;
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| 1258 || COEP_Leader || 0.620 || 1 || 0&lt;br /&gt;
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| 1259 || jet082 || 0.620 || 1 || 0&lt;br /&gt;
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| 1260 || eletrical34 || 0.620 || 1 || 0&lt;br /&gt;
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| 1261 || Retrogaming2084 || 0.620 || 1 || 0&lt;br /&gt;
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| 1262 || ZXRyuu || 0.619 || 1 || 0&lt;br /&gt;
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| 1263 || RockslamX || 0.619 || 1 || 0&lt;br /&gt;
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| 1264 || wownifty || 0.619 || 1 || 0&lt;br /&gt;
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| 1265 || JayceInCase || 0.618 || 1 || 0&lt;br /&gt;
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| 1266 || Skavenger216 || 0.617 || 1 || 0&lt;br /&gt;
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| 1267 || AlexRG || 0.617 || 1 || 0&lt;br /&gt;
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| 1268 || P_iron || 0.617 || 1 || 0&lt;br /&gt;
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| 1269 || grzajabarkus || 0.617 || 1 || 0&lt;br /&gt;
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| 1270 || Flickerform || 0.617 || 1 || 0&lt;br /&gt;
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| 1271 || Komny || 0.616 || 1 || 0&lt;br /&gt;
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| 1272 || patodox || 0.616 || 1 || 0&lt;br /&gt;
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| 1273 || bryceio || 0.616 || 1 || 0&lt;br /&gt;
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| 1274 || Son_of_Samus || 0.615 || 1 || 0&lt;br /&gt;
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| 1275 || Tri4ced || 0.615 || 1 || 0&lt;br /&gt;
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| 1276 || suwanohiro || 0.614 || 1 || 0&lt;br /&gt;
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| 1277 || Thortron247 || 0.614 || 1 || 0&lt;br /&gt;
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| 1278 || mistasparkaru || 0.613 || 1 || 0&lt;br /&gt;
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| 1279 || Murderbydeath || 0.612 || 1 || 0&lt;br /&gt;
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| 1280 || Jazzysama || 0.611 || 1 || 0&lt;br /&gt;
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| 1281 || Tigercold || 0.610 || 1 || 0&lt;br /&gt;
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| 1282 || Furianer86 || 0.610 || 1 || 0&lt;br /&gt;
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| 1283 || CommanderBichon || 0.610 || 1 || 0&lt;br /&gt;
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| 1284 || orion96 || 0.609 || 1 || 0&lt;br /&gt;
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| 1285 || Metatron7 || 0.609 || 1 || 0&lt;br /&gt;
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| 1286 || Exodus9912 || 0.608 || 1 || 0&lt;br /&gt;
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| 1287 || ofernandofilo || 0.608 || 1 || 0&lt;br /&gt;
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| 1288 || aquagiraffe || 0.606 || 1 || 0&lt;br /&gt;
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| 1289 || jonguitang || 0.606 || 1 || 0&lt;br /&gt;
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| 1290 || markfish0 || 0.606 || 1 || 0&lt;br /&gt;
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| 1291 || buckminst || 0.604 || 1 || 0&lt;br /&gt;
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| 1292 || Darrell_Guns || 0.604 || 1 || 0&lt;br /&gt;
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| 1293 || telfyr89 || 0.604 || 1 || 0&lt;br /&gt;
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| 1294 || RisenApathy || 0.604 || 1 || 0&lt;br /&gt;
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| 1295 || CriscoWild || 0.604 || 1 || 0&lt;br /&gt;
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| 1296 || paku || 0.604 || 1 || 0&lt;br /&gt;
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| 1297 || jeetkunndo || 0.604 || 1 || 0&lt;br /&gt;
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| 1298 || Supermedoukenoid || 0.604 || 1 || 0&lt;br /&gt;
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| 1299 || ThisIsGunstar1 || 0.604 || 1 || 0&lt;br /&gt;
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| 1300 || facelessninja || 0.603 || 1 || 0&lt;br /&gt;
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| 1301 || chrisoverson || 0.603 || 1 || 0&lt;br /&gt;
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| 1302 || Skarsnik || 0.602 || 1 || 0&lt;br /&gt;
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| 1303 || SirChupathingy || 0.601 || 1 || 0&lt;br /&gt;
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| 1304 || JohnSnuu || 0.601 || 1 || 0&lt;br /&gt;
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| 1305 || ZenSpecter || 0.599 || 1 || 0&lt;br /&gt;
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| 1306 || BaconBeShakingStreaming || 0.599 || 1 || 0&lt;br /&gt;
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| 1307 || DjackTheDjurst || 0.599 || 1 || 0&lt;br /&gt;
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| 1308 || Roguedso2020 || 0.597 || 1 || 0&lt;br /&gt;
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| 1309 || iiGhostlyCuddle || 0.597 || 1 || 0&lt;br /&gt;
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| 1310 || TheRealGRBow || 0.597 || 1 || 0&lt;br /&gt;
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| 1311 || tilted || 0.597 || 1 || 0&lt;br /&gt;
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| 1314 || variagravity || 0.596 || 1 || 0&lt;br /&gt;
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| 1315 || VirtualKetchup || 0.596 || 1 || 0&lt;br /&gt;
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| 1317 || Daraksharnah || 0.595 || 1 || 0&lt;br /&gt;
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| 1318 || Dess || 0.594 || 1 || 0&lt;br /&gt;
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| 1319 || Shoveler919 || 0.594 || 1 || 0&lt;br /&gt;
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| 1323 || HommeCuillere || 0.592 || 1 || 0&lt;br /&gt;
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| 1324 || Tursake || 0.592 || 1 || 0&lt;br /&gt;
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| 1325 || JargleBargle || 0.590 || 1 || 0&lt;br /&gt;
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| 1326 || Razer_Reds || 0.589 || 1 || 0&lt;br /&gt;
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| 1327 || Nikpie7 || 0.589 || 1 || 0&lt;br /&gt;
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| 1329 || HeavensTitans || 0.589 || 1 || 0&lt;br /&gt;
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| 1330 || JWBenny || 0.589 || 1 || 0&lt;br /&gt;
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| 1331 || 0xff42 || 0.588 || 1 || 0&lt;br /&gt;
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| 1332 || yuriks || 0.588 || 1 || 0&lt;br /&gt;
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| 1360 || DJCarmichael || 0.575 || 1 || 0&lt;br /&gt;
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| 1371 || PcCosplays || 0.571 || 1 || 0&lt;br /&gt;
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| 1376 || Vanni'Van || 0.569 || 1 || 0&lt;br /&gt;
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| 1384 || AwkwardGrant || 0.567 || 1 || 0&lt;br /&gt;
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| 1387 || barrett777 || 0.566 || 1 || 0&lt;br /&gt;
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| 1389 || wwpooka || 0.565 || 1 || 0&lt;br /&gt;
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| 1390 || kingdabura || 0.565 || 1 || 0&lt;br /&gt;
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| 1391 || unlink || 0.564 || 1 || 0&lt;br /&gt;
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| 1392 || HystericalPeanut || 0.564 || 1 || 0&lt;br /&gt;
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| 1393 || Zelkys || 0.564 || 1 || 0&lt;br /&gt;
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| 1394 || TheDrifter18 || 0.562 || 1 || 0&lt;br /&gt;
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| 1395 || Smokey125 || 0.562 || 1 || 0&lt;br /&gt;
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| 1396 || leadfeather89 || 0.559 || 1 || 0&lt;br /&gt;
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| 1397 || Aeiken || 0.559 || 1 || 0&lt;br /&gt;
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| 1398 || guitaristwillane || 0.559 || 1 || 0&lt;br /&gt;
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| 1399 || freeland || 0.559 || 1 || 0&lt;br /&gt;
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| 1400 || ROMHackThePlanet || 0.558 || 1 || 0&lt;br /&gt;
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| 1401 || naikou || 0.558 || 1 || 0&lt;br /&gt;
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| 1402 || Turtleolight || 0.558 || 1 || 0&lt;br /&gt;
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| 1403 || 1upjolt10 || 0.558 || 1 || 0&lt;br /&gt;
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| 1404 || iamthecheese234 || 0.557 || 1 || 0&lt;br /&gt;
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| 1405 || brokenhyperlink || 0.557 || 1 || 0&lt;br /&gt;
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| 1406 || Xdragon || 0.556 || 1 || 0&lt;br /&gt;
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| 1407 || SalmonPink || 0.556 || 1 || 0&lt;br /&gt;
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| 1408 || Frankerztein || 0.554 || 1 || 0&lt;br /&gt;
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| 1409 || qdoe || 0.554 || 1 || 0&lt;br /&gt;
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| 1410 || PharrohYami || 0.554 || 1 || 0&lt;br /&gt;
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| 1411 || traciem || 0.553 || 1 || 0&lt;br /&gt;
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| 1412 || OmegaFox || 0.552 || 1 || 0&lt;br /&gt;
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| 1413 || Loincloth || 0.551 || 1 || 0&lt;br /&gt;
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| 1414 || ColbyWan23 || 0.550 || 1 || 0&lt;br /&gt;
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| 1415 || NEVERDOORS || 0.549 || 1 || 0&lt;br /&gt;
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| 1416 || Coxla || 0.549 || 1 || 0&lt;br /&gt;
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| 1417 || Wedge || 0.549 || 1 || 0&lt;br /&gt;
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| 1418 || OmniMitch || 0.549 || 1 || 0&lt;br /&gt;
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| 1419 || FlyingScout || 0.548 || 1 || 0&lt;br /&gt;
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| 1420 || darksamus101 || 0.548 || 1 || 0&lt;br /&gt;
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| 1421 || GilTreb || 0.548 || 1 || 0&lt;br /&gt;
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| 1422 || rdh2121 || 0.547 || 1 || 0&lt;br /&gt;
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| 1423 || HirumaSpace || 0.546 || 1 || 0&lt;br /&gt;
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| 1424 || Yiyo_Acrol || 0.545 || 1 || 0&lt;br /&gt;
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| 1425 || CozyPLZ || 0.545 || 1 || 0&lt;br /&gt;
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| 1426 || Maid-Chan || 0.545 || 1 || 0&lt;br /&gt;
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| 1427 || Firebreaker || 0.545 || 1 || 0&lt;br /&gt;
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| 1428 || shadyforce || 0.544 || 1 || 0&lt;br /&gt;
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| 1429 || FrostyDynamic || 0.543 || 1 || 0&lt;br /&gt;
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| 1430 || Marvelgirl186 || 0.540 || 1 || 0&lt;br /&gt;
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| 1431 || EDL666 || 0.540 || 1 || 0&lt;br /&gt;
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| 1432 || Gamwe90000 || 0.540 || 1 || 0&lt;br /&gt;
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| 1433 || Goldhagen || 0.540 || 1 || 0&lt;br /&gt;
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| 1434 || Crazyants || 0.539 || 1 || 0&lt;br /&gt;
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| 1435 || fruitbats || 0.539 || 1 || 0&lt;br /&gt;
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| 1436 || Mithramiz || 0.539 || 1 || 0&lt;br /&gt;
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| 1437 || XaeM || 0.539 || 1 || 0&lt;br /&gt;
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| 1438 || kinghippo423 || 0.539 || 1 || 0&lt;br /&gt;
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| 1439 || sascha-gaming || 0.538 || 1 || 0&lt;br /&gt;
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| 1440 || waspstinger106 || 0.538 || 1 || 0&lt;br /&gt;
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| 1441 || Axencillo || 0.538 || 1 || 0&lt;br /&gt;
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| 1442 || MysCrysRev || 0.537 || 1 || 0&lt;br /&gt;
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| 1443 || seckswrecks || 0.537 || 1 || 0&lt;br /&gt;
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| 1444 || sdmx || 0.535 || 1 || 0&lt;br /&gt;
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| 1445 || SMILEuser96 || 0.535 || 1 || 0&lt;br /&gt;
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| 1446 || PrismLizard || 0.535 || 1 || 0&lt;br /&gt;
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| 1447 || markdoesnttweet || 0.534 || 1 || 0&lt;br /&gt;
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| 1448 || legacy163 || 0.531 || 1 || 0&lt;br /&gt;
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| 1449 || Shalashalska || 0.531 || 2 || 0&lt;br /&gt;
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| 1450 || NeoMagusX || 0.531 || 1 || 0&lt;br /&gt;
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| 1452 || Wawlconut || 0.530 || 1 || 0&lt;br /&gt;
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| 1453 || MiphaRivia || 0.529 || 1 || 0&lt;br /&gt;
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| 1454 || cptanihilate || 0.529 || 1 || 0&lt;br /&gt;
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| 1455 || RawkfistGaming || 0.528 || 1 || 0&lt;br /&gt;
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| 1456 || FlannelKat || 0.526 || 1 || 0&lt;br /&gt;
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| 1457 || pliskinLD || 0.526 || 1 || 0&lt;br /&gt;
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| 1458 || Viperial || 0.525 || 1 || 0&lt;br /&gt;
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| 1459 || phlegraeanboi || 0.525 || 1 || 0&lt;br /&gt;
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| 1460 || BirdyVentura || 0.523 || 1 || 0&lt;br /&gt;
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| 1461 || Fischfilet || 0.522 || 1 || 0&lt;br /&gt;
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| 1462 || sloth_captain || 0.520 || 1 || 0&lt;br /&gt;
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| 1463 || zarby89 || 0.519 || 1 || 0&lt;br /&gt;
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| 1464 || Antii85 || 0.518 || 1 || 0&lt;br /&gt;
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| 1465 || The_IceShot || 0.518 || 1 || 0&lt;br /&gt;
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| 1466 || KingDan06 || 0.516 || 1 || 0&lt;br /&gt;
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| 1467 || Thizzfface || 0.516 || 1 || 0&lt;br /&gt;
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| 1468 || xStiglitz || 0.515 || 1 || 0&lt;br /&gt;
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| 1469 || myangrysquirrel || 0.515 || 1 || 0&lt;br /&gt;
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| 1470 || juanquapha || 0.513 || 1 || 0&lt;br /&gt;
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| 1471 || AztechDan || 0.512 || 1 || 0&lt;br /&gt;
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| 1472 || xMewton || 0.512 || 1 || 0&lt;br /&gt;
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| 1473 || jesternario || 0.512 || 1 || 0&lt;br /&gt;
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| 1474 || Ashyrvir || 0.512 || 1 || 0&lt;br /&gt;
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| 1475 || PhazonKnight || 0.511 || 1 || 0&lt;br /&gt;
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| 1476 || Baby_Drake || 0.511 || 1 || 0&lt;br /&gt;
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| 1477 || Gambrinus || 0.511 || 1 || 0&lt;br /&gt;
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| 1478 || TJ_Likes_Puddles || 0.511 || 1 || 0&lt;br /&gt;
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| 1479 || RevKev || 0.510 || 1 || 0&lt;br /&gt;
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| 1480 || dias289 || 0.509 || 1 || 0&lt;br /&gt;
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| 1483 || jedislight || 0.507 || 1 || 0&lt;br /&gt;
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| 1484 || Megaslushboy || 0.506 || 1 || 0&lt;br /&gt;
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| 1485 || sirmax || 0.504 || 1 || 0&lt;br /&gt;
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| 1488 || TheSleepyPotato || 0.500 || 1 || 0&lt;br /&gt;
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| 1490 || Skuttie || 0.499 || 1 || 0&lt;br /&gt;
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&lt;br /&gt;
|-&lt;br /&gt;
| 1507 || I4Matthew || 0.490 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1508 || Bocku || 0.489 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1509 || Adrian_Breau || 0.488 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1510 || Hellmessenger || 0.488 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1511 || Tyernan || 0.486 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1512 || Willbatros || 0.485 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1513 || ExtraCheese53 || 0.485 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1514 || 904 || 0.484 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1515 || ShallowBuns || 0.484 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1516 || Zale || 0.482 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1517 || SpaceCadetNemo || 0.482 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1518 || Aerumnus || 0.481 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1519 || Cobalionrider || 0.481 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1520 || mogue || 0.481 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1521 || TheHockeytowner || 0.478 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1522 || histortion || 0.477 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1523 || Gold || 0.477 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1524 || LXXIX || 0.474 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1525 || Flynn_Lives || 0.472 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1526 || DuhKoter || 0.471 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1527 || Rboy58 || 0.470 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1528 || JumpingRoy || 0.468 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1529 || nitrostwitch || 0.468 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1530 || Darthcreighton || 0.467 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1531 || Darkswe || 0.466 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1532 || MegaSeraphimon || 0.465 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1533 || PinkTeddy || 0.464 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1534 || kaiten619 || 0.460 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1535 || KaysCre || 0.460 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1536 || D00m_Bringer || 0.459 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1537 || Evilsparky1 || 0.457 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1538 || GlassFangs || 0.457 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1539 || Pinacle || 0.455 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1540 || MrGlockenspiel || 0.455 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1541 || Kurama || 0.454 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1542 || Philnemba || 0.453 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1543 || Hegedus || 0.453 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1544 || BrandoYoshi || 0.451 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1545 || ZahariasX || 0.451 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1546 || Crowshay || 0.449 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1547 || confusionkat || 0.448 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1548 || Never_Always || 0.447 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1549 || MrPzak || 0.447 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1550 || Quiksilvr66 || 0.447 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1551 || MSKain || 0.446 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1552 || ChozoHero24 || 0.446 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1553 || SeeSjuuj || 0.445 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1554 || Phoenix94744 || 0.445 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1555 || SilentAzaelet || 0.444 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1556 || Blackened15 || 0.444 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1557 || DarkSpazer || 0.444 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1558 || D.Owls || 0.443 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1559 || ToastyPappy || 0.441 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1560 || Tourian || 0.441 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1561 || Mystyc_Cheez || 0.438 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1562 || modottekita_yuki || 0.438 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1563 || IvoryFrost || 0.438 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1564 || Scrimsion || 0.436 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1565 || Marilink || 0.433 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1566 || LylatR || 0.432 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1567 || TheLeftFootedSultan || 0.432 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1568 || ToadDude || 0.432 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1569 || xuku || 0.431 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1570 || SPRIke || 0.431 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1571 || AJwise || 0.430 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1572 || CatLoMein || 0.428 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1573 || benlake412_Oliver || 0.426 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1574 || Gilthflo || 0.425 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1575 || enzbro || 0.424 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1576 || MonsieurPommes || 0.423 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1577 || elektriktoad || 0.421 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1578 || TheDoctorBlue || 0.420 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1579 || Makar19 || 0.419 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1580 || Gulopine || 0.419 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1581 || Thebananahand || 0.418 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1582 || Thug574 || 0.418 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1583 || PuffTMagicDragon || 0.417 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1584 || AbreuAesio || 0.415 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1585 || QueenSariah || 0.412 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1586 || Charlieboy || 0.411 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1587 || tameling || 0.411 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1588 || SkyRandir || 0.410 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1589 || Davis252 || 0.404 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1590 || Leftconsin || 0.404 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1591 || nficca || 0.404 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1592 || PvtCb || 0.402 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1593 || TitanMyth || 0.402 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1594 || Rickz || 0.399 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1595 || smartalec24 || 0.399 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1596 || john_unfil || 0.395 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1597 || whalerynth || 0.395 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1598 || jonosnow126 || 0.394 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1599 || athena || 0.386 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1600 || G_heinz || 0.386 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1601 || TacoNinja23 || 0.386 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1602 || verymario || 0.385 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1603 || Musano || 0.383 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1604 || sailordkun || 0.383 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1605 || wizardguy231 || 0.383 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1606 || CheekyDevlin || 0.380 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1607 || KBMReaper || 0.375 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1608 || masonraus || 0.375 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1609 || Sammybm88 || 0.371 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1610 || Misa || 0.369 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1611 || illussion04 || 0.368 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1612 || Jason || 0.366 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1613 || padreMateo || 0.365 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1614 || Blucario || 0.365 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1615 || zoomerz || 0.363 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1616 || ShadyBoii || 0.363 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1617 || AspiringGirl || 0.363 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1618 || YoshiKyon || 0.363 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1619 || igetstuckonrandomobjects || 0.361 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1620 || DELTA || 0.359 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1621 || HarvestTune || 0.359 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1622 || ninjamixerfngod_YT || 0.356 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1623 || Mega_Spud || 0.355 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1624 || Gnic107 || 0.353 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1625 || Ashliehwolfie || 0.348 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1626 || LegsArms || 0.346 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1627 || RetroGBros || 0.344 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1628 || MetalVolt || 0.340 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1629 || ThatGirlAshe || 0.329 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1630 || The1eXtreMe || 0.328 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1631 || Fritid || 0.324 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1632 || RickyBoy_EA96 || 0.321 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1633 || Purple_Samurai || 0.321 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1634 || HUmanMustard || 0.319 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1635 || willsss || 0.317 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1636 || Dolphin_02 || 0.316 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1637 || ChaoticLaw || 0.316 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1638 || A1exJP || 0.312 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1639 || electricsaberman || 0.310 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1640 || _JLM || 0.308 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1641 || RetroIndieJosh || 0.306 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1642 || Sparrow || 0.304 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1643 || dangutang || 0.302 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1644 || alexanderjames || 0.301 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1645 || JaxSparrow25_ || 0.296 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1646 || SqatCobblr || 0.295 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1647 || TheSpeedGamerPug || 0.295 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1648 || JWBstuhr || 0.295 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1649 || Burb || 0.288 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1650 || UngodlyPower208 || 0.284 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1651 || idiotwithajob || 0.278 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1652 || tortadiego || 0.275 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1653 || TDP_320 || 0.266 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1654 || K_R4iD || 0.260 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1655 || MetroidCatcher || 0.258 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1656 || blondebomb1981 || 0.250 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1657 || KarnagePirate || 0.249 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1658 || Romain909 || 0.235 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1659 || HumblyMumbly || 0.234 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1660 || Voidless || 0.234 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1661 || bigjonny13 || 0.228 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1662 || Dyscordy || 0.228 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1663 || ThisIsJayC || 0.208 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1664 || kuzetsa || 0.196 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1665 || poyoshi || 0.180 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1666 || hukleburyfinnished || 0.173 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1667 || stepbro1246 || 0.166 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1668 || c0ckatoo || 0.154 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1669 || Hammernose29 || 0.150 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1670 || cheekzb99 || 0.137 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1671 || Stannator || 0.108 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1672 || DIM_DOM || 0.102 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1673 || XIncognitusX || 0.089 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1674 || squirebrn || 0.081 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1675 || LordFartamor || 0.070 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1676 || hog_rider524 || 0.068 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1677 || Joshua1245 || 0.068 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1678 || stephen7853 || 0.022 || 1 || 0&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=R-Jump&amp;diff=6979</id>
		<title>R-Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=R-Jump&amp;diff=6979"/>
				<updated>2023-04-25T04:46:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: oops, fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;R-jump formally refers to jumping from the ground while crouched, while holding either angle up or angle down.&lt;br /&gt;
&lt;br /&gt;
A normal crouch jump puts Samus 8 pixels higher than jumping while standing. If instead angle up or angle down is held, Samus will jump 2 pixels lower than standing (so 10 pixels lower than a crouch jump).&lt;br /&gt;
&lt;br /&gt;
Thus, R-jumps are not usually useful, since one usually wants to jump higher. In fact, they usually just get in the way (like making the Wrecked Ship Main Shaft clip not work).&lt;br /&gt;
&lt;br /&gt;
There is one situation where they are useful:  They can be used to mid-air morph in a two tile high region if suitless underwater (or underacid, or underlava). The most famous location is collecting [[Spring Ball]] without [[Gravity Suit]].&lt;br /&gt;
&lt;br /&gt;
= Two-tile mid-air morph =&lt;br /&gt;
&lt;br /&gt;
A two tile mid-air morph is not normally possible, since Samus cannot even stand.&lt;br /&gt;
&lt;br /&gt;
By using X-Ray (or a Crystal Flash, or other shenanigans), Samus can force a stand. However, even then Samus cannot mid-air morph in this height since her head sticks into the ceiling.&lt;br /&gt;
&lt;br /&gt;
By jumping, pressing down, and rolling forwards, Samus can get into a crouched position while clipped three pixels into the ground. From this position, she can jump. However, since crouch jumps put Samus 8 pixels higher, this doesn't actually help:  she goes straight into the ceiling with no chance to mid-air morph.&lt;br /&gt;
&lt;br /&gt;
But an R-jump instead gives extra room. If Samus' initial jump velocity is low enough, a mid-air morph becomes possible.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in air physics it is not possible on NTSC or PAL.&lt;br /&gt;
&lt;br /&gt;
Underwater, it is possible on both NTSC and PAL. In acid physics, it is at least possible on NTSC; PAL has not been explicitly tested. (Note there is no situation in the vanilla game where this is relevant in acid physics.)&lt;br /&gt;
&lt;br /&gt;
Many of these situations require near frame-perfect morphs. The most lenient is water physics on NTSC with Hi-Jump Boots unequipped. This then has a 5 frame window to press down twice. The first down press can be buffered; then there is a 4 frame window to release and re-press down.&lt;br /&gt;
&lt;br /&gt;
== Pause Buffer ==&lt;br /&gt;
&lt;br /&gt;
It turns out these mid-air morphs in a two-tile region can be pause buffered. This is accomplished as follows:&lt;br /&gt;
&lt;br /&gt;
 - Force a stand in some way (probably using X-Ray);&lt;br /&gt;
 - Clip into the ground in the standard way, but end with holding Down;&lt;br /&gt;
 - Hold both Angle Up (or Down) and Down;&lt;br /&gt;
 - Pause;&lt;br /&gt;
 - Time a jump so you jump just before the fade-out finishes;&lt;br /&gt;
 - Unpause;&lt;br /&gt;
 - When the screen is completely black, hold Jump, Down, and Forwards.&lt;br /&gt;
&lt;br /&gt;
If the jump was timed correctly relative to the pause, then this will work. This reduces all of the fast inputs to just timing a jump input. The frame window for jumping is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Hi-Jump Boots? || Frame window&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || No || 4&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Yes || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Either || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Either || Impossible&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Either || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Yes || Untested&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || No || Untested&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Either || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Pause Buffer ==&lt;br /&gt;
&lt;br /&gt;
If you are insane enough to attempt this without a pause buffer, here are the relevant notes.&lt;br /&gt;
&lt;br /&gt;
Angle Up/Down must be released before Down is released (or at the same time). It can be released just before Jump is pressed (so Jump and Angle Up/Down are never pressed simultaneously). This gives a couple frame window for this release.&lt;br /&gt;
&lt;br /&gt;
The first Down input may always be buffered, just like the pause buffer setup.&lt;br /&gt;
&lt;br /&gt;
A down input is not registered at all on the frame Jump is pressed. All windows for morphing occur after this:  A buffered down input must be held to the frame after jump is pressed to be registered.&lt;br /&gt;
&lt;br /&gt;
The window for pressing Forwards after morphing is fairly large, especially in comparison to the other frame boundaries. Thus, it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== NTSC Water, no Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
There is a 5 frame window to press Down twice. This makes the following (reasonable) inputs valid:  D,D,D,_,D; D,D,_,D,D; D,D,_,_,D; D,_,D,D,D; D,_,_,D,D; D,_,_,_,D.&lt;br /&gt;
&lt;br /&gt;
=== NTSC/PAL Water, Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
Down may only be released for a single frame. There are technically three different frames that the morph can be initiated, but if the first Down press is buffered (as it should be) then only the first option is available. The valid input patterns would be:  J,D,_,D; J,_,D,_,D; J,_,_,D,_,D (where J indicates the first frame Jump is pressed, and _ indicates Down is not pressed).&lt;br /&gt;
&lt;br /&gt;
=== PAL Water, no Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
If Down is buffered, then the following (reasonable) input patterns work:  D,D,_,D; D,_,D,D; D,_,_,D.&lt;br /&gt;
&lt;br /&gt;
If Down is not buffered, but is instead pressed on the second frame it will work, then the same patterns work.&lt;br /&gt;
&lt;br /&gt;
If Down is not buffered, but is instead pressed on the third frame it will work, then only D,_,D will work (i.e., a perfect mid-air morph).&lt;br /&gt;
&lt;br /&gt;
=== NTSC, Lava/Acid ===&lt;br /&gt;
&lt;br /&gt;
Down may only be released for a single frame. There are technically two different frames that the morph can be initiated, but if the first Down press is buffered (as it should be) then only the first option is available. The valid input patterns would be:  J,D,_,D; J,_,D,_,D (where J indicates the first frame Jump is pressed, and _ indicates Down is not pressed).&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=R-Jump&amp;diff=6978</id>
		<title>R-Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=R-Jump&amp;diff=6978"/>
				<updated>2023-04-25T04:44:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just making a page quick since i got these notes so may as well make them accessible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;R-jump formally refers to jumping from the ground while crouched, while holding either angle up or angle down.&lt;br /&gt;
&lt;br /&gt;
A normal crouch jump puts Samus 8 pixels higher than jumping while standing. If instead angle up or angle down is held, Samus will jump 2 pixels lower than standing (so 10 pixels lower than a crouch jump).&lt;br /&gt;
&lt;br /&gt;
Thus, R-jumps are not usually useful, since one usually wants to jump higher. In fact, they usually just get in the way (like making the Wrecked Ship Main Shaft clip not work).&lt;br /&gt;
&lt;br /&gt;
There is one situation where they are useful:  They can be used to mid-air morph in a two tile high region if suitless underwater (or underacid, or underlava). The most famous location is collecting [[Spring Ball]] without [[Gravity Suit]].&lt;br /&gt;
&lt;br /&gt;
= Two-tile mid-air morph =&lt;br /&gt;
&lt;br /&gt;
A two tile mid-air morph is not normally possible, since Samus cannot even stand.&lt;br /&gt;
&lt;br /&gt;
By using X-Ray (or a Crystal Flash, or other shenanigans), Samus can force a stand. However, even then Samus cannot mid-air morph in this height since her head sticks into the ceiling.&lt;br /&gt;
&lt;br /&gt;
By jumping, pressing down, and rolling forwards, Samus can get into a crouched position while clipped three pixels into the ground. From this position, she can jump. However, since crouch jumps put Samus 8 pixels higher, this doesn't actually help:  she goes straight into the ceiling with no chance to mid-air morph.&lt;br /&gt;
&lt;br /&gt;
But an R-jump instead gives extra room. If Samus' initial jump velocity is low enough, a mid-air morph becomes possible.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, in air physics it is not possible on NTSC or PAL.&lt;br /&gt;
&lt;br /&gt;
Underwater, it is possible on both NTSC and PAL. In acid physics, it is at least possible on NTSC; PAL has not been explicitly tested. (Note there is no situation in the vanilla game where this is relevant in acid physics.)&lt;br /&gt;
&lt;br /&gt;
Many of these situations require near frame-perfect morphs. The most lenient is water physics on NTSC with Hi-Jump Boots unequipped. This then has a 5 frame window to press down twice. The first down press can be buffered; then there is a 4 frame window to release and re-press down.&lt;br /&gt;
&lt;br /&gt;
== Pause Buffer ==&lt;br /&gt;
&lt;br /&gt;
It turns out these mid-air morphs in a two-tile region can be pause buffered. This is accomplished as follows:&lt;br /&gt;
&lt;br /&gt;
 - Force a stand in some way (probably using X-Ray);&lt;br /&gt;
 - Clip into the ground in the standard way, but end with holding Down;&lt;br /&gt;
 - Hold both Angle Up (or Down) and Down;&lt;br /&gt;
 - Pause;&lt;br /&gt;
 - Time a jump so you jump just before the fade-out finishes;&lt;br /&gt;
 - Unpause;&lt;br /&gt;
 - When the screen is completely black, hold Jump, Down, and Forwards.&lt;br /&gt;
&lt;br /&gt;
If the jump was timed correctly relative to the pause, then this will work. This reduces all of the fast inputs to just timing a jump input. The frame window for jumping is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Hi-Jump Boots? || Frame window&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || No || 4&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Yes || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Either || 2&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Either || Impossible&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Either || 4&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Yes || Untested&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || No || Untested&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Either || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== No Pause Buffer ==&lt;br /&gt;
&lt;br /&gt;
If you are insane enough to attempt this without a pause buffer, here are the relevant notes.&lt;br /&gt;
&lt;br /&gt;
Angle Up/Down must be released before Down is released (or at the same time). It can be released just before Jump is pressed (so Jump and Angle Up/Down are never pressed simultaneously). This gives a couple frame window for this release.&lt;br /&gt;
&lt;br /&gt;
The first Down input may always be buffered, just like the pause buffer setup.&lt;br /&gt;
&lt;br /&gt;
A down input is not registered at all on the frame Jump is pressed. All windows for morphing occur after this:  A buffered down input must be held to the frame after jump is pressed to be registered.&lt;br /&gt;
&lt;br /&gt;
The window for pressing Forwards after morphing is fairly large, especially in comparison to the other frame boundaries. Thus, it is ignored.&lt;br /&gt;
&lt;br /&gt;
=== NTSC Water, no Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
There is a 5 frame window to press Down twice. This makes the following (reasonable) inputs valid:  D,D,D,_,D; D,D,_,D,D; D,D,_,_,D; D,_,D,D,D; D,_,_,D,D; D,_,_,_,D.&lt;br /&gt;
&lt;br /&gt;
=== NTSC/PAL Water, Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
Down may only be released for a single frame. There are technically three different frames that the morph can be initiated, but if the first Down press is buffered (as it should be) then only the first option is available. The valid input patterns would be:  J,D,_,D; J,_,D,_,D; J,_,_,D,_,D (where J indicates the first frame Jump is pressed, and _ indicates Down is not pressed).&lt;br /&gt;
&lt;br /&gt;
=== PAL Water, no Hi-Jump ===&lt;br /&gt;
&lt;br /&gt;
If Down is buffered, then the following (reasonable) input patterns work:  D,D,_,D; D,_,D,D; D,_,_,D.&lt;br /&gt;
&lt;br /&gt;
If Down is not buffered, but is instead pressed on the second frame it will work, then the same patterns work.&lt;br /&gt;
&lt;br /&gt;
If Down is not buffered, but is instead pressed on the third frame it will work, then only D,_,D will work (i.e., a perfect mid-air morph).&lt;br /&gt;
&lt;br /&gt;
=== NTSC, Lava/Acid ===&lt;br /&gt;
&lt;br /&gt;
Down may only be released for a single frame. There are technically two different frames that the morph can be initiated, but if the first Down press is buffered (as it should be) then only the first option is available. The valid input patterns would be:  J,D,_,D; J,_,D,_,D (where J indicates the first frame Jump is pressed, and _ indicates Down is not pressed).&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=136%25_GT_Code&amp;diff=6896</id>
		<title>136% GT Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=136%25_GT_Code&amp;diff=6896"/>
				<updated>2023-03-14T05:40:31Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just making a starting page, so info is organized if somebody wants to run it. copied 135% for a template. feel free to change it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=136% GT Code&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:06:09&lt;br /&gt;
|gtwr=01:24&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_max_gt_pal&lt;br /&gt;
|wrtext=archive.org&lt;br /&gt;
&lt;br /&gt;
|percentage=136%&lt;br /&gt;
|items=See below&lt;br /&gt;
|bosses=All&lt;br /&gt;
|bossorder=KPRD&lt;br /&gt;
|minibosses=Bomb Torizo, Crocomire, Gold Torizo, Botwoon&lt;br /&gt;
|gtcode=Yes&lt;br /&gt;
|spacetime=No&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Introduction =&lt;br /&gt;
&lt;br /&gt;
Traditionally, the maximum percentage allowed by using the GT Code (without using major glitches) is [[135%]].&lt;br /&gt;
&lt;br /&gt;
It was determined, though, that Power Bombs could be skipped before using the GT Code. This requires (minor) glitches, and precise execution. It was first thought TAS-only, and then PAL-only; [an NTSC setup for RTA purposes was not found until [https://archive.org/details/super_metroid_max_gt_ntsc March of 2023].&lt;br /&gt;
&lt;br /&gt;
The goal of 136% GT Code is to finish with 136% shown on the credits screen, subject to the rules: [[GT Code]] is allowed, no out of bounds, no glitched beams. Note 136% is the current maximum, and will most likely always be the maximum (since skipping either Missiles or Super Missiles, the only known way to increase this percentage further under these restrictions, does not seem very likely without major glitches).&lt;br /&gt;
&lt;br /&gt;
136% GT Code does not require the player to manually collect all of the items in the game.  In fact, during the early part of the run it is crucial that the player must not collect certain items.  The player should perform the GT code while having the minimum number of e-tanks, reserve tanks, and ammo packs.  This will leave the maximum number of these items to be collected after the GT code.&lt;br /&gt;
&lt;br /&gt;
= Why 136%? =&lt;br /&gt;
&lt;br /&gt;
After [[GT Code]], the player will have 53% items. Then go collect 45 missiles, 9 supers, 10 PBs, 14 e-tanks, 4 reserves, and 1 screw attack.  This adds up to 53+45+9+10+14+4+1 = 136%.&lt;br /&gt;
&lt;br /&gt;
There are two important things to note:&lt;br /&gt;
 &lt;br /&gt;
1.) GT Code doesn't add 100/20/20 ammo capacity to your inventory - it replaces whatever you already had.  If you have 5/5/0 ammo when you do the GT Code, then now you have 100/20/20.  If you have 30/15/15 ammo when you do the GT Code, then you'll still wind up with 100/20/20.  The same is also true for e-tanks and reserves (this is important).  This means that to get the most out of GT Code, you want to enter it with 5/5/0 ammo and NO e-tanks/reserves.  This leaves the maximum number of these items still remaining on Zebes for you to go pick up after GT Code.&lt;br /&gt;
 &lt;br /&gt;
2.) E-tanks, reserves, and ammo packs count the number that you have when item percentage is determined.  On the other hand, major items like Gravity Suit and Plasma Beam are either yes or no; you either have it or you don't.  Getting a major item like this before or after GT Code will have no effect on your final item percentage, because either way you will have exactly 1 of that item at the end of the game.  This means you never need to pick up items that are out of the way like Spring Ball, X-ray, etc.&lt;br /&gt;
&lt;br /&gt;
= Route considerations =&lt;br /&gt;
&lt;br /&gt;
The same route considerations as in [[135%]] apply. Since this is a more well-known category, only the differences will be noted here. Note the major difference is that 136% does not have Power Bombs until after GT Code is applied:  Thus, some very precise techniques are required to get past power bomb obstructions.&lt;br /&gt;
&lt;br /&gt;
== KPRD Route ==&lt;br /&gt;
&lt;br /&gt;
The goal of this route is to collect [[Gravity Suit]] to make the lava dive easier. Thus, [[Varia Suit]] and many Norfair majors are collected.&lt;br /&gt;
&lt;br /&gt;
The issue with this is that since Power Bombs may not be collected, it is not possible to get to Phantoon in a traditional manner. In order to get to Phantoon, one must enter Maridia without Power Bombs.&lt;br /&gt;
&lt;br /&gt;
=== NTSC Method ===&lt;br /&gt;
&lt;br /&gt;
On NTSC, there are two methods. NTSC needs Ice, Wave, and Hi-Jump Boots at least. Charge is required by one method.&lt;br /&gt;
&lt;br /&gt;
This is done by gate glitching the green gate in [[East Tunnel]]. The issue is this gate faces the wrong way. Thus, a bug needs to be frozen pixel perfectly, and then Samus needs to run at the gate with a minimum speed, jump, and shoot a super missile frame perfectly.&lt;br /&gt;
&lt;br /&gt;
The minimum speed needed is 1.53248. The maximum speed available is 1.61440. This means there is at most a leeway of 0.08192. In particular, the jump and super missile shot will always be frame perfect.&lt;br /&gt;
&lt;br /&gt;
It is also necessary to break spin, to be able to shoot the super missile angled upward. Breaking spin causes samus to move 0.08192 slower. Thus, if you can reach a speed of 1.61440, it is possible to have a two-frame window for breaking spin. Otherwise, breaking spin is a third frame perfect input. It is also necessarily true that the horizontal position is at least precise to within 0.08192, i.e., 1/8 of a pixel.&lt;br /&gt;
&lt;br /&gt;
The first RTA method is as follows:  {{#ev:vimeo|806835100}}&lt;br /&gt;
&lt;br /&gt;
This method is triple frame perfect, since it jumps with a run speed of 1.57344:  It sacrifices the potential two-frame window for breaking spin to instead have much faster and easier normalized movement to the starting position, which also has an easier time freezing the bug at the appropriate spot.&lt;br /&gt;
&lt;br /&gt;
The second RTA method is as follows:  {{#ev:vimeo|806943503}}&lt;br /&gt;
&lt;br /&gt;
This replaces both the frame perfect spin break and the frame perfect jump with a frame perfect pause, and thus becomes &amp;quot;double frame perfect&amp;quot;. To make the pause easier to time, it aligns at the back position with a run speed of 1.61440. This makes the bug harder to freeze, seemingly makes Charge required, and makes the setup take longer. However, it makes it so the pause timing is:  &amp;quot;Press Forwards+Pause on the same frame.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus, this setup is considerably easier, although more time-consuming.&lt;br /&gt;
&lt;br /&gt;
As a final remark, Hi-Jump Boots are required so that Samus gets high enough for the Super Missile to hit the switch. If the setup is done without Hi-Jump Boots, then the Super Missile will pass through the gate, but miss the button. Note Speed Booster does not change the setup, since these run speeds are below the run speed cap (and Samus' different height will not cause the Super Missile to miss the button).&lt;br /&gt;
&lt;br /&gt;
=== PAL Method ===&lt;br /&gt;
&lt;br /&gt;
The PAL method is considerably easier.  See it here:  {{#ev:vimeo|714163431}}&lt;br /&gt;
&lt;br /&gt;
Since PAL run speed is higher, it is possible to get deep enough in the gate that it simply opens. Note the setup shown is performing a specific number of arm pumps.&lt;br /&gt;
&lt;br /&gt;
This means that PAL does not need Wave, Charge, or Hi-Jump Boots to perform this setup (although Ice is still needed).&lt;br /&gt;
&lt;br /&gt;
== PRKD Route ==&lt;br /&gt;
&lt;br /&gt;
This was a valid route in [[135%]], to skip having to go down to get [[Varia Suit]].&lt;br /&gt;
&lt;br /&gt;
In 136% though, this is a lot less valid:  At least Ice Beam is needed, and hellrunning to Ice Beam on zero tanks is not particularly easy. On NTSC, Wave is also required, which is an even longer hellrun. It is definitely not faster to to skip Varia Suit. Thus, this route shouldn't be considered at all.&lt;br /&gt;
&lt;br /&gt;
== KRDP Route ==&lt;br /&gt;
&lt;br /&gt;
This would skip Gravity Suit by performing the zero tank lava dive. The difficulty is that the zero tank lava dive must be setup in-room (which consumes more energy on an already very tight trick), and also must be done after a very difficult trick (see the next section).&lt;br /&gt;
&lt;br /&gt;
= Skipping Power Bombs:  Getting to Golden Torizo = &lt;br /&gt;
&lt;br /&gt;
The difficulty of this category (and why [[135%]] was thought to be the maximum for a very long time) is getting to [[Golden Torizo's Room]] without Power Bombs. There are two notable issues:  (1) the Power Bomb door in [[Kronic Boost Room]], (2) the Power Bomb tiles in [[Fast Pillars Setup Room]].&lt;br /&gt;
&lt;br /&gt;
== Kronic Boost Room Door Shell Skip ==&lt;br /&gt;
&lt;br /&gt;
This is the main trick of this category. Using Ice to [[moonfall]] between two Violas, and then using Grapple to gain even more speed by moondancing, it is possible to fall from above the Power Bomb door and then trigger the transition tiles behind it.&lt;br /&gt;
&lt;br /&gt;
=== NTSC Setup ===&lt;br /&gt;
&lt;br /&gt;
The full setup on NTSC can be seen here:  {{#ev:vimeo|806984919}}&lt;br /&gt;
&lt;br /&gt;
Remarks on this setup:&lt;br /&gt;
* The setup uses two Violas that can be knocked off by the same Super Missile. This makes the setup take longer each time, but conserves a Super Missile.&lt;br /&gt;
* The upward moving Viola is used as the top Viola in the setup. This is so it can survive, and be used for the ice moondances that follow.&lt;br /&gt;
* The position of the bottom Viola is pixel perfect. The upward Viola has a small range that works. It is psychologically easiest to freeze the bottom Viola initially at the correct pixel, and then get a frame-perfect re-freeze; it is possible to freeze it a couple pixels above the position, and then to re-freeze it at the correct pixel (requiring shooting a little bit later). If it is frozen too low, you may as well reset the room and try again.&lt;br /&gt;
* To have enough time while ice moonfalling, it appears to be necessary to shoot one of the Violas after moonfalling. The easiest RTA method for doing this seems to be re-freezing the bottom Viola, as shown.&lt;br /&gt;
* The shot killing the bottom Viola is necessary, since Samus does not build-up enough speed to fall through it before they unfreeze. This is due to enemies in Norfair unfreezing in less time. This shot is frame perfect, since there is barely enough time to gain enough speed to clip into the ground by two tiles:  This is necessary to maintain speed.&lt;br /&gt;
* After successfully clipping downward two tiles, a Super Missile should be fired immediately to knock the upward-moving Viola down. If you are fast enough, you can freeze it mid-fall while it is still far enough to the left to do the first round of ice moondancing.&lt;br /&gt;
* After clipping downward two tiles, 80 more moonfalls need to be performed before Samus begins clipping two tiles on her own. This needs to be done with a Viola frozen in a small range. The Viola must be high enough to allow standing up, but low enough that Samus does not kill it with Grapple while moondancing (and that it still conserves speed, but killing it with Grapple appears to happen first). Learning the lowest and highest workable positions is important.&lt;br /&gt;
* It is possible to perform between 8 and 10 moonfalls fairly consistently, requiring between 10 and 8 Viola freezes. With 4 Super Missiles left, and being able to freeze it on the way down and on the way up, there are 8 attempts. This lines up perfectly. Since there is a small range of workable positions, it is also possible to get multiple freezes in each attempt (although this is easier as it crawls on the way up). Basically, go for the &amp;quot;frame-perfect re-freeze&amp;quot;, but try to do it &amp;quot;late&amp;quot; so you don't accidentally kill the Viola.&lt;br /&gt;
* While ice moondancing, after doing one less than what you intend to remember to unequip Grapple and do one more. This clips Samus two tiles down, protecting her from getting hit by the Viola (which would cause the stored speed to be lost). Do not accidentally stand after this last moonfall. If you do accidentally stand, and the Viola is low down, try to time a frame-perfect turn-around to Kago the damage from the Viola and keep the stored speed. If the Viola is high enough, then it won't hit you but you'll need to time a re-freeze so you can do another round of ice moondancing to fix your problematic position.&lt;br /&gt;
* After the 80th moonfall, the Viola may be killed.&lt;br /&gt;
* Now moondancing must be done &amp;quot;as normal&amp;quot;, except that Grapple must be fired between every single one to set Samus' position to on top of the blocks. Be careful not to go too far right, but otherwise just be slow and methodical.&lt;br /&gt;
* Make sure to perform the last moonfall while facing right and moonwalking against the wall. Also, unequip Grapple so you don't accidentally set Samus' position back on top. Note you must count accurately:  The 147th moonfall, you must stay clipped down two tiles so you can stand and moonfall again, clipping down an additional three tiles.&lt;br /&gt;
&lt;br /&gt;
=== PAL Method ===&lt;br /&gt;
&lt;br /&gt;
There is no separate clip for the method on PAL, but [https://archive.org/details/super_metroid_max_gt_pal see the current world record run for a method on PAL.]&lt;br /&gt;
&lt;br /&gt;
Notable differences from the NTSC method:&lt;br /&gt;
* Speed is gained faster. Thus, a &amp;quot;standard&amp;quot; ice moonfall setup can be done, with no frame perfect killing of the bottom Viola.&lt;br /&gt;
* Since more speed is gained, a different position for the bottom Viola is needed.&lt;br /&gt;
* Since more speed is gained initially and per every single moonfall, only 36 moonfalls need to be done after the initial setup. Since enemies stay frozen relatively longer, between 9 and 12 moonfalls can be done consistently. Thus, only 3 or 4 re-freezes of the Viola are needed.&lt;br /&gt;
* If the methods in the NTSC setup are used to get multiple re-freezes per Super Missile, this would allow conserving many Supers, greatly shortening the Super farming that must be done afterwards (or eliminating it entirely).&lt;br /&gt;
&lt;br /&gt;
=== Lava Dive ===&lt;br /&gt;
&lt;br /&gt;
After performing the above trick, the Lava Dive must be performed with no save. Good luck.&lt;br /&gt;
&lt;br /&gt;
This is why it is suggested to collect [[Gravity Suit]], despite how difficult it is to do.&lt;br /&gt;
&lt;br /&gt;
=== Farming Supers ===&lt;br /&gt;
&lt;br /&gt;
Since this method requires using Super Missiles and a gate glitch must be performed, it is either necessary or at least quite helpful to farm Supers. There are, unfortunately, no good enemies to farm from:  All available enemies only have a 2% chance.&lt;br /&gt;
&lt;br /&gt;
The best method is to try farming all the enemies in the bottom of [[Mickey Mouse Room]]. This can be done reasonably consistently with Speed Booster. Luckily, this is done after the Save, so even if a death from a Dessgeega happens the above trick does not have to be performed again.&lt;br /&gt;
&lt;br /&gt;
== Getting to Golden Torizo ==&lt;br /&gt;
&lt;br /&gt;
To get to Golden Torizo, you cannot go left since there are Power Bomb blocks blocking the Acid Chozo. (Note if there weren't, it is possible to get to Space Jump so this would give another option.)&lt;br /&gt;
&lt;br /&gt;
In [[Fast Pillars Setup Room]], there are Power Bomb blocks.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there are two options.&lt;br /&gt;
&lt;br /&gt;
=== Mickey Mouse Path ===&lt;br /&gt;
&lt;br /&gt;
It is possible to ice clip up [[Mickey Mouse Room]].&lt;br /&gt;
&lt;br /&gt;
Only one Multiviola travels all the way to the top of the room. After it gets up there, it is just a standard ice clip. It may be more helpful to review how it is done in current runs, but for a visualization of just this clip see:  {{#ev:vimeo|601372537}}&lt;br /&gt;
&lt;br /&gt;
After this is done, [[Pillars Room]] must be traversed, in reverse, with no Energy Tanks or Reserve Tanks.&lt;br /&gt;
&lt;br /&gt;
This is possible, even without [[Gravity Suit]]. It is very tight. Since this must be performed after the above annoying ice clip, it is suggested to practice this a lot.&lt;br /&gt;
&lt;br /&gt;
Finally, you then have to gate glitch. In at most five tries, assuming you farmed up to five Supers. Where failing means you have to repeat all of the above.&lt;br /&gt;
&lt;br /&gt;
=== Ice Moonfall Path ===&lt;br /&gt;
&lt;br /&gt;
It is possible to setup an ice moonfall in [[Fast Pillars Setup Room]], to fall past the Power Bomb blocks. An RTA setup for this has not yet been found, but this might mostly be due to lack of interest.&lt;br /&gt;
&lt;br /&gt;
Note the gate glitch would still have to be performed after this:  The main benefit is not having to do [[Pillars Room]], and because this would be a lot faster.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Bobbob%27s_notes_on_underwater_walljumping&amp;diff=6826</id>
		<title>Bobbob's notes on underwater walljumping</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Bobbob%27s_notes_on_underwater_walljumping&amp;diff=6826"/>
				<updated>2023-02-05T05:35:44Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: idk, making this page for some reason. will add more to it later, i.e., a description of how to do it and example clips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just initial thoughts. I'll add better notes at some point with links.&lt;br /&gt;
&lt;br /&gt;
When walljumping underwater (without gravity), Samus gains a miniscule amount of height. This can be used to gain height.&lt;br /&gt;
&lt;br /&gt;
Note for everything below, this is easier on PAL. This is due to Samus gaining 20% more height when suitless underwater, due to a mistake in trying to handle the different frame rate. Everything is still possible on NTSC as well.&lt;br /&gt;
&lt;br /&gt;
My basic conclusion is that underwater walljumping currently lives in a trichotomy:&lt;br /&gt;
* Stuff possible on a standard SNES controller without modification. This is up to Level 5 below.&lt;br /&gt;
* Stuff possible without simultaneous left+right dpad inputs, and thus &amp;quot;theoretically&amp;quot; possible on a standard SNES controller but never having been replicated to my knowledge. This is &amp;quot;single-wall suitless underwater walljumping without Hi-Jump&amp;quot;, i.e., Level 6 below.&lt;br /&gt;
* Stuff that requires simultaneous left+right dpad inputs, i.e., Level 7 below.&lt;br /&gt;
&lt;br /&gt;
This second option is a bit unfortunate:  A technique is possible on certain input methods, even without L+R, that cannot be replicated on a SNES controller. C'est la vie.&lt;br /&gt;
&lt;br /&gt;
I have written logics for randomizers for my own personal use. Since these logics have tech options, I have separated out underwater walljumping into eight different levels. These levels are as follows.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 0 = &lt;br /&gt;
&lt;br /&gt;
This is underwater walljumping in a 1-tile wide gap. For example, escaping from Watering Hole without Hi-Jump or Spring Ball requires this. All you have to do is hold a direction and mash jump.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 1 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;two-wall underwater walljumping with Hi-Jump&amp;quot;, i.e., underwater walljumping with Hi-Jump in a 2-tile wide gap. The best example in vanilla is climbing Crab Shaft, on the left-hand side.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 2 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;two-wall underwater walljumping with Hi-Jump to break free of the water surface&amp;quot;. The best example is West Sand Hole. This is the last level in any randomizer I am familiar with.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 3 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;one-wall underwater walljumping with Hi-Jump&amp;quot;. This is what is needed to complete a [[14% Iceboots]] run.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 4 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;one-wall underwater walljumping with Hi-Jump to break free of the water surface&amp;quot;. This is frequently used in [[14% Speedboots]] to get up [[Halfie Climb Room]] and in [[Colosseum]], although it isn't actually required.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 5 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;two-wall underwater walljumping without Hi-Jump&amp;quot;, i.e., underwater walljumping in a 2-tile wide gap. The best example is still Crab Shaft, but now without Hi-Jump.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 6 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;one-wall underwater walljumping without Hi-Jump&amp;quot;. The most notable example is [[Fish Tank Climb]]. This is possible, although extraordinarily difficult. It has not been replicated on a standard SNES controller, due to the extremely fast switches between left and right that are required.&lt;br /&gt;
&lt;br /&gt;
= UWJ Level 7 =&lt;br /&gt;
&lt;br /&gt;
This is &amp;quot;one-wall underewater walljumping without Hi-Jump, to break free of the water surface&amp;quot;. RTA, this requires simultaneous left+right inputs (note they aren't actually necessary for TAS). Also, RTA this seems to only be possible on right walls.&lt;br /&gt;
&lt;br /&gt;
The most notable instance is [[Halfie Climb Room]]:  This is what makes [[13% xCharge]] require left+right.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Pants_Room&amp;diff=6809</id>
		<title>Pants Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Pants_Room&amp;diff=6809"/>
				<updated>2023-01-24T17:56:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: east pants room&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[East Sand Hall]]&amp;lt;br/&amp;gt;[[Pants Room]]&lt;br /&gt;
|east=[[Shaktool Room]]&amp;lt;br/&amp;gt;[[East Pants Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:PantsRoom.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
==Spring Ball Ice Clip==&lt;br /&gt;
&lt;br /&gt;
The current fastest route for [[100%]] collects Ice Beam early and saves Crocomire and Grapple Beam until the second trip to Norfair. The route instead collects the Spring Ball by freezing one of the [[Puyo]]s and using it to clip through the ceiling to the door to the [[Shaktool Room]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|bcH1MN9fVB4}}&lt;br /&gt;
&lt;br /&gt;
==Randomizer==&lt;br /&gt;
&lt;br /&gt;
If you have Gravity and Grapple but not Hi Jump, you can get through the hole using a [[Gravity Jump]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|iivXpoRDYkk}}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Puyo]]&lt;br /&gt;
* [[Menu]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Shaktool_Room&amp;diff=6808</id>
		<title>Shaktool Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Shaktool_Room&amp;diff=6808"/>
				<updated>2023-01-24T17:56:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: east pants room&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[East Pants Room]]&lt;br /&gt;
|east=[[Spring Ball Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:ShaktoolRoom.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
Room state 1&lt;br /&gt;
&lt;br /&gt;
[[File:Shaktool_room%2C_state_1.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
Room State 2&lt;br /&gt;
&lt;br /&gt;
[[File:Shaktool_room%2C_state_2.png|x300px]]&lt;br /&gt;
&lt;br /&gt;
The memory flag for the sand being cleared is set when Samus crosses to the right side of the sand. For this purpose, Shaktool's progress of digging does not matter.&lt;br /&gt;
&lt;br /&gt;
== Lag Reduction ==&lt;br /&gt;
&lt;br /&gt;
You can reduce powerbomb lag by taking damage to Shaktool. The amount of lag can be significantly affected by the exact timing of the hit; you can get up to 20 frames extra lag by being 20 frames too early, since the blinking from the invulnerability will end prematurely. You want to take the hit right as the lag would begin otherwise.&lt;br /&gt;
&lt;br /&gt;
Cutting out the splash effects from entering and leaving the water can also help reduce lag, so taking the hit while running, then quickly morphing, seems to work best for humans, as opposed to simply rolling into Shaktool.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|75wXq1juH7Y}}&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=East_Pants_Room&amp;diff=6807</id>
		<title>East Pants Room</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=East_Pants_Room&amp;diff=6807"/>
				<updated>2023-01-24T17:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: basic info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Adjacent rooms&lt;br /&gt;
|west=[[Pants Room]]&lt;br /&gt;
|east=[[Shaktool Room]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Right_Pants_room.png|x600px]]&lt;br /&gt;
&lt;br /&gt;
This room is a partial copy of Pants Room, that the left leg right door of [[Pants Room]] and the left door of [[Shaktool Room]] lead to. Note this room does not have the top part of Pants Room: If you try to [[X-Ray Climb]] up there, you will just go [[Out of Bounds]]. This is why an X-Ray Climb to get to the [[Spring Ball]] location must always be done in the left leg.&lt;br /&gt;
&lt;br /&gt;
This room is not a perfect partial copy:  The scroll behavior is different, and the Puyos higher than Shaktool's door are not there.&lt;br /&gt;
&lt;br /&gt;
Although this room is technically where the ice clip takes places, all info on strats are on the [[Pants Room]] page so everything is kept together.&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
&lt;br /&gt;
* [[Puyo]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=10_Missile_Zebetite_Kill&amp;diff=6789</id>
		<title>10 Missile Zebetite Kill</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=10_Missile_Zebetite_Kill&amp;diff=6789"/>
				<updated>2023-01-15T18:22:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: update with new setups. maybe old setups should be kept here, but I think the new ones are just better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to kill all Zebetites except the first using precisely 10 missiles.&lt;br /&gt;
&lt;br /&gt;
Zebetites have exactly 1000 health, and missiles deal 100 damage. Usually, Zebetites gain health for every frame they are on screen. Thus, one would initially expect this is impossible:  Even if the Zebetites are manipulated to be on screen for as little as possible, they will still be on screen for some finite amount of time. However, Zebetites do not gain health for 5 frames after damage has been dealt. Thus, if a Zebetite is moved on screen for fewer than 5 frames, its health will never increase.&lt;br /&gt;
&lt;br /&gt;
Therefore, by carefully manipulating the screen position, it is possible to:  (1) Fire a missile while the Zebetite is off-screen, (2) move the Zebetite on screen for fewer than five frames while the missile hits; (3) repeat with remaining missiles.&lt;br /&gt;
&lt;br /&gt;
==Current best RTA setups==&lt;br /&gt;
&lt;br /&gt;
The current best RTA setups on NTSC and PAL are very similar. They involve taking a hit by a Rinka (to avoid the turrets sniping during the setup), performing a quick mid-air morph and unmorph (to be in unmorphed state before hitting the ceiling:  You cannot aim down before the ceiling), downbacking onto the Zebetite platform (making sure to downback into the wall to keep the positioning normalized), and then turn-around spin jumping to the left.&lt;br /&gt;
&lt;br /&gt;
The final parts of the setup are different on NTSC and PAL, in order to get to the correct screen position. See the below videos to get the precise steps.&lt;br /&gt;
&lt;br /&gt;
After the setup, the process is again the same:  When crouched on the ground facing right, turn left and fire a missile, jump in the air, and turn right in about a 3 frame window. Then jump in the air, turn left, and turn back right on the ground to get back to where you started. Repeat.&lt;br /&gt;
&lt;br /&gt;
===NTSC Setup===&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|789322973}}&lt;br /&gt;
&lt;br /&gt;
===PAL Setup===&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|789196306}}&lt;br /&gt;
&lt;br /&gt;
==Double kill==&lt;br /&gt;
&lt;br /&gt;
The above setup only works on the second and fourth Zebetite.&lt;br /&gt;
&lt;br /&gt;
Luckily, the second and third Zebetite can be double killed. This is accomplished by hitting the second Zebetite after it has died, but before it has exploded. What you hit the Zebetite with can be any projectile:  In particular, it can be a beamshot.&lt;br /&gt;
&lt;br /&gt;
Thus, while killing the second Zebetite, you should repeat the setup for an eleventh shot of a beamshot. This will then kill both Zebetite 2 and 3.&lt;br /&gt;
&lt;br /&gt;
==First Zebetite==&lt;br /&gt;
&lt;br /&gt;
The first Zebetite cannot be moved off screen, so cannot be killed in 10 missiles.&lt;br /&gt;
&lt;br /&gt;
==First and last shot of the kill==&lt;br /&gt;
&lt;br /&gt;
In theory, the first and last shot do not need the full setup.&lt;br /&gt;
&lt;br /&gt;
For the first shot, it doesn't matter if the Zebetite is on screen beforehand. Thus, in theory, one can fire the missile with it on screen, and then quickly move it off screen. With the new setup, this doesn't seem like it would be particularly helpful.&lt;br /&gt;
&lt;br /&gt;
For the last shot, it doesn't matter if the Zebetite is on screen afterwards. Thus, one can fire the shot with it off screen, and then just run to put it on screen as the shot would hit.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
The main use of this kill is that it makes [[13% xCharge]] possible, i.e., this was the last step to solve 13% RTA.&lt;br /&gt;
&lt;br /&gt;
It is also used in a number of 14% categories:  Specifically, those categories that avoid [[L+R Walljumping]] and do not collect Ice, cannot shinespark, and do not underflow. This leaves [[14% xGravity]], [[14% xBoots]], [[14% xGrapple]], [[14% xSpring]], [[14% GravPb]], and [[14% Gravboots]], currently.&lt;br /&gt;
&lt;br /&gt;
This also simplifies analysis of low% categories, in this and rom hacks that do not significantly modify Mother Brain. Specifically, Mother Brain 1 needs 20 ammo, so 10/10 ammo works. It being possible to defeat the Zebetites with only 10 Missiles means that no special consideration needs to be given to the Zebetites. This means if you are thinking about something like low% RBO or low% map completion, you can ignore the Zebetites.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=6769</id>
		<title>14%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=6769"/>
				<updated>2023-01-06T19:22:41Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: update for xspring completion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
14% is the [[Low%|lowest]] amount of items that the player has beaten the game with, without the usage of major glitches such as out of bounds or [[Spacetime Beam|space time]] on standard SNES hardware with no modification.&lt;br /&gt;
&lt;br /&gt;
There are currently twenty-one different 14% categories that have a known RTA completion - [[14% Ice]], [[14% Speed]], [[14% xIce]], [[14% xSpeed]], [[14% xGravity]], [[14% xPb]], [[14% xBoots]], [[14% xGrapple]], [[14% xSpring]], [[14% xAmmo]], [[14% GravPb]], [[14% Iceboots]], [[14% Iceboost]], [[14% Grapplebooster]], [[14% Speedboots]], [[14% Chargeless]], [[14% Chargelice]], [[14% xChargeless]], [[14% GrappleChargeless]], [[14% SuperChargeless]], and [[14% Pb-Pb]].&lt;br /&gt;
&lt;br /&gt;
Excluding Chargeless, each 14% category is named by its major item(s). Since the first two categories both collect [[Gravity Suit]], their names reflect the other major item they acquire - 14% Ice acquires [[Ice Beam]], and 14% Speed collects [[Speed Booster]]. 14% xIce acquires both Ice Beam and [[X-Ray Scope]], with X-Ray Scope's only required usage being to escape [[Draygon's Eye Door Room|Draygon's entry chamber]] by [[X-Ray Climb|X-Ray climbing]] from the lower door to the upper door. 14% Iceboots and 14% Speedboots are PAL-only categories - both categories collect [[Hi-Jump Boots]] instead of Gravity Suit, with 14% Iceboots involving Ice Beam and 14% Speedboots involving Speed Booster. The underwater jump height on PAL is slightly higher than NTSC, allowing the player, with Hi-Jump Boots equipped, to perform single underwater [[walljump|walljumps]] to escape Draygon's entry chamber. 14% Iceboost collects Ice Beam and Speed Booster instead of other major items by utilizing a newer method for generating [[Blue Suit Glitch|blue suit]]. 14% Chargeless collects Gravity Suit and two additional [[Power Bombs|Power Bomb]] packs while skipping [[Charge Beam]] -  it uses its ability to [[Crystal Flash]] to generate [[Yellow Suit Glitch|shinespark suits]] and underflow ammo. 14% Chargelice involves similar feats as 14% Chargeless, but collects Ice Beam instead of Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
Regarding 14%, [[13%]] is possible. However, all known RTA completions of 13% utilize [[L+R Walljumping]] which cannot be done on a standard SNES dpad with no modification.&lt;br /&gt;
&lt;br /&gt;
The restriction of items creates very unique challenges for the player to overcome, requiring many skills that are not taught by [[Any%|Any% KPDR]] or [[100%]] runs of Super Metroid.  These skills include having a mastery of various glitches and boss fights.&lt;br /&gt;
&lt;br /&gt;
Here is the full list of 14% branches that have been completed by humans, even if it required [[L+R Walljumping]] to do so:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Common Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Unique Items&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Ice]] || Charge, Gravity, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speed]] || Charge, Gravity, Speed || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGravity]] || Charge, Gravity, X-Ray || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xIce]] || Charge, X-Ray, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xPb]] || Charge, X-Ray, PB || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xBoots]] || Charge, X-Ray, Hi-Jump&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGrapple]] || Charge, X-Ray, Grapple ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xSpring]] || Charge, X-Ray, Spring Ball ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GravPb]] || Charge, Gravity, PB ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboost]] || Charge, Speed, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Grapplebooster]] || Charge, Speed, Grapple || (3)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboots]] || Charge, Ice, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speedboots]] || Charge, Speed, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargeless]] || Gravity, PB, PB || Requires Draygon underflow &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargelice]] || Ice, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GrappleChargeless]] || Grapple, PB, PB || Requires Draygon underflow (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xChargeless]] || X-Ray, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xSpeed]] || Charge, X-Ray, Speed || Requires Left+Right (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xAmmo]] || Charge, X-Ray, Missile/Super || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Pb-Pb]] || Charge, PB, PB || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% SuperChargeless]] || Super, PB, PB || Requires Left+Right and Draygon underflow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) All known, recorded, RTA completions of this category used Left+Right, but this requirement can be removed on PAL.&lt;br /&gt;
&lt;br /&gt;
(2) All known, recorded, RTA completions of these categories used Left+Right and it is unlikely for it to be done on original hardware without modification due to [[Fish Tank Climb]].&lt;br /&gt;
&lt;br /&gt;
(3) All known, recorded, RTA completions of these categories used single-wall underwater walljumping, but this requirement can be removed on PAL.&lt;br /&gt;
&lt;br /&gt;
=Bosses=&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
[[Draygon]] is slightly more challenging in most 14% conditions due to the lack of ammunition and lack of [[Charge Beam Combos#Wave Shield|Wave special beam combo]]. Compared to the Ice categories, 14% Speed is moderately easier as even though it only has [[Charge Beam]], it has the option to [[shinespark]] into Draygon which deals tremendous damage and can provide Samus with a blue suit. Other completed 14% categories with Gravity Suit are similar to 14% Ice except Chargeless will have near-infinite supers.&lt;br /&gt;
&lt;br /&gt;
The remaining 14% categories are much more demanding. As you do not have Gravity Suit compared to 14% Ice, and as a result of not having Gravity Suit (which means a gravity jump (see below in Techniques) is not an option for escaping Draygon's chamber), must end the fight by having Draygon carry Samus up to the upper platform after a left-to-right goo cycle (so that Draygon is facing right), so that the player can cause Draygon to eject Samus near the peak of her vertical whirling trip. The player must also be able to survive this, so being at 321+ health is crucial, as each of Draygon's swipes will deal 80 damage. Alternatively, you can survive by using a Reserve Tank for [[pause abuse]]. Once on the upper platform, the player must effectively 'snipe' Draygon with a charge shot - the best chance of this happening is knowing when to fire when Draygon is swooping from left to right, where her core will be the most exposed.&lt;br /&gt;
&lt;br /&gt;
You can find somewhat of an explanation for Draygon in 14% Chargeless and 14% Chargelice [[Yellow Suit Glitch#Draygon *CF|here]].&lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
Many who learn 14% categories find [[Ridley]] to be the second hardest boss. It is an endurance battle and it is vital that the player understands what actions Ridley can and cannot take at any point during the fight. Ridley is the easiest to handle in 14% Chargeless, as the player has thousands of Super Missiles to throw at Ridley thanks to underflowing ammo. The second easiest category to handle him in is 14% Ice, as the player has both the protection of Gravity Suit and the additional damage from Ice Beam for the battle. As 14% Speed does not have Ice Beam, it has to land an additional 61 charge shots on Ridley. 14% xIce and 14% Iceboots have the same armaments as 14% Ice, but lack Gravity Suit, so not only will Ridley deal twice as much damage, but acid will also deal twice as much damage and reduce Samus's movement. Although the same is true for 14% Iceboots and 14% Speedboots, Ridley is less of a threat in these categories as Ridley is substantially slower, and bounces significantly higher, on the PAL version.&lt;br /&gt;
&lt;br /&gt;
Number of shots required to kill Ridley in each type of fight in 14%:&lt;br /&gt;
&lt;br /&gt;
* '''Charge + Ice (i.e. 14% Ice)''' - 123 charged Ice shots, 10 [[Missile|Missiles]], 10 [[Super Missile|Super Missiles]] (Once Ridley changes color, 22 charged Ice shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Charge only (i.e. 14% Speed)''' - 184 charged shots, 10 Missiles, 10 Super Missiles (Once Ridley changes color, 33 charged shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Underflowed ammo (i.e. 14% Chargeless)''' - 30 Super Missiles&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Power Bombs]] deal 200 damage and can strike Ridley twice, so they can help lower the amount of charged shots required even further. Ridley will attempt to avoid being struck by Power Bombs, so try to plant them in an unavoidable location. [https://ia802605.us.archive.org/19/items/14Speed/ridley%20pbs%20v2.mp4 Here is an example] of how you can incorporate Power Bombs for double strikes.&lt;br /&gt;
&lt;br /&gt;
==Mother Brain 2==&lt;br /&gt;
&lt;br /&gt;
In the 14% categories, [[Mother Brain|Mother Brain's]] second phase is a test of concentration, and even more of an endurance test than Ridley. Mother Brain's second phase requires 300 charge shots in categories that collect Charge Beam but not Ice Beam, 200 charge shots in categories that collect both Charge Beam and Ice Beam, and 60 Super Missiles in 14% Chargeless. The player has to avoid any pattern that Mother Brain throws at them, making sure to never slip below 301 energy, all while outputting constant damage.&lt;br /&gt;
&lt;br /&gt;
14% categories that acquire Ice Beam have the luxury of using the [[Charge Beam Combos#Ice Shield|Ice special beam combo]] during the fight. You can use two (three if you are confident) at the start of the fight as Mother Brain awakens. You can perform additional Ice Shields during Mother Brain's red beam phase, when she is cooling down after a red beam attack, but those are more complicated and may not save time. Each Ice particle in the combo deals the same amount of damage as a charged Ice shot.&lt;br /&gt;
&lt;br /&gt;
For PAL, it is important to note that the amount of frames it takes for the beam to charge (60) and a special beam combo to be unleashed (120) is the same as it is on NTSC, but since PAL runs at 50 frames per second, it means that the beam will take 0.2 seconds longer to charge and special beam combos will take 0.4 seconds longer to be unleashed compared to NTSC during 14% Iceboots and 14% Speedboots runs. Another difference PAL has in this fight is Mother Brain's actions will take noticeably longer to occur compared to NTSC, making for a slightly less tense fight.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
&lt;br /&gt;
The low% categories require more glitches and tricks in order to complete the run than seen in the ordinary any% or 100% Super Metroid runs.  Below is a list of many tricks that are useful and/or required to completing a 14% category:&lt;br /&gt;
&lt;br /&gt;
==Continuous Wall Jump==&lt;br /&gt;
&lt;br /&gt;
''See: [[Continuous Wall Jump]]''&lt;br /&gt;
&lt;br /&gt;
This trick is the fastest way to cross [[The Moat]]. It involves jumping on the last frame before entering the water, barely overshooting the missile pillar (and grabbing the missile in the process), and walljumping on the far side of the pillar. See the trick's page for details.&lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
This technique manipulates the physics of the game and is utilized in 14% Ice and 14% Chargeless to quickly reach places higher than Samus can normally jump. It can also be utilized in 14% Speed; however, it is the slower alternative to other techniques, such as performing the [[Lava Dive Room#Lava Spark|lava spark to enter Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
To execute the Gravity Jump, press the start button to pull up the pause menu. Before the screen becomes completely black and you lose control of Samus, press and hold jump. When done properly, you can usually see the very beginning of Samus's jump animation as the screen completely fades to black, as well as hear the very beginning of the spin jump sound effect (if you did perform a spin jump).  At this point, remove the Gravity Suit, and exit the pause menu while continuing to hold jump.  If done correctly, Samus's jump will be carried with the same speed as if she was wearing Gravity Suit, but the deceleration she has without Gravity Suit, resulting in a massive boost in height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-wp1OasgcDc}}&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#GravityJump TASVideos description]&lt;br /&gt;
&lt;br /&gt;
==Mochtroid Clip==&lt;br /&gt;
&lt;br /&gt;
The area preceding [[Botwoon]] in Maridia usually requires Speed Booster to progress through; however, by using the Ice Beam and dragging a [[Mochtroid]] along to the proper location, a player can clip through a set of pipes and enter Botwoon's chamber without Speed Booster.&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#JumpingThroughCeilings TASVideos description]&lt;br /&gt;
&lt;br /&gt;
==Zebetite Skip==&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Ice Beam (Low%)|For 14% categories that acquire Ice Beam]], players who are already used to the [[Mother Brain Room#Ice Beam|common method of the Zebetite skip]] (using Ice Beam without [[Screw Attack]] equipped) should be fairly used to this. Because you don't have [[Wave Beam]], you will have to stand under the platform of the first Zebetite, against the wall, and fire an Ice beam shot at the location the Rinka spawns at the moment it spawns, then execute the skip like normal.&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Speed Booster|For 14% categories with Speedbooster]], the player must be able to charge a shinespark using the distance of the floor between the two rooms, and then shinespark underneath the platform of the first Zebetite, releasing it up+left. As the shinespark ends, mashing jump while holding down will allow the player to escape the Zebetite.&lt;br /&gt;
&lt;br /&gt;
For 14% xPB and 14% Pb-Pb (without underflow), note a spark must be carried into Tourian and used for the Zebetite skip, making them particularly obnoxious.&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#PassingThroughZebetites TASVideos description]&lt;br /&gt;
&lt;br /&gt;
For certain 14% options, the Zebetites must instead be destroyed (without underflowing ammo). This is also used in the current [[13% xCharge]] and is what makes the category possible. See [[10 Missile Zebetite Kill|this page]] for a description of how to do this.&lt;br /&gt;
&lt;br /&gt;
==Enemy Climbing==&lt;br /&gt;
&lt;br /&gt;
Similar to the Mochtroid clip, the ability to freeze enemies has a great usefulness in 14% categories with Ice Beam. Players can cause certain enemies such as [[Sciser|Scisers]] to fall off of surfaces by firing a Super Missile at the surface. Players can then freeze the enemy in midair as it descends down and jump onto these enemies, effectively using enemies as stepping stones to reach otherwise inaccessible areas.&lt;br /&gt;
&lt;br /&gt;
=14% Categories=&lt;br /&gt;
*[[14% Ice]]&lt;br /&gt;
*[[14% Speed]]&lt;br /&gt;
*[[14% xGravity]]&lt;br /&gt;
*[[14% xIce]]&lt;br /&gt;
*[[14% xSpeed]]&lt;br /&gt;
*[[14% xPb]]&lt;br /&gt;
*[[14% xBoots]]&lt;br /&gt;
*[[14% xGrapple]]&lt;br /&gt;
*[[14% xSpring]]&lt;br /&gt;
*[[14% xAmmo]]&lt;br /&gt;
*[[14% GravPb]]&lt;br /&gt;
*[[14% Iceboost]]&lt;br /&gt;
*[[14% Grapplebooster]]&lt;br /&gt;
*[[14% Iceboots]]&lt;br /&gt;
*[[14% Speedboots]]&lt;br /&gt;
*[[14% Chargeless]]&lt;br /&gt;
*[[14% Chargelice]]&lt;br /&gt;
*[[14% xChargeless]]&lt;br /&gt;
*[[14% GrappleChargeless]]&lt;br /&gt;
*[[14% SuperChargeless]]&lt;br /&gt;
*[[14% Pb-Pb]]&lt;br /&gt;
&lt;br /&gt;
=Theoretical Additional Categories=&lt;br /&gt;
&lt;br /&gt;
==Categories without 13% Tech==&lt;br /&gt;
&lt;br /&gt;
Here, some theoretical other itemsets will be listed. This ignores any tech that would make [[13%]] possible.&lt;br /&gt;
&lt;br /&gt;
The current ignored techs are:  Mt. Everest Slopespark (makes 13% Pb-Pb possible), Max 10 Power Bomb Underflow at Draygon (makes Ice-Pb possible), [[10 Missile Zebetite Kill]] (makes [[13% xCharge]] possible), and Colosseum Short Charge (does not make any 13% category possible on its own, but is crucial to 13% Speed).&lt;br /&gt;
&lt;br /&gt;
[[14% xSpeed]] has yet to be done without [[L+R Walljumping]]. Otherwise there are no other theoretical categories that fit this criteria.&lt;br /&gt;
&lt;br /&gt;
==Categories without L+R Walljumping but with 10 Missile Zebetite Kill==&lt;br /&gt;
&lt;br /&gt;
If, instead, [[10 Missile Zebetite Kill]] is used but [[L+R Walljumping]] is not allowed, then the following categories are theoretically possible:&lt;br /&gt;
&lt;br /&gt;
*[[14% Gravboots]] (PAL-only)&lt;br /&gt;
&lt;br /&gt;
==Categories which generate a flash suit with only 10 power bombs at Draygon==&lt;br /&gt;
&lt;br /&gt;
It is possible to generate a flash suit at Draygon with only 10 power bombs. This is how 13% Ice-Pb is done.&lt;br /&gt;
&lt;br /&gt;
Although a run of any category doing this has not been completed yet, an RTA setup has been found. It just has fairly terrible odds which might be improvable.&lt;br /&gt;
&lt;br /&gt;
Since this would allow [[13%]] Ice-Pb to be completed, without [[L+R Walljumping]], these categories are only &amp;quot;meaningful&amp;quot; if they do not use underflow. This creates the following additional categories:&lt;br /&gt;
&lt;br /&gt;
*14% IcePb:  Ice Beam, Charge Beam, Power Bomb Pack&lt;br /&gt;
*14% GrapplePb:  Grapple, Charge Beam, Power Bomb Pack (note [[L+R Walljumping]] can be avoided in this category, but it would require [[Fish Tank Climb]])&lt;br /&gt;
*14% SpeedPb:  Speed Booster, Charge Beam, Power Bomb Pack (without more 13% tech, this would require [[L+R Walljumping]])&lt;br /&gt;
&lt;br /&gt;
==The effect of Everest Slopespark==&lt;br /&gt;
&lt;br /&gt;
There is an RTA setup for Everest Slopespark. The issue is that it is still triple frame perfect, and require single-wall underwater walljumping.&lt;br /&gt;
&lt;br /&gt;
For 14% categories, Everest Slopespark does not change very many things. Since [[13%]] Pb-Pb would then be possible, no 14% underflow categories would be &amp;quot;meaningful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This seems to have three effects:&lt;br /&gt;
*[[14% xSpeed]] would no longer require [[L+R Walljumping]] on NTSC (it already doesn't on PAL);&lt;br /&gt;
*14% SpeedPb would either not require [[L+R Walljumping]] or generating a flash suit at Draygon with a maximum of 10 power bombs.&lt;br /&gt;
*14% Pb-Pb and 14% SuperChargeless would no longer require [[L+R Walljumping]] as the sparksuit from the slopespark could be turned into a bluesuit and used to spark up halfie room. However, this would still require Hj-less fish tank climb without L+R.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25_xSpring&amp;diff=6768</id>
		<title>14% xSpring</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25_xSpring&amp;diff=6768"/>
				<updated>2023-01-06T19:18:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: update for completion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=14% xspring&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=2:29:18&lt;br /&gt;
|gtwr=1:33&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_14_xspring&lt;br /&gt;
|wrtext=Archive.org&lt;br /&gt;
&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|percentage=14%&lt;br /&gt;
|items=[[X-Ray Scope]], [[Spring Ball]]&lt;br /&gt;
|bossorder=KPDR&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
14% xSpring is one of the in-bounds [[14%]] categories that have a known RTA completion. A total of 14 items are picked up during the entire run and focuses on using the Spring Ball and X-Ray Scope for level progression.&lt;br /&gt;
&lt;br /&gt;
This category is based on [[13% xCharge]], but adds [[Spring Ball]] to avoid [[L+R Walljumping]] in [[Halfie Climb Room]].&lt;br /&gt;
&lt;br /&gt;
This category is possible due to [[10 Missile Zebetite Kill|being able to kill Zebetites with only 10 missiles]].&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[G-Mode]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[X-Ray Climbing|X-Ray Climb]]&lt;br /&gt;
*R-jump to collect Spring Ball without Gravity Suit&lt;br /&gt;
*Escape Spring Ball Room without Gravity Suit or Hi-Jump Boots ([https://vimeo.com/499042499 this clip] shows this on NTSC)&lt;br /&gt;
*Sandfall horizontal infinite bomb jump through [[East Sand Hall]]&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Mid-air spring ball jump to ibj with a reserve tank automatic refill&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] (or G-Mode enter Lower Norfair)&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]&lt;br /&gt;
&lt;br /&gt;
This run uses a plethora of tech, being one of the few categories to explicitly require all of [[X-Mode]], [[R-Mode]], and [[G-Mode]]. It additionally uses obscure [[Spring Ball]] tech.&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:springball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*Bombs&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for pre-Botwoon, Mt. Everest, to collect Spring Ball, and escaping Draygon's Chambers)&lt;br /&gt;
*[[Spring Ball]] (to climb Halfie Climb Room without [[L+R Walljumping]])&lt;br /&gt;
*Varia Suit (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Energy Tank|Energy Tanks]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Reserve Tank]] (for pre-Botwoon and to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Missile]] Pack (to open red doors, defeat [[Mother_Brain#MB1|MB1]], and destory Zebetites)&lt;br /&gt;
*2 [[Super Missile]] Packs (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
Note since R-mode clip is going to be done, it is advisable to skip Terminator Energy Tank. Two energy tanks could be collected instead, but due to R-mode clip being necessary this would mean Draygon could only be fought with 1+1 tanks.&lt;br /&gt;
&lt;br /&gt;
==Current Route==&lt;br /&gt;
&lt;br /&gt;
Collect Morph, Alpha Missiles, Bombs, Early Supers, Brinstar Reserve, and Charge Beam.&lt;br /&gt;
&lt;br /&gt;
Get Alpha Power Bombs.&lt;br /&gt;
&lt;br /&gt;
Get X-Ray Scope.&lt;br /&gt;
&lt;br /&gt;
Kill Kraid, and get Varia Suit. If getting tow Reserve Tanks, go down for Norfair Reserve.&lt;br /&gt;
&lt;br /&gt;
Enter Maridia from the tube, and head towards the Sand Halls.&lt;br /&gt;
&lt;br /&gt;
Cross [[West Sand Hall]] with a Jesuswalk (note the setup is similar to the Mt Everest Jesuswalk).&lt;br /&gt;
&lt;br /&gt;
Use an [[Evir]] &amp;quot;particle&amp;quot; to enter [[G-Mode]] and cross [[East Sand Hall]].&lt;br /&gt;
&lt;br /&gt;
X-Ray climb towards Spring Ball, and then R-jump to collect it.&lt;br /&gt;
&lt;br /&gt;
Use Bombs to double spring ball jump out of this room, and use Bombs and Spring Ball to cross East Sand Hall and West Sand Hall.&lt;br /&gt;
&lt;br /&gt;
Go up, and cross Moat to kill Phantoon and get Wrecked Ship Supers Left. Note this could be done earlier, but there is also no reason to do this until after Spring Ball which then makes crossing Moat easier.&lt;br /&gt;
&lt;br /&gt;
G-mode enter Maridia, Jesuswalk across Mt Everest.&lt;br /&gt;
&lt;br /&gt;
R-mode clip to Botwoon. Mid-air spring ball jump to get Botwoon's Energy Tank.&lt;br /&gt;
&lt;br /&gt;
X-Ray climb to the middle of Halfie Climb Room and jump to scroll the camera. Perform a mid-air spring ball jump such that a mochtroid triggers a reserve tank automatic refill at the peak of the second jump, laying a bomb just before the refill occurs. Continue an ibj from here, and finish climbing Halfie Climb Room.&lt;br /&gt;
&lt;br /&gt;
Cross Colosseum (hope you are confident here). Snipe kill Draygon, and X-Ray Climb out.&lt;br /&gt;
&lt;br /&gt;
Proceed back to Aqueduct and escape out the bottom.&lt;br /&gt;
&lt;br /&gt;
Lava dive (or G-mode into Lower Norfair), and go to kill Ridley.&lt;br /&gt;
&lt;br /&gt;
Go to Tourian with full 10/10/5 ammo and save.&lt;br /&gt;
&lt;br /&gt;
Handle the metroid rooms. The current route does this by making sure to get at least one power bomb drop in rooms 1 and 3 (so two rooms can be done at a time), and escapes Tourian to refill power bombs using a bomb double spring ball jump.&lt;br /&gt;
&lt;br /&gt;
Continue through (using no supers) to save before Zebetites.&lt;br /&gt;
&lt;br /&gt;
Kill the first Zebetite using a super missile. Perform the 10 Missile Zebetite Kills. Then defeat Mother Brain and escape.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Vertical_Speed&amp;diff=6767</id>
		<title>Vertical Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Vertical_Speed&amp;diff=6767"/>
				<updated>2023-01-06T16:28:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: fun facts on shinespark subpixel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
There are two memory addresses for vertical speed. The first can either have a value of 1 or 2, where 1 is for rising and 2 is for falling. The second is for the vertical speed, and is always used regardless of the first's value.&lt;br /&gt;
&lt;br /&gt;
Rising speed starts with a value which decreases by 7168 subpixels per frame. After the value goes under zero, the first address will switch from 1 to 2, and Samus will start to fall.&lt;br /&gt;
&lt;br /&gt;
The values can be read as &amp;quot;pixels.subpixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The maximum amount of subpixels is 65536. You simply divide the decimal (subpixel) amount by 65536 to find the fraction of pixels involved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ramp&amp;quot; means the amount of frames the source takes to reach the amount listed in the column.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HGBFS&amp;quot; stands for &amp;quot;height gained before falling starts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crouching before jumping will cause Samus to begin her jump eight pixels higher than if she did not crouch.&lt;br /&gt;
&lt;br /&gt;
[[Moonfall]] is a glitch that underflows the fall speed, allowing you to continuously gain speed without hitting the cap. When doing a moonfall, the address used for direction has a value of 0.&lt;br /&gt;
&lt;br /&gt;
The below give values in the various mediums of (air, water, lava/acid). For water and lava/acid, it should be assumed Samus does not have Gravity Suit equipped:  With Gravity Suit, these mediums behave as air (for purposes of vertical speed).&lt;br /&gt;
&lt;br /&gt;
== Speed Values ==&lt;br /&gt;
&lt;br /&gt;
'''Acceleration'''&lt;br /&gt;
&lt;br /&gt;
In the various mediums of (air, water, lava/acid), Samus experiences a different acceleration. This changes Samus' speed downwards by this same amount every frame. There are a couple exceptions, for example if she is at her fall speed cap (see next section) or when changing directions (where her speed is first zeroed).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Acceleration&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || 0.07168&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || 0.02048&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || 0.02304&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || 0.10240&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || 0.02457&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || 0.02764&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Falling'''&lt;br /&gt;
&lt;br /&gt;
When falling, there is a maximum fall speed allowed for the pixel value. If Samus' fall speed hits this pixel value, falling further will not increase speed. The fall speed cap ignores subpixel. Since Samus' speed is usually zeroed upon hitting the peak, there is a &amp;quot;usual&amp;quot; value for the subpixel at the fall speed cap. This can be different, though:  For example, if Samus falls from air into water, the subpixel will most likely be different.&lt;br /&gt;
&lt;br /&gt;
On NTSC, the fall speed cap is 5 pixels. On PAL, the fall speed cap is 6 pixels.&lt;br /&gt;
&lt;br /&gt;
Since there is a &amp;quot;usual&amp;quot; subpixel value for the fall speed cap, these are recorded below. These are, in essence, when falling from zero speed while fully immersed in the medium.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Usual Fall Speed Cap !! Ramp&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || 5.02048 || 46&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || 5.00000 || 160&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || 5.01792 || 143&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || 6.06144 || 39&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || 6.02361 || 161&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || 6.02036 || 143&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rising'''&lt;br /&gt;
&lt;br /&gt;
For jumping, [[Space Jump]] and [[Spring Ball]] behave as if jumping from the ground (even if performing a mid-air spring ball jump). A [[walljump]], though, is slightly different.&lt;br /&gt;
&lt;br /&gt;
Note with [[Speed Booster]] equipped, jumping with a non-zero dash speed changes the initial velocity. The relationship is somewhat complicated, see the next section.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Jump type !! Velocity !! Ramp !! HGBFS&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Normal || 4.57344 || 46 || 111.06144&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Hi-Jump || 6.00000 || 56 || 167.37888&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Walljump || 4.40960 || 44 || 100.07168&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Walljump with Hi-Jump || 5.32768 || 52 || 141.03072&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || [[Bomb Jump]] || 2.49152 || 27 || 35.62464&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Normal || 1.49152 || 56 || 49.57344&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Hi-Jump || 2.32768 || 80 || 101.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Walljump || 0.16384 || 8 || 1.08192&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Walljump with Hi-Jump || 0.32768 || 16 || 4.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || [[Bomb Jump]] || 0.04096 || 2 || 0.06144&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Normal || 2.49152 || 80 || 108.61184&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Hi-Jump || 3.32768 || 101 || 175.64000&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Walljump || 2.40960 || 76 || 99.20736&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Walljump with Hi-Jump || 3.32768 || 101 || 175.64000&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || [[Bomb Jump]] || 0.04096 || 3 || 0.05888&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Normal || 5.55552 || 39 || 112.24064&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Hi-Jump || 7.13056 || 48 || 169.29952&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Walljump || 5.25600 || 36 || 101.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Walljump with Hi-Jump || 6.28928 || 43 || 142.39680&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || [[Bomb Jump]] || 3.19456 || 23 || 36.28672&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Normal || 2.06400 || 57 || 59.48028&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Hi-Jump || 3.00000 || 82 || 121.34712&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Walljump || 0.19456 || 9 || 1.21316&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Walljump with Hi-Jump || 0.39168 || 17 || 5.04168&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || [[Bomb Jump]] || 0.04864 || 3 || 0.07271&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Normal || 3.19456 || 80 || 130.33492&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Hi-Jump || 4.13056 || 101 || 211.10104&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Walljump || 3.06964 || 75 || 119.06316&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Walljump with Hi-Jump || 4.13056 || 100 || 211.10104&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || [[Bomb Jump]] || 0.04864 || 3 || 0.06964&lt;br /&gt;
 |-&lt;br /&gt;
 | Any || Any || [[Shinespark]] || 14.xxxxx || 2 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note shinesparks have a cap on the pixel value of 14 (in both NTSC and PAL, in any medium). The first frame will be 7 pixels, and all remaining will be 14 pixels. The subpixel, though, continues to accelerate with a quadratic relationship with respect to the given acceleration values in region and medium above. Thus, for example, on NTSC in air, the subpixel acceleration is:  7168, 14336, 21504, 28672... This gives subpixel veloctiy values of 7168, 21504, 43008, 6144... For most RTA purposes, this is effectively random:  Some frames will move Samus 14 pixels, and some 15 pixels.&lt;br /&gt;
&lt;br /&gt;
The subpixel pattern does follow a closed loop, readily determined by the above. The length of the loop is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Jerk (subpixels) !! Length of loop (frames) !! Distance before next loop (pixels)&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || 7168 || 128 || 1848&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || 2048 || 64 || 920&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || 2304 || 512 || 7416&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || 10240 || 64 || 920&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || 2457 || 131072 || 1900536&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || 2764 || 32768 || 475128&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Compared with Run Speed ==&lt;br /&gt;
&lt;br /&gt;
[[File:GalamozJumpSpeed.png|617px]]&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/GEyywzs1 Writeup from FreyasSpirit on why this chart is non-linear]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
* [[Horizontal Speed]]&lt;br /&gt;
* [https://imgur.com/a/VP5jP Original source for the jump speed chart]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Vertical_Speed&amp;diff=6765</id>
		<title>Vertical Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Vertical_Speed&amp;diff=6765"/>
				<updated>2023-01-06T02:14:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding moar values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
There are two memory addresses for vertical speed. The first can either have a value of 1 or 2, where 1 is for rising and 2 is for falling. The second is for the vertical speed, and is always used regardless of the first's value.&lt;br /&gt;
&lt;br /&gt;
Rising speed starts with a value which decreases by 7168 subpixels per frame. After the value goes under zero, the first address will switch from 1 to 2, and Samus will start to fall.&lt;br /&gt;
&lt;br /&gt;
The values can be read as &amp;quot;pixels.subpixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The maximum amount of subpixels is 65536. You simply divide the decimal (subpixel) amount by 65536 to find the fraction of pixels involved.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ramp&amp;quot; means the amount of frames the source takes to reach the amount listed in the column.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;HGBFS&amp;quot; stands for &amp;quot;height gained before falling starts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crouching before jumping will cause Samus to begin her jump eight pixels higher than if she did not crouch.&lt;br /&gt;
&lt;br /&gt;
[[Moonfall]] is a glitch that underflows the fall speed, allowing you to continuously gain speed without hitting the cap. When doing a moonfall, the address used for direction has a value of 0.&lt;br /&gt;
&lt;br /&gt;
The below give values in the various mediums of (air, water, lava/acid). For water and lava/acid, it should be assumed Samus does not have Gravity Suit equipped:  With Gravity Suit, these mediums behave as air (for purposes of vertical speed).&lt;br /&gt;
&lt;br /&gt;
== Speed Values ==&lt;br /&gt;
&lt;br /&gt;
'''Acceleration'''&lt;br /&gt;
&lt;br /&gt;
In the various mediums of (air, water, lava/acid), Samus experiences a different acceleration. This changes Samus' speed downwards by this same amount every frame. There are a couple exceptions, for example if she is at her fall speed cap (see next section) or when changing directions (where her speed is first zeroed).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Acceleration&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || 0.07168&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || 0.02048&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || 0.02304&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || 0.10240&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || 0.02457&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || 0.02764&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Falling'''&lt;br /&gt;
&lt;br /&gt;
When falling, there is a maximum fall speed allowed for the pixel value. If Samus' fall speed hits this pixel value, falling further will not increase speed. The fall speed cap ignores subpixel. Since Samus' speed is usually zeroed upon hitting the peak, there is a &amp;quot;usual&amp;quot; value for the subpixel at the fall speed cap. This can be different, though:  For example, if Samus falls from air into water, the subpixel will most likely be different.&lt;br /&gt;
&lt;br /&gt;
On NTSC, the fall speed cap is 5 pixels. On PAL, the fall speed cap is 6 pixels.&lt;br /&gt;
&lt;br /&gt;
Since there is a &amp;quot;usual&amp;quot; subpixel value for the fall speed cap, these are recorded below. These are, in essence, when falling from zero speed while fully immersed in the medium.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Usual Fall Speed Cap !! Ramp&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || 5.02048 || 46&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || 5.00000 || 160&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || 5.01792 || 143&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || 6.06144 || 39&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || 6.02361 || 161&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || 6.02036 || 143&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rising'''&lt;br /&gt;
&lt;br /&gt;
For jumping, [[Space Jump]] and [[Spring Ball]] behave as if jumping from the ground (even if performing a mid-air spring ball jump). A [[walljump]], though, is slightly different.&lt;br /&gt;
&lt;br /&gt;
Note with [[Speed Booster]] equipped, jumping with a non-zero dash speed changes the initial velocity. The relationship is somewhat complicated, see the next section.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;20&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 ! Region !! Medium !! Jump type !! Velocity !! Ramp !! HGBFS&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Normal || 4.57344 || 46 || 111.06144&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Hi-Jump || 6.00000 || 56 || 167.37888&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Walljump || 4.40960 || 44 || 100.07168&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || Walljump with Hi-Jump || 5.32768 || 52 || 141.03072&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Air || [[Bomb Jump]] || 2.49152 || 27 || 35.62464&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Normal || 1.49152 || 56 || 49.57344&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Hi-Jump || 2.32768 || 80 || 101.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Walljump || 0.16384 || 8 || 1.08192&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || Walljump with Hi-Jump || 0.32768 || 16 || 4.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Water || [[Bomb Jump]] || 0.04096 || 2 || 0.06144&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Normal || 2.49152 || 80 || 108.61184&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Hi-Jump || 3.32768 || 101 || 175.64000&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Walljump || 2.40960 || 76 || 99.20736&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || Walljump with Hi-Jump || 3.32768 || 101 || 175.64000&lt;br /&gt;
 |-&lt;br /&gt;
 | NTSC || Lava/acid || [[Bomb Jump]] || 0.04096 || 3 || 0.05888&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Normal || 5.55552 || 39 || 112.24064&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Hi-Jump || 7.13056 || 48 || 169.29952&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Walljump || 5.25600 || 36 || 101.16384&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || Walljump with Hi-Jump || 6.28928 || 43 || 142.39680&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Air || [[Bomb Jump]] || 3.19456 || 23 || 36.28672&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Normal || 2.06400 || 57 || 59.48028&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Hi-Jump || 3.00000 || 82 || 121.34712&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Walljump || 0.19456 || 9 || 1.21316&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || Walljump with Hi-Jump || 0.39168 || 17 || 5.04168&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Water || [[Bomb Jump]] || 0.04864 || 3 || 0.07271&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Normal || 3.19456 || 80 || 130.33492&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Hi-Jump || 4.13056 || 101 || 211.10104&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Walljump || 3.06964 || 75 || 119.06316&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || Walljump with Hi-Jump || 4.13056 || 100 || 211.10104&lt;br /&gt;
 |-&lt;br /&gt;
 | PAL || Lava/acid || [[Bomb Jump]] || 0.04864 || 3 || 0.06964&lt;br /&gt;
 |-&lt;br /&gt;
 | Any || Any || [[Shinespark]] || 14.xxxxx || 2 || N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note shinesparks have a cap on the pixel value of 14 (in both NTSC and PAL, in any medium). The subpixel value continues to change, following some pattern that I forgot and could not quickly find.&lt;br /&gt;
&lt;br /&gt;
== Compared with Run Speed ==&lt;br /&gt;
&lt;br /&gt;
[[File:GalamozJumpSpeed.png|617px]]&lt;br /&gt;
&lt;br /&gt;
[https://pastebin.com/GEyywzs1 Writeup from FreyasSpirit on why this chart is non-linear]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
* [[Horizontal Speed]]&lt;br /&gt;
* [https://imgur.com/a/VP5jP Original source for the jump speed chart]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25_xSpring&amp;diff=6684</id>
		<title>14% xSpring</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25_xSpring&amp;diff=6684"/>
				<updated>2022-11-28T14:35:42Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: updating route since awhile ago I tested a Jesuswalk in West Sand Hall and it does work, which makes cat more viable on NTSC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;14% xSpring is one of the theoretical [[14%]] categories that is yet to have a known, recorded, RTA completion.  A total of 14 items are picked up during the entire run and it focuses on using Spring Ball and X-Ray Scope for level progression.&lt;br /&gt;
&lt;br /&gt;
This category is meant to be based on [[13% xCharge]], but adds [[Spring Ball]] to avoid [[L+R Walljumping]] in [[Halfie Climb Room]].&lt;br /&gt;
&lt;br /&gt;
This category is possible due to [[10 Missile Zebetite Kill|being able to kill Zebetites with only 10 missiles]].&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[G-Mode]]&lt;br /&gt;
*[[X-Mode#Jesuswalk|Jesuswalk]]&lt;br /&gt;
*[[X-Ray Climbing|X-Ray Climb]]&lt;br /&gt;
*R-jump to collect Spring Ball without Gravity Suit&lt;br /&gt;
*Escape Spring Ball Room without Gravity Suit or Hi-Jump Boots ([https://vimeo.com/499042499 this clip] shows this on NTSC)&lt;br /&gt;
*Sandfall horizontal infinite bomb jump through East Sand Hall&lt;br /&gt;
*[[R-Mode]] pre-Botwoon clip&lt;br /&gt;
*Mid-air spring ball jump to ibj with a reserve tank automatic refill&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]] (or G-Mode enter Lower Norfair)&lt;br /&gt;
*[[10 Missile Zebetite Kill|Destroy Zebetites while only using 10 missiles]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:xray.png]] [[Image:springball.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:reserver.png]] [[Image:missiles.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*Bombs&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*[[X-Ray Scope]] (for pre-Botwoon, Mt. Everest, to collect Spring Ball, and escaping Draygon's Chambers)&lt;br /&gt;
*[[Spring Ball]] (to climb Halfie Climb Room without [[L+R Walljumping]])&lt;br /&gt;
*Varia Suit (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Energy Tank|Energy Tanks]] (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*1 [[Reserve Tank]] (for pre-Botwoon and to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*2 [[Missile]] Pack (to open red doors, defeat [[Mother_Brain#MB1|MB1]], and destory Zebetites)&lt;br /&gt;
*2 [[Super Missile]] Packs (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
Note since R-mode clip is going to be done, it is advisable to skip Terminator Energy Tank. Additionally, 1+2 Energy+Reserve Tanks may be easier (and would allow a faster route than what is stated below), but the current best (PAL) method for the Zebetite kill is easier with 2 Energy Tanks.&lt;br /&gt;
&lt;br /&gt;
==Theoretical Route==&lt;br /&gt;
&lt;br /&gt;
Collect Morph, Alpha Missiles, Bombs, Early Supers, Brinstar Reserve, and Charge Beam.&lt;br /&gt;
&lt;br /&gt;
Get Alpha Power Bombs, CWJ across the Moat, and get Wrecked Ship Supers Left.&lt;br /&gt;
&lt;br /&gt;
Get X-Ray Scope.&lt;br /&gt;
&lt;br /&gt;
Kill Kraid, and get Varia Suit.&lt;br /&gt;
&lt;br /&gt;
Enter Maridia from the tube, and head towards the Sand Halls.&lt;br /&gt;
&lt;br /&gt;
Cross [[West Sand Hall]] with a Jesuswalk (note the setup is similar to the Mt Everest Jesuswalk).&lt;br /&gt;
&lt;br /&gt;
Use an [[Evir]] &amp;quot;particle&amp;quot; to enter [[G-Mode]] and cross [[East Sand Hall]].&lt;br /&gt;
&lt;br /&gt;
X-Ray climb towards Spring Ball, and then R-jump to collect it.&lt;br /&gt;
&lt;br /&gt;
Use Bombs to double spring ball jump out of this room, and use Bombs (and maybe Spring Ball) to cross East Sand Hall and West Sand Hall.&lt;br /&gt;
&lt;br /&gt;
Go back up, G-mode enter Maridia, Jesuswalk across Mt Everest.&lt;br /&gt;
&lt;br /&gt;
R-mode clip to Botwoon. Mid-air spring ball jump to get Botwoon's Energy Tank.&lt;br /&gt;
&lt;br /&gt;
X-Ray climb to the middle of Halfie Climb Room and jump to scroll the camera. Perform a mid-air spring ball jump such that a mochtroid triggers a reserve tank automatic refill at the peak of the second jump, laying a bomb just before the refill occurs. Continue an ibj from here, and finish climbing Halfie Climb Room.&lt;br /&gt;
&lt;br /&gt;
Cross Colosseum (hope you are confident here). Snipe kill Draygon, and X-Ray Climb out.&lt;br /&gt;
&lt;br /&gt;
Proceed back to Aqueduct and escape out the bottom.&lt;br /&gt;
&lt;br /&gt;
Get Hi-Jump Energy Tank.&lt;br /&gt;
&lt;br /&gt;
Lava dive (or G-mode into Lower Norfair), and go to kill Ridley.&lt;br /&gt;
&lt;br /&gt;
Go to Tourian with full 10/10/5 ammo and save.&lt;br /&gt;
&lt;br /&gt;
Defeat the metroids in the first room, using only three power bombs, and get at least two power bomb drops. The probability of at least three drops is 0.6%; the probability of two is 6.5%. With only two drops, the probability becomes worse later. Go back and save when successful.&lt;br /&gt;
&lt;br /&gt;
Defeat the metroids in the second room, ending with at least three power bombs (number of drops needed depends upon what you settled for previously). The chance of one drop is 20.8%; the chance of two drops is 1.4%. Go back and save when successful.&lt;br /&gt;
&lt;br /&gt;
Defeat the metroids in the third room, ending with at least three power bombs. The probability of at least two drops is 3.8%; the probability of three drops is 0.2%. Go back and save when successful.&lt;br /&gt;
&lt;br /&gt;
Note due to this 0.2% in the third room, it is recommended to grind for the 0.6% and 1.4% in the previous rooms if simply going for a completion. With this choice, it will take on average 168 resets to finish the first room, 72 resets to finish the second, and 26 resets to finish the third. Good luck.&lt;br /&gt;
&lt;br /&gt;
A second note:  If you can perform multiple mid-air spring ball jumps, then it might be possible to escape Tourian and get more power bombs. It has not been tested how many spring ball jumps this would need.&lt;br /&gt;
&lt;br /&gt;
A third note:  If you can single wall underwater walljump out of Tourian, then you can avoid the metroid shenanigans.&lt;br /&gt;
&lt;br /&gt;
Defeat the metroids in the fourth room, and continue through (using no supers) to save before Zebetites.&lt;br /&gt;
&lt;br /&gt;
Kill the first Zebetite using a super missile. Perform the 10 Missile Zebetite Kills. Then defeat Mother Brain and escape.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Bobbob%27s_notes_on_low%25_RBO&amp;diff=6488</id>
		<title>Bobbob's notes on low% RBO</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Bobbob%27s_notes_on_low%25_RBO&amp;diff=6488"/>
				<updated>2022-09-05T01:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: completely changing this, basically, due to some Ridley tests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some preliminary notes, since I have it stuck in my head right now. I'll transfer my full notes here at some point.&lt;br /&gt;
&lt;br /&gt;
Low% RBO has a number of considerations:  [[Underflow]], [[X-Ray Scope Glitches|X-Ray Glitches]], [[Crystal Flash|Crystal Flashing]], [[L+R Walljumping]], and NTSC/PAL.&lt;br /&gt;
&lt;br /&gt;
Heat damage is slower on PAL, so hell runs are easier. Thus, it is always easier to do the route on PAL, and sometimes it may be possible to cut an item in PAL but not NTSC. I am unsure about how much easier extreme Ridley fights are in PAL due to this, since charging a beam still takes 60 frames, but Ridley's AI is also easier to avoid in PAL due to being slower.&lt;br /&gt;
&lt;br /&gt;
L+R wall jumping can help a lot in Maridia. This allows one to focus more on Lower Norfair, and thus can help cut items.&lt;br /&gt;
&lt;br /&gt;
Note that, in low% RBO, it is standard to collect 6 (Energy/Reserve) Tanks and skip Varia. Thus, the base percentage in low% RBO is 16%. Beating 16% will require having fewer than 6 Tanks. Note that, with standard strategies, to collect fewer than 6 Tanks would require collecting at most 4 Tanks:  If you collect 5 Tanks, then you need to collect Varia to survive Mother Brain's Rainbow Beam, which still totals 6 items. Thus, at the 6 Tank boundary, it is usually required to cut 2 Tanks to save an additional percentage.&lt;br /&gt;
&lt;br /&gt;
There would be an exception for [[14% xChargeless|options that collect X-Ray and Crystal Flash ammo]], since [[R-Mode#R-mode Mother Brain|R-mode]] would allow completing the Mother Brain fight with only five tanks.&lt;br /&gt;
&lt;br /&gt;
=Basic Item Collection=&lt;br /&gt;
&lt;br /&gt;
The first thing to consider is if all desirable items can actually be collected.&lt;br /&gt;
&lt;br /&gt;
All of the major items outside of Maridia are readily available. The Maridia majors also aren't very helpful, so that's fine.&lt;br /&gt;
&lt;br /&gt;
For Energy Tanks, at least Blue Brinstar Energy Tank, Terminator Energy Tank, Gauntlet Energy Tank, Etecoons Energy Tank, Wavegate Energy Tank, Hi-Jump Energy Tank, and Crocomire Energy Tank are readily available. This is already 7 tanks (without any Reserves), so it's unlikely that more would be needed.&lt;br /&gt;
&lt;br /&gt;
There are more than enough Missile Packs.&lt;br /&gt;
&lt;br /&gt;
For low% purposes, I can't see needing more three Power Bomb Packs which is already settled by Etecoons Power Bombs, Alpha Power Bombs, and Beta Power Bombs.&lt;br /&gt;
&lt;br /&gt;
==Super Missiles==&lt;br /&gt;
&lt;br /&gt;
For Supers, there are Early Supers, Etecoons Supers, and Spore Spawn Supers as the readily available ones. This is good enough for minimal ammo, of 5/15.&lt;br /&gt;
&lt;br /&gt;
If more ammo is needed, then maybe more majors are needed to collect them:&lt;br /&gt;
&lt;br /&gt;
*GT Supers:  This should actually be readily available if needed. If entering from the front, then you are most likely stopping by the energy refill and then this pack is right there. The GT fight itself shouldn't add conditions (although may be obnoxious). If entering from the back, then you are using G-mode so should just handle Ridley with G-mode and thus don't need the extra supers.&lt;br /&gt;
&lt;br /&gt;
*Crateria Supers:  Needs Speed Booster, Crystal Flash, or X-Ray.&lt;br /&gt;
&lt;br /&gt;
*Crab Supers:  Whatever method you use to get through Maridia should be able to acquire this item, so this should also be available.&lt;br /&gt;
&lt;br /&gt;
*Watering Hole Supers:  This needs some way to get up [[Pseudo Plasma Spark Room]]. Most itemsets that get through Maridia should be able to do this, but it might also just be really annoying.&lt;br /&gt;
&lt;br /&gt;
*Aqueduct Supers:  This needs X-Ray or an ability to have a spark in [[Aqueduct]]. The latter is a confusing set of conditions, but, again, if you can comfortable get through Maridia and can generate a shinespark then this is probably accessible. It is just a question of how annoying it is.&lt;br /&gt;
&lt;br /&gt;
Based off these words, we can see that basically any itemset that wants them will have 25 Supers available:  Crab Supers and GT Supers at least. To complete the analysis, we note pre-Botwoon must be solved. This is solved either by Ice Clip, a shinespark, a CF clip, or R-mode. The last three options can get Crateria Supers; the first can get Watering Hole Supers. Thus, any low% RBO itemset can collect 30 Supers.&lt;br /&gt;
&lt;br /&gt;
==Reserve Tanks==&lt;br /&gt;
&lt;br /&gt;
Note Reserve Tanks are more useful than Energy Tanks, due to [[Pause Abuse#Reserve Abuse|Reserve Abuse]]. Being a hot commodity, collecting the most we can should help.&lt;br /&gt;
&lt;br /&gt;
Two are readily available:  Brinstar Reserve and Norfair Reserve. One is not available:  Wrecked Ship Reserve.&lt;br /&gt;
&lt;br /&gt;
This leaves Maridia Reserve. Again, since Maridia must be solved at some point, we can get to Aqueduct. Then this Reserve can be gotten with either Hi-Jump or [[L+R Walljumping]].&lt;br /&gt;
&lt;br /&gt;
If neither of these are accessible, it is possible to use a shinespark (to break the surface of the water) and a [[Sponge Bath]]-esque bomb jump (to break the surface of the water again) to get to this item.&lt;br /&gt;
&lt;br /&gt;
It is also technically possible with [[G-Mode]], by using two-wall underwater walljumps and then using the bomb jump.&lt;br /&gt;
&lt;br /&gt;
So it's possible for this Reserve to be inaccessible. But we can always have at least two, and usually three.&lt;br /&gt;
&lt;br /&gt;
=Maridia Routing=&lt;br /&gt;
&lt;br /&gt;
We now consider our options for getting through Maridia. For the most part, this can be done by looking at the [[14%]] options and removing any that collect Gravity Suit. Also, the [[Underflow]] options may look appealing, but since Ridley needs to be killed before Draygon they are not as helpful as one might think (except for the Underflow route, see below).&lt;br /&gt;
&lt;br /&gt;
This leaves (currently):  xIce, xPb, xBoots, xGrapple, xSpeed, xAmmo, xCharge, xChargeless, Icebooster, Grapplebooster, Chargelice, GrappleChargeless, Peebs, SuperChargeless, Iceboots (PAL), and Speedboots (PAL).&lt;br /&gt;
&lt;br /&gt;
In short, these are the itemsets that one should consider the &amp;quot;base&amp;quot; of there run. From here, tweaks should be made to make it possible with an RBO perspective.&lt;br /&gt;
&lt;br /&gt;
As a remark, Icebooster is possible as a base. Usually, [[14% Icebooster]] is done with a blue suit generated from Varia. This is not needed:  A spikesuit may be used instead. In fact, my current pb for this category does this.&lt;br /&gt;
&lt;br /&gt;
=Current Run=&lt;br /&gt;
&lt;br /&gt;
The current record, done by ShinyZeni, is an 18% run. It uses an xChargeless base, with 6 Tanks and no Varia, and additionally collects Charge and Grapple. Charge is collected to kill Ridley (as any Underflow-less route must do to be low%), and Grapple is used to help with Lower Norfair farming as well as make Maridia possible without [[L+R Walljumping]] (note although [[14% xChargeless]] doesn't require L+R Walljumping, it avoids it by using an R-mode CF Suit that requires having zero energy tanks:  Since one would have more than zero energy tanks when going to kill Draygon, this is not an option).&lt;br /&gt;
&lt;br /&gt;
Now we consider potential improvements to this route.&lt;br /&gt;
&lt;br /&gt;
==Energy/Reserve Tank==&lt;br /&gt;
&lt;br /&gt;
By using R-mode Mother Brain, that fight can be done with only 5 Tanks. If the rest of Lower Norfair can be done with only 5 Tanks (most likely possible, due to having a Crystal Flash), this would allow cutting an item.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Grapple can be avoided with L+R Walljumping. On PAL, it should be possible to avoid even without L+R Walljumping, by using a Jesuswalk Superjump. On NTSC, to avoid it would require the Mt. Everest Slopespark.&lt;br /&gt;
&lt;br /&gt;
==Conclusions==&lt;br /&gt;
&lt;br /&gt;
It seems likely that 17% is possible, by cutting a tank. Further cutting down to 16% (most likely with [[L+R Walljumping]]) would be quite difficult.&lt;br /&gt;
&lt;br /&gt;
=Entering From the Front:  X-Ray-less=&lt;br /&gt;
&lt;br /&gt;
Note that, with X-Ray, entering from the back is always possible:  Using a full health G-mode with 2+3 Tanks, you can make it to Firefleas and then farm to full. Thus, any X-Ray route could just enter the back and not have to deal with lava dive.&lt;br /&gt;
&lt;br /&gt;
So, when considering the front entrance, we may as well eliminate X-Ray as an item and try to live without.&lt;br /&gt;
&lt;br /&gt;
Looking at the available 14% categories with this restriction, an Icebooster base seems best:  It has Ice (to increase damage to Ridley and make Maridia easier), as well as Speed Booster (to help with lava dive, and make the third Reserve accessible).&lt;br /&gt;
&lt;br /&gt;
We now analyze the issues. Note our base is 16%, with 3+3 Tanks and no Varia.&lt;br /&gt;
&lt;br /&gt;
==Zebetites==&lt;br /&gt;
&lt;br /&gt;
Not an issue, since we can Zebetite skip. Thus, we can have 5/15 ammo.&lt;br /&gt;
&lt;br /&gt;
==Lava Dive==&lt;br /&gt;
&lt;br /&gt;
I have tested the lava dive hell run (to the GT refill) with a spikesuit and 6 Energy Tanks, and it is just barely possible. Since this run would have 3+3 Tanks, it wouldn't be nearly as tight. In fact, my notes suggest that 4+1 Tanks and 1+2 Tanks are both possible (although extremely tight), so a 3+3 run should be learnable.&lt;br /&gt;
&lt;br /&gt;
==GT Refilling==&lt;br /&gt;
&lt;br /&gt;
It is possible to use the Viola to fill Power Bombs, the Ripper 2's to fill Supers, and the Ripper 2's (when full on Supers killing them with power bombs) to fill Reserves. My notes suggest this requires at least 2 Energy Tanks, so again with 3 Energy Tanks this should be possible.&lt;br /&gt;
&lt;br /&gt;
In the end, you will be short one power bomb, to farm the Ripper 2's one last time.&lt;br /&gt;
&lt;br /&gt;
==Getting to Firefleas==&lt;br /&gt;
&lt;br /&gt;
I have tested the hell run to Firefleas from GT refill with no additional items, on 6 Energy Tanks. So, again, it should be quite feasible with 3+3 Tanks.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Speed Booster does not help much here, and I'm sure my test did the WRITG walljump. So...good luck.&lt;br /&gt;
&lt;br /&gt;
==Firefleas Farming==&lt;br /&gt;
&lt;br /&gt;
We can arrive with full supers. Even if we can't, we could do Namihe farming to fill them: It just takes forever.&lt;br /&gt;
&lt;br /&gt;
Other than that, farming everything else here is standard.&lt;br /&gt;
&lt;br /&gt;
==Getting to pre-Ridley==&lt;br /&gt;
&lt;br /&gt;
I, unfortunately, do not have detailed notes on this hell run yet. I only have my basic notes from years back, which state it to be possible. Who knows if I actually tested it with 6 Energy Tanks, or 3+3 Tanks.&lt;br /&gt;
&lt;br /&gt;
But either way, my notes also indicate that with Speed Booster it is possible to positively farm the Ninja Pirates. Thus, even if this hell run is stupidly tight, Speed Booster will come in and help.&lt;br /&gt;
&lt;br /&gt;
==pre-Ridley Farming==&lt;br /&gt;
&lt;br /&gt;
Normally, this is done with Grapple. On PAL, it is just straight up possible without.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it is also possible without. Every other farm, you lead a third bug over to the farming spot to be killed simultaneously with the other two bugs. I remember it being incredibly annoying, but possible.&lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
With the pre-Ridley farming strat mentioned above, you can enter the Ridley fight with 44 damage and full ammo.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, 5/15/5 ammo with Charge+Ice requires 73 Charge shots. Basic math suggests this will take 1385 heat damage. My basic computations on reserve abuse suggests that each tank is worth 171 energy, if used near optimally. Thus, we have an effective energy of 868. I don't see humans being able to frame perfect [[Pause Abuse]] that difference.&lt;br /&gt;
&lt;br /&gt;
===Super fight===&lt;br /&gt;
&lt;br /&gt;
Thus, something must be added. The obvious thing to add is two super packs, giving 5/25/5 ammo. With this, only 6 Charge shots are needed, reducing heat damage of this fight to 414. Adding in (optimal) pre- and post-Ridley damage, and damage before entering, the fight requires 648 energy. This assumes an absolutely perfect fight in many regards (e.g., no turning around while charging your beam), but in some other regards it is imperfect (e.g., your first shot on Ridley is free, not needing a cooldown).&lt;br /&gt;
&lt;br /&gt;
Thus, I tested this fight with 699 at the start (so without the 44 damage I should have had). I managed it with one frame perfect pause waiting for drops. Thus, with Reserve Tanks, the fight should be readily possible. The RNG also shouldn't be that bad, since it's a fast fight with 25 Supers.&lt;br /&gt;
&lt;br /&gt;
Note my fight also used power bombs. My notes now suggest it is technically faster to use ice shields, and 8 Charge shots. I didn't actually try this fight, but no matter what it should be better to open with an ice shield (which does not increase the number of Charge shots needed, since Ridley had 40 extra damage dealt).&lt;br /&gt;
&lt;br /&gt;
===Wave fight===&lt;br /&gt;
&lt;br /&gt;
Instead, you could add just one item of Wave Beam and use x-factors.&lt;br /&gt;
&lt;br /&gt;
With 5/15/5 ammo, this would then require 14 Charge shots if every x-factor particle hit. Again, my basic math suggests this fight requires 688 energy total for everything.&lt;br /&gt;
&lt;br /&gt;
However, again, this assumes a perfect fight:  No time needed to set up x-factors, always shooting, etc.&lt;br /&gt;
&lt;br /&gt;
I tested this fight with 4+2 Tanks (I was hoping the third Reserve could be avoided, since it's a long trek), and did manage it. However, I learned that x-factors on Ridley are a severe pain after the third. Either some serious work needs to be put in to find the correct manipulations and timing, or you could just bash your head against the wall to get the RNG you want.&lt;br /&gt;
&lt;br /&gt;
==post-Ridley farming==&lt;br /&gt;
&lt;br /&gt;
The above Ridley energy requirements went until drops. You'll most likely be health bombed, so these can then sustain you to get back to bug farming.&lt;br /&gt;
&lt;br /&gt;
==Hell run back to Firefleas==&lt;br /&gt;
&lt;br /&gt;
This, in theory, should be similar to the hell run to get down here. Again, I don't have good notes. Again, Speed Booster should ensure it is possible.&lt;br /&gt;
&lt;br /&gt;
==Escaping Lower Norfair==&lt;br /&gt;
&lt;br /&gt;
This is a really short hell run. In fact, I have confirmed that the hell run to escape Firefleas back to Bubble Mountain is possible with 1 Reserve + 1 Crystal Flash. Thus it should be trivial with 3+3 Tanks. Annoying with dodging the Three Musketeers, but the post-Ridley save should make this possible to grind out.&lt;br /&gt;
&lt;br /&gt;
Note you'll want to know the minimum health to get from the Ridley save to Firefleas, so you know if you should save or not.&lt;br /&gt;
&lt;br /&gt;
==Conclusions==&lt;br /&gt;
&lt;br /&gt;
The above analysis says:&lt;br /&gt;
&lt;br /&gt;
*17% is the minimum humanly, adding Wave;&lt;br /&gt;
&lt;br /&gt;
*18% is more reasonable, adding 2 Super Packs;&lt;br /&gt;
&lt;br /&gt;
*with 3 Super Packs, Ridley would become much easier leaving only the hell runs to contend with;&lt;br /&gt;
&lt;br /&gt;
*with Grapple, the most obnoxious part of the hell runs in my opinion (pre-Ridley farming) would become much easier.&lt;br /&gt;
&lt;br /&gt;
=Entering from the Back:  All the X-Ray Glitches=&lt;br /&gt;
&lt;br /&gt;
We now consider a route for using X-Ray. The base will be [[13% xCharge]], which requires [[L+R Walljumping]]. To avoid this, one of Ice, Hi-Jump Boots, or Grapple should probably be added; other things may work, but it'd probably be harder than figuring out how to get L+R Walljumping to work on whatever you are using (yes, I am including butchering an original SNES controller to make L+R Walljumping possible on console).&lt;br /&gt;
&lt;br /&gt;
Note our minimal consideration here is actually only 5 Tanks, since R-mode on Mother Brain may allow removing one if you have a Crystal Flash.&lt;br /&gt;
&lt;br /&gt;
==Getting to Firefleas==&lt;br /&gt;
&lt;br /&gt;
With 2+3 Tanks, it is possible to get to Firefleas without a Crystal Flash. It does not appear feasible with fewer Tanks.&lt;br /&gt;
&lt;br /&gt;
This means, in order to enter, the Maridia Reserve must be collected, or a Crystal Flash must be used.&lt;br /&gt;
&lt;br /&gt;
As remarked previously, technically G-mode from Aqueduct is sufficient to collect the Maridia Reserve, although extremely annoying. Thus, for purposes of figuring out the minimum, this will be ignored. However, note you should consider this if routing without L+R Walljumping.&lt;br /&gt;
&lt;br /&gt;
==Getting to pre-Ridley==&lt;br /&gt;
&lt;br /&gt;
Again, my notes on this are very minimal. Thus, I don't know if this is possible on 2+3 Tanks, or even really if 3+3 Tanks is feasible (before I depended upon Speed Booster to know it was feasible).&lt;br /&gt;
&lt;br /&gt;
With a Crystal Flash, it should be trivial.&lt;br /&gt;
&lt;br /&gt;
==pre-Ridley Farming==&lt;br /&gt;
&lt;br /&gt;
This would be the same as without X-Ray. But it is also mostly pointless due to:&lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
Use G-mode on Ridley to not have heat damage.&lt;br /&gt;
&lt;br /&gt;
You still need enough ammo to be able to kill Ridley. Charge would be cheapest, hence our 13% xCharge base.&lt;br /&gt;
&lt;br /&gt;
Note, as in the current run, with a Crystal Flash this is trivial.&lt;br /&gt;
&lt;br /&gt;
==post-Ridley farming==&lt;br /&gt;
&lt;br /&gt;
Again, this is technially possible.&lt;br /&gt;
&lt;br /&gt;
==Getting back to Firefleas==&lt;br /&gt;
&lt;br /&gt;
Again, I don't really know if this is feasible on 2+3 Tanks. With a Crystal Flash, it should be.&lt;br /&gt;
&lt;br /&gt;
==Escaping==&lt;br /&gt;
&lt;br /&gt;
This is simple.&lt;br /&gt;
&lt;br /&gt;
==Conclusions==&lt;br /&gt;
&lt;br /&gt;
*15% with L+R walljumping is possible, if the hell run to pre-Ridley and the hell run back to Firefleas can be done.&lt;br /&gt;
&lt;br /&gt;
*16% without L+R walljumping is possible with a similar condition.&lt;br /&gt;
&lt;br /&gt;
*16% with L+R walljumping should be possible:  An xChargeless base, so a Crystal Flash can be used for any of the questionable hell runs. This also makes Ridley not completely terrible. This is basically ShinyZeni's route, but made terrible by removing all the helpful items, so is what was mentioned previously.&lt;br /&gt;
&lt;br /&gt;
=Underflow=&lt;br /&gt;
&lt;br /&gt;
It is possible to Underflow at Draygon, and escape the room without killing her. I have tested this fully, under [[14% Chargelice]] conditions.&lt;br /&gt;
&lt;br /&gt;
From here, you can use 32768 of every ammo type to be able to Crystal Flash again. You then have nigh-infinite Crystal Flashes, which allows hell running Lower Norfair and killing Ridley (using 30 Supers) with only three tanks.&lt;br /&gt;
&lt;br /&gt;
Thus, this makes 14% possible.&lt;br /&gt;
&lt;br /&gt;
This has two questionable aspects:  (1) Some people don't like Underflow; (2) Visiting Draygon before killing Ridley could be seen as not in the spirit of RBO.&lt;br /&gt;
&lt;br /&gt;
Note if [[13%]] IcePb is done RTA, this would also be applicable here allowing 13% RBO.&lt;br /&gt;
&lt;br /&gt;
=Total Conclusions=&lt;br /&gt;
&lt;br /&gt;
From the above, we have the following:&lt;br /&gt;
&lt;br /&gt;
*18%:  Minimum achieved (on NTSC without L+R Walljumping), using X-Ray and Crystal Flashes;&lt;br /&gt;
&lt;br /&gt;
*17%:  Theoretical minimum (on NTSC) without L+R Walljumping, X-Ray, or Crystal Flashes;&lt;br /&gt;
&lt;br /&gt;
*16%:  Theoretical minimum (on NTSC) without L+R Walljumping or Crystal Flashes (but with [[G-Mode]]);&lt;br /&gt;
&lt;br /&gt;
*15%:  Theoretical minimum (on NTSC) without Crystal Flashes (but with [[G-Mode]] and [[L+R Walljumping]];&lt;br /&gt;
&lt;br /&gt;
*14%:  Theoertical minimum (on NTSC) with Underflow (but without X-Ray glitches or L+R Walljumping);&lt;br /&gt;
&lt;br /&gt;
*13%:  Extra-theoretical minimum (on NTSC) with Underflow (but without X-Ray glitches or L+R Walljumping);&lt;br /&gt;
&lt;br /&gt;
*13%:  TAS minimum (on NTSC), without X-Ray or Crystal Flashes (as far as I know, TAS doesn't actually need L+R to break the surface of the water, so &amp;quot;L+R Walljumping&amp;quot; is basically a useless consideration for TAS).&lt;br /&gt;
&lt;br /&gt;
Note in the above list, when I say something is possible without Crystal Flashes this is more of a fun coincidence than a requirement:  Allowing Crystal Flashes doesn't allow for lowering the percentage, except possibly with underflow.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Blue_Suit_Glitch&amp;diff=6482</id>
		<title>Blue Suit Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Blue_Suit_Glitch&amp;diff=6482"/>
				<updated>2022-09-03T05:08:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding some remarks on temp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The blue suit glitch describes the phenomenon in which Samus is in a constant state of blue suit.&lt;br /&gt;
&lt;br /&gt;
The blue suit state normally occurs when Samus has achieved enough running speed (or more accurately, &amp;quot;once the boost counter has incremented four times&amp;quot; as explained on [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#ChargingShinesparkInShorterDistance TASVideos]), and normally only lasts until Samus ceases forward movement or ceases [[#Temporary|other means of temporarily maintaining it]].&lt;br /&gt;
&lt;br /&gt;
The blue suit glitch will last until either dash is activated with forward movement, or until the [[shinespark]] from the blue suit is used. The effects of blue suit can also be removed by submerging Samus in sand, or by pausing and unpausing the game while [[Speed Booster]] is not equipped, or has been unequipped.&lt;br /&gt;
&lt;br /&gt;
All methods of the blue suit glitch involve '''interrupting a shinespark before it has crashed''' - crashed is defined in this context as &amp;quot;ceased by colliding with a solid surface&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to perform the blue suit glitch. With the exception of the elevator transition method, all of these can be performed strictly inbounds.&lt;br /&gt;
&lt;br /&gt;
== Draygon ==&lt;br /&gt;
&lt;br /&gt;
The most common way to generate a blue suit is by having [[Draygon]] perish while Samus is shinesparking and has yet to crash.&lt;br /&gt;
&lt;br /&gt;
Draygon does not need to be killed by the shinespark, Draygon merely needs to die while Samus is in the middle of a shinespark. This is because Draygon's death forces Samus into a standing pose, and this forced pose change will interrupt whatever pose Samus is currently in, even if that pose is an active shinespark - and if that pose ''is'' an active shinespark, then a blue suit will be given to Samus.&lt;br /&gt;
&lt;br /&gt;
The primary reason why blue suit is occasionally not gained from killing Draygon while in an active shinespark is because blue suit will not be gained if the shinespark was performed after running forward, but without turning around before activating. Basically, if any speed is maintained before activating the shinespark, it will prevent the blue suit glitch from occurring. To avoid this, either avoid holding the dash button when you jump to shinespark Draygon, or perform a turnaround in midair before activating the shinespark so that any previous speed is removed.&lt;br /&gt;
&lt;br /&gt;
The only instance in which the above will not hold true is if the shinespark's flight begins on the frame after it is activated in midair. (ex. up or angle up is pressed (to activate shinespark), then jump and an applicable direction are pressed on the frame after)&lt;br /&gt;
&lt;br /&gt;
One way to tell if the shinespark was performed with maintained speed is if the shinespark has any echoes behind it during its flight. If it does not, then it means speed was maintained before performing it. To put it simply, a lack of echoes will mean a lack of blue suit.&lt;br /&gt;
&lt;br /&gt;
Another way to gain blue suit from Draygon is to have Draygon grab Samus the moment a shinespark is activated. This is most commonly seen in [[RBO|Reverse Boss Order]] speedruns.&lt;br /&gt;
&lt;br /&gt;
If you have enough energy upon leaving Draygon's chamber with the blue suit, you can use it to shinespark back across the [[Colosseum]] without stopping short of the door. Having low energy after Draygon perishes may warrant waiting on Draygon's drops (for potential energy drops) for better utilization of the blue suit.&lt;br /&gt;
&lt;br /&gt;
== Suit Upgrade ==&lt;br /&gt;
&lt;br /&gt;
A blue suit can be obtained while acquiring a suit upgrade. [[Varia Suit]] is the primary candidate due to the flat open space that exists in [[Kraid Room|Kraid's Room]] that can be used to charge a shinespark; however, [https://www.youtube.com/watch?v=k9PcpiSPx8I&amp;amp;t=50s it is possible to acquire it via] [[Gravity Suit]], despite the area before the suit not being conducive to charging a shinespark.&lt;br /&gt;
&lt;br /&gt;
=== With X-Ray Scope ===&lt;br /&gt;
&lt;br /&gt;
Charge a shinespark in Kraid's Room, then enter [[Varia Suit Room]]. Shoot the capsule open, then switch to [[X-Ray Scope]]. [[Spinjump]] over the suit, then press angle up right before coming in contact with it. Doing so will activate the shinespark at the same time Varia Suit is collected. During the suit upgrade cutscene, hold run and hold either left or right while X-Ray Scope is selected.&lt;br /&gt;
&lt;br /&gt;
Information originally provided by [http://pastebin.com/fx1ghige this pastebin].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LQBmrOYJJ-c}}&lt;br /&gt;
&lt;br /&gt;
=== Without X-Ray Scope ===&lt;br /&gt;
&lt;br /&gt;
This can be achieved by using a [[Bomb Jump]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|43qqGNKmoHQ}}&lt;br /&gt;
&lt;br /&gt;
This could also be achieved with [[Grapple Beam]] if a Grapple block existed appropriately within the room of the suit upgrade.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|aDLCItTy4zc}}&lt;br /&gt;
&lt;br /&gt;
== Crystal Flash ==&lt;br /&gt;
&lt;br /&gt;
[[Crystal Flash|Crystal Flashing]] can interrupt a shinespark. This is also known as performing a &amp;quot;sparkflash.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VKCn8nD-crQ}}&lt;br /&gt;
&lt;br /&gt;
== Super Metroid ==&lt;br /&gt;
&lt;br /&gt;
The Super Metroid's stun that occurs when Samus reaches 01 energy can interrupt a shinespark.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ROW_2E-wYSM}}&lt;br /&gt;
&lt;br /&gt;
== Mother Brain ==&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain|Mother Brain's]] rainbow beam can interrupt a shinespark.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pDxNLp8wQ5A}}&lt;br /&gt;
&lt;br /&gt;
Depending on the timing of the shinespark, the blue suit glitch may not occur, but will instead act as a [[Standup Glitch|standup glitch]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|M1npsuToyiY}}&lt;br /&gt;
&lt;br /&gt;
== Ridley (Ceres) ==&lt;br /&gt;
&lt;br /&gt;
The cinematic [[Ridley|Ridley]] performs on Ceres Station, which knocks Samus back, can interrupt a shinespark.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|94LteMPomzM}}&lt;br /&gt;
&lt;br /&gt;
== Reserve Mode ==&lt;br /&gt;
&lt;br /&gt;
Similar to [[Yellow Suit Glitch#Reserve Mode .5BCF.5D|generating a shinespark suit by utilizing &amp;quot;Reserve Mode&amp;quot;]], a blue suit can be generated by having the [[Reserve Tank]] automatic refill interrupt a shinespark that occurs during &amp;quot;Reserve Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|ats12sA_Ad0}}&lt;br /&gt;
&lt;br /&gt;
== X-Ray Mode ==&lt;br /&gt;
&lt;br /&gt;
By utilizing &amp;quot;X-Mode&amp;quot;, a shinespark can be interrupted by releasing the dash button to disable the X-Ray Scope, thereby interrupting the shinespark that takes place during the mode.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-tim1wGKmuk}}&lt;br /&gt;
&lt;br /&gt;
== Elevator Transition ==&lt;br /&gt;
&lt;br /&gt;
Elevator transitions can interrupt a shinespark. The only way to accomplish this is by shinesparking into a transition block (out of bounds) that corresponds to a transition involving an elevator. Usually, doing so will also cause graphical distortion to some degree.&lt;br /&gt;
&lt;br /&gt;
The example below, which takes place at the 51 minute mark, provides both console and emulator game feeds, with the emulator feed involving a hitbox viewer to display the out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|C-b05JFRmQk}}&lt;br /&gt;
&lt;br /&gt;
== Temporary ==&lt;br /&gt;
&lt;br /&gt;
If you unmorph from a [[Mockball#Speedball|speedball]] while holding angle up and/or angle down, Samus will retain the blue suit so long as an angle button is held, at which point, you can jump forward while retaining the effects of blue suit. Alternatively, you can hold angle up or angle down as you crouch to charge a shinespark, and wait out the 180 shinespark timer frames, or activate X-Ray to immediately remove the shinespark. This is typically referred to as a &amp;quot;temporary blue suit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After obtaining the temporary blue suit, in order to move with it, you will have to move in a specific way utilizing jumps and soft unmorphs:&lt;br /&gt;
&lt;br /&gt;
*Start by jumping into the air. At this point you must be holding '''at least one''' of [jump, up, down, forward, angle up, angle down, shoot] while midair, otherwise the temporary blue suit will be lost. This means you are free to release the angle button while in the air, assuming you have one of the other inputs pressed, most commonly jump.&lt;br /&gt;
*While in the air you cannot turn around or move forward into a solid wall, doing so will lose the temporary blue suit. Note that it is fine to bonk against a ceiling, just not forward into a wall.&lt;br /&gt;
*If you want to do a short hop instead of a full jump, you can release jump while still holding at least one of the other inputs. You will want to repress jump to prepare to land.&lt;br /&gt;
*In order to keep the temporary blue suit upon landing, you must morph midair then perform a soft unmorph to land in a crouched pose:&lt;br /&gt;
**While midair, hold jump and nothing else, then press down so Samus is aiming down preparing to morph. Note jump must be the &amp;quot;at least one&amp;quot; input here between down presses, since all other inputs will cause Samus to stop aiming down, and therefore prevent the morph.&lt;br /&gt;
**Press down again to morph. At this point, as long as you are morphed, you '''must''' be moving forward, or the temporary blue suit will be lost. The inputs to morph then move forward are the same as used in a [[mockball]].&lt;br /&gt;
**Now you'll have to perform a soft unmorph. This is done by unmorphing close enough to the ground before landing such that Samus lands in a crouched pose. The frame window for the unmorph will depend on Samus' vertical speed and position, but it's usually ~8 frames. Be sure to rehold an angle button before landing, or the temporary blue suit won't be kept. You can start holding the angle button as early as after Samus morphs (earlier would interrupt the down presses), as the angle button has no effect on Samus while morphed.&lt;br /&gt;
*If successful, Samus will be in a crouched pose, holding an angle, and still have the temporary blue suit! From here you can repeat to move further, or utilize X-Ray to turn around&lt;br /&gt;
&lt;br /&gt;
Note that other than timing the soft unmorph, all the inputs midair can be done at any speed you like. You can morph immediately after jumping (in which case you'd be forced to move forward the whole time before landing), or only morph just before landing (which would result in very little required forward movement). You can input the first down press early and wait to time the second down press to help control how much you move forward or possibly just improve consistency. As long as you follow the rules, there is plenty of flexibility in how you move in the air.&lt;br /&gt;
&lt;br /&gt;
When falling in morph, you can bounce once and keep the temporary blue suit, but upon the second bounce Samus will land and lose it. You can unmorph between these two bounces and it will still count as a soft unmorph and allow you to keep your temporary blue suit. If you have springball you can keep bouncing and you won't lose the temporary blue suit as long as you keep moving forward and don't run into a wall, and you can still do a soft unmorph at any point to keep it.&lt;br /&gt;
&lt;br /&gt;
By being conscious of the above, a temporary blue suit can be carried indefinitely.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|A4AIFKrAEuk}}&lt;br /&gt;
&lt;br /&gt;
A temporary blue suit is commonly used in Any% KPDR and 100% for the [[Attic]], and in 100% for getting through the speed blocks in [[Aqueduct]].&lt;br /&gt;
&lt;br /&gt;
If you want to keep a temporary blue suit out of a jump or blue bomber, you will have to use a pause, since just holding jump doesn't keep the temporary blue suit and therefore prevents you from morphing with it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|645873335}}&lt;br /&gt;
&lt;br /&gt;
There are other ways to keep a temporary blue suit. As examples, any [[Speedkeep|speedkeep]] method will keep a temporary blue suit. Also, using [[Grapple-Bomb Hanging]] to keep a temporary blue suit is easier than as a speedkeep.&lt;br /&gt;
&lt;br /&gt;
As a final remark, temporary blue suit methods work by &amp;quot;storing&amp;quot; the &amp;quot;boost counter&amp;quot; at 4. These methods can also store lower values of the boost counter. For the most part, this is irrelevant, but by combining either with [[Grapple-Bomb Hanging]] or [[Speedkeep#Spike Speedkeep|spike speedkeep]], this can be used to charge shinesparks is unusual ways. Perhaps most famously, the current [[13%#13% Speed (TAS)|13% TAS]] uses temporary blue suit movement as well as spike speedkeeps, moonwalk speedkeeps, and damge boost speedkeeps to charge a shinespark in [[Colosseum]]. As an RTA example, [[14% Grapplebooster]] uses [[Grapple-Bomb Hanging]] shenanigans to charge a shinespark in Colosseum as well, to avoid [[L+R Walljumping]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Yellow Suit Glitch]]&lt;br /&gt;
* [[General Movement]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Jump&amp;diff=6481</id>
		<title>Grapple Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Jump&amp;diff=6481"/>
				<updated>2022-09-02T22:53:01Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding some info on weird grapple speedkeep tech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By swinging from grapple, morphing, and unmorphing before losing vertical momentum, it is possible to jump again midair. These may be chained indefinitely (or until hitting the ceiling).&lt;br /&gt;
&lt;br /&gt;
After running out of horizontal momentum, you cannot move horizontally except by arm pumping until vertical momentum is lost or Grapple is used (in which you can no longer grapple jump).&lt;br /&gt;
&lt;br /&gt;
This is easier to perform underwater and is easier with Hi-Jump Boots, but neither is required.&lt;br /&gt;
&lt;br /&gt;
Note that if you enter a Grapple Jump with non-zero dash speed or boost counter (TODO: Check this is required), then while Samus runs during a Grapple Jump the boost counter can increase. This allows charging a shinespark while Grapple Jumping. Combining this with [[Speedkeep#Grapple Speedkeep|grapple speedkeep]], i.e., [[Grapple-Bomb Hanging]], allows for charging shinesparks in unusual ways. However, this can require a significant number of frame perfect inputs and is generally extremely tight, so is not very useful RTA. It is used in [[14% Grapplebooster]], to avoid [[L+R Walljumping]].&lt;br /&gt;
&lt;br /&gt;
Also, while Grapple Jumping, if Grapple is used when Samus is just above the ground it sets her position to the ground. This can be used to continue running on the ground (e.g., if boost counter or dash speed are non-zero). The amount above the ground that this works depends upon Samus' horizontal speed:  With 0 horizontal speed, Samus must be within a pixel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6480</id>
		<title>Grapple-Bomb Hanging</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6480"/>
				<updated>2022-09-02T22:48:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: small note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By having a (power) bomb boost Samus while she is grappling, she enters a weird glitched state. There is a lot of lag in this state frequently, especially with certain actions.&lt;br /&gt;
&lt;br /&gt;
Canceling grapple leaves the state. Pressing backwards will cancel grapple and leave the state.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most notable applications are that transitions can be triggered (allowing [[Grapple Teleportation]]), and dash speed / boost counter are not reset. I am not quite sure about details on this second point, all I know is it works.&lt;br /&gt;
&lt;br /&gt;
Note that Bombs are not necessary to enter this state, thus making this a misnomer. Instead, Samus can Grapple something on the frame knockback ends. This is more helpful for [[Speedkeep#Grapple Speedkeep|speedkeep]] purposes, but is not as viable RTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6479</id>
		<title>Grapple-Bomb Hanging</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6479"/>
				<updated>2022-09-02T22:47:41Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding info on grapple speedkeep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By having a (power) bomb boost Samus while she is grappling, she enters a weird glitched state. There is a lot of lag in this state frequently, especially with certain actions.&lt;br /&gt;
&lt;br /&gt;
Canceling grapple leaves the state. Pressing backwards will cancel grapple and leave the state.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most notable applications are that transitions can be triggered (allowing [[Grapple Teleportation]]), and dash speed / boost counter are not reset. I am not quite sure about details on this second point, all I know is it works.&lt;br /&gt;
&lt;br /&gt;
Note that Bombs are not necessary to enter this state. Instead, Samus can Grapple something on the frame knockback ends. This is more helpful for [[Speedkeep#Grapple Speedkeep|speedkeep]] purposes, but is not as viable RTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6478</id>
		<title>Speedkeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6478"/>
				<updated>2022-09-02T22:45:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: sniq explained grapple speedkeep a bit to me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Speedkeep refers to any method that maintains horizontal speed in a situation where it would normally be lost.&lt;br /&gt;
&lt;br /&gt;
With this definition, this would mean [[Mockball]] is formally a speedkeep, so perhaps a more restrictive definition is desirable.&lt;br /&gt;
&lt;br /&gt;
The term is frequently conflated with [[Blue Suit Glitch#Temporary|temporary blue suit]], which is a method for maintaining the boost counter but potentially losing horizontal speed. Speedkeep methods normally maintain boost counter (e.g., speedballing), but the reverse is not true:  Most common temporary blue suit methods lose horizontal speed.&lt;br /&gt;
&lt;br /&gt;
=Spike Speedkeep=&lt;br /&gt;
&lt;br /&gt;
The most common method for speedkeeping is using an unmorph on a spike. This is done by unmorphing frame perfectly after bouncing, just before taking damage from the spike. This can be done by either landing on a long string of spikes in Morph and taking damage twice (unmorphing before the second hit), or bouncing onto spikes and unmorphing just before hitting them.&lt;br /&gt;
&lt;br /&gt;
Two uses for spike speedkeep in common categories are in [[Attic]] and [[Red Brinstar Fireflea Room]].&lt;br /&gt;
&lt;br /&gt;
It is perhaps noteworthy that this provides one of the few ways to get running again. For example, with a temporary blue suit, this method can be used to start running with blue. Of course, you'll be on spikes and immediately take damage...&lt;br /&gt;
&lt;br /&gt;
==Moonwalk Speedkeep==&lt;br /&gt;
&lt;br /&gt;
After performing a spike speedkeep, you can switch from forwards to backwards on the frame Samus stands up (while holding Shoot) to begin moonwalking without losing speed. Given that this requires a frame perfect switch from forwards to backwards after a frame perfect unmorph, and it already having very few uses, this is more a curiosity for RTA applications than actually helpful.&lt;br /&gt;
&lt;br /&gt;
The speed is properly added, though, so this does allow moonwalking at faster speeds which looks silly.&lt;br /&gt;
&lt;br /&gt;
Note by frame perfectly switching from backwards to forwards, the speed is still maintained.&lt;br /&gt;
&lt;br /&gt;
=Damage Boost Speedkeep=&lt;br /&gt;
&lt;br /&gt;
If a damage boost is initiated as early as possible (in the first two frames), horizontal speed is maintained. From this point, backwards can be released as long as jump is held, and speed will still be maintained.&lt;br /&gt;
&lt;br /&gt;
This technically makes it possible to damage boost, switch to moving forwards, and mockball, all without losing speed.&lt;br /&gt;
&lt;br /&gt;
=Grapple Speedkeep=&lt;br /&gt;
&lt;br /&gt;
[[Grapple-Bomb Hanging]] is a speedkeep method, see that page for details.&lt;br /&gt;
&lt;br /&gt;
Briefly, entering this state preserves horizontal speed. To exit this state keeping speed, hold jump when releasing the swing and enter a [[Grapple Jump]]. Then &lt;br /&gt;
to begin running keeping the stored speed, use Grapple just above the ground (how far above the ground this works depends on speed).&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6476</id>
		<title>Speedkeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6476"/>
				<updated>2022-09-02T17:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Speedkeep refers to any method that maintains horizontal speed in a situation where it would normally be lost.&lt;br /&gt;
&lt;br /&gt;
With this definition, this would mean [[Mockball]] is formally a speedkeep, so perhaps a more restrictive definition is desirable.&lt;br /&gt;
&lt;br /&gt;
The term is frequently conflated with [[Blue Suit Glitch#Temporary|temporary blue suit]], which is a method for maintaining the boost counter but potentially losing horizontal speed. Speedkeep methods normally maintain boost counter (e.g., speedballing), but the reverse is not true:  Most common temporary blue suit methods lose horizontal speed.&lt;br /&gt;
&lt;br /&gt;
=Spike Speedkeep=&lt;br /&gt;
&lt;br /&gt;
The most common method for speedkeeping is using an unmorph on a spike. This is done by unmorphing frame perfectly after bouncing, just before taking damage from the spike. This can be done by either landing on a long string of spikes in Morph and taking damage twice (unmorphing before the second hit), or bouncing onto spikes and unmorphing just before hitting them.&lt;br /&gt;
&lt;br /&gt;
Two uses for spike speedkeep in common categories are in [[Attic]] and [[Red Brinstar Fireflea Room]].&lt;br /&gt;
&lt;br /&gt;
It is perhaps noteworthy that this provides one of the few ways to get running again. For example, with a temporary blue suit, this method can be used to start running with blue. Of course, you'll be on spikes and immediately take damage...&lt;br /&gt;
&lt;br /&gt;
==Moonwalk Speedkeep==&lt;br /&gt;
&lt;br /&gt;
After performing a spike speedkeep, you can switch from forwards to backwards on the frame Samus stands up (while holding Shoot) to begin moonwalking without losing speed. Given that this requires a frame perfect switch from forwards to backwards after a frame perfect unmorph, and it already having very few uses, this is more a curiosity for RTA applications than actually helpful.&lt;br /&gt;
&lt;br /&gt;
The speed is properly added, though, so this does allow moonwalking at faster speeds which looks silly.&lt;br /&gt;
&lt;br /&gt;
Note by frame perfectly switching from backwards to forwards, the speed is still maintained.&lt;br /&gt;
&lt;br /&gt;
=Damage Boost Speedkeep=&lt;br /&gt;
&lt;br /&gt;
If a damage boost is initiated as early as possible (in the first two frames), horizontal speed is maintained. From this point, backwards can be released as long as jump is held, and speed will still be maintained.&lt;br /&gt;
&lt;br /&gt;
This technically makes it possible to damage boost, switch to moving forwards, and mockball, all without losing speed.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
There may exist other methods, like &amp;quot;grapple speedkeep&amp;quot;, but as these all tend to be frame perfect they tend to have very few RTA applications.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6475</id>
		<title>Speedkeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6475"/>
				<updated>2022-09-02T17:41:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: adding small note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Speedkeep refers to any method that maintains horizontal speed in a situation where it would normally be lost.&lt;br /&gt;
&lt;br /&gt;
With this definition, this would mean [[Mockball]] is formally a speedkeep, so perhaps a more restrictive definition is desirable.&lt;br /&gt;
&lt;br /&gt;
The term is frequently conflated with [[Blue Suit Glitch#Temporary|temporary blue suit]], which is a method for maintaining the boost counter but potentially losing horizontal speed. Speedkeep methods normally maintain boost counter (e.g., speedballing), but the reverse is not true:  Most common temporary blue suit methods lose horizontal speed.&lt;br /&gt;
&lt;br /&gt;
=Spike Speedkeep=&lt;br /&gt;
&lt;br /&gt;
The most common method for speedkeeping is using an unmorph on a spike. This is done by unmorphing frame perfectly after bouncing, just before taking damage from the spike. This can be done by either landing on a long string of spikes in Morph and taking damage twice (unmorphing before the second hit), or bouncing onto spikes and unmorphing just before hitting them.&lt;br /&gt;
&lt;br /&gt;
Two uses for spike speedkeep in common categories are in [[Attic]] and [[Red Brinstar Fireflea Room]].&lt;br /&gt;
&lt;br /&gt;
It is perhaps noteworthy that this provides one of the few ways to get running again. For example, with a temporary blue suit, this method can be used to start running with blue. Of course, you'll be on spikes and immediately take damage...&lt;br /&gt;
&lt;br /&gt;
==Moonwalk Speedkeep==&lt;br /&gt;
&lt;br /&gt;
After performing a spike speedkeep, you can switch from forwards to backwards on the frame Samus stands up (while holding Shoot) to being moonwalking without losing speed. Given that this requires a frame perfect switch from forwards to backwards after a frame perfect unmorph, and it already having very few uses, this is more a curiosity for RTA applications than actually helpful.&lt;br /&gt;
&lt;br /&gt;
The speed is properly added, though, so this does allow moonwalking at faster speeds which looks silly.&lt;br /&gt;
&lt;br /&gt;
Note by frame perfectly switching from backwards to forwards, the speed is still maintained.&lt;br /&gt;
&lt;br /&gt;
=Damage Boost Speedkeep=&lt;br /&gt;
&lt;br /&gt;
If a damage boost is initiated as early as possible (in the first two frames), horizontal speed is maintained. From this point, backwards can be released as long as jump is held, and speed will still be maintained.&lt;br /&gt;
&lt;br /&gt;
This technically makes it possible to damage boost, switch to moving forwards, and mockball, all without losing speed.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
There may exist other methods, like &amp;quot;grapple speedkeep&amp;quot;, but as these all tend to be frame perfect they tend to have very few RTA applications.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6474</id>
		<title>Speedkeep</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Speedkeep&amp;diff=6474"/>
				<updated>2022-09-02T17:26:58Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: creating this quick, since it had a link to it but no page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Speedkeep refers to any method that maintains horizontal speed in a situation where it would normally be lost.&lt;br /&gt;
&lt;br /&gt;
With this definition, this would mean [[Mockball]] is formally a speedkeep, so perhaps a more restrictive definition is desirable.&lt;br /&gt;
&lt;br /&gt;
The term is frequently conflated with [[Blue Suit Glitch#Temporary|temporary blue suit]], which is a method for maintaining the boost counter but potentially losing horizontal speed. Speedkeep methods normally maintain boost counter (e.g., speedballing), but the reverse is not true:  Most common temporary blue suit methods lose horizontal speed.&lt;br /&gt;
&lt;br /&gt;
=Spike Speedkeep=&lt;br /&gt;
&lt;br /&gt;
The most common method for speedkeeping is using an unmorph on a spike. This is done by unmorphing frame perfectly after bouncing, just before taking damage from the spike. This can be done by either landing on a long string of spikes in Morph and taking damage twice (unmorphing before the second hit), or bouncing onto spikes and unmorphing just before hitting them.&lt;br /&gt;
&lt;br /&gt;
Two uses for spike speedkeep in common categories are in [[Attic]] and [[Red Brinstar Fireflea Room]].&lt;br /&gt;
&lt;br /&gt;
==Moonwalk Speedkeep==&lt;br /&gt;
&lt;br /&gt;
After performing a spike speedkeep, you can switch from forwards to backwards on the frame Samus stands up (while holding Shoot) to being moonwalking without losing speed. Given that this requires a frame perfect switch from forwards to backwards after a frame perfect unmorph, and it already having very few uses, this is more a curiosity for RTA applications than actually helpful.&lt;br /&gt;
&lt;br /&gt;
The speed is properly added, though, so this does allow moonwalking at faster speeds which looks silly.&lt;br /&gt;
&lt;br /&gt;
Note by frame perfectly switching from backwards to forwards, the speed is still maintained.&lt;br /&gt;
&lt;br /&gt;
=Damage Boost Speedkeep=&lt;br /&gt;
&lt;br /&gt;
If a damage boost is initiated as early as possible (in the first two frames), horizontal speed is maintained. From this point, backwards can be released as long as jump is held, and speed will still be maintained.&lt;br /&gt;
&lt;br /&gt;
This technically makes it possible to damage boost, switch to moving forwards, and mockball, all without losing speed.&lt;br /&gt;
&lt;br /&gt;
=Other Methods=&lt;br /&gt;
&lt;br /&gt;
There may exist other methods, like &amp;quot;grapple speedkeep&amp;quot;, but as these all tend to be frame perfect they tend to have very few RTA applications.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25_Grapplebooster&amp;diff=6466</id>
		<title>14% Grapplebooster</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25_Grapplebooster&amp;diff=6466"/>
				<updated>2022-08-31T16:34:18Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: updating due to run without L+R&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=14% Grapplebooster&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:58:47&lt;br /&gt;
|gtwr=1:33&lt;br /&gt;
|wrholder=bobbob&lt;br /&gt;
|wrlink=https://archive.org/details/super_metroid_grapplebooster&lt;br /&gt;
|wrtext=archive.org link&lt;br /&gt;
&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Botwoon]]&lt;br /&gt;
|percentage=14%&lt;br /&gt;
|items=[[Grapple Beam]], [[Speed Booster]], [[Charge Beam]]&lt;br /&gt;
|bossorder=KRDP&lt;br /&gt;
|xrayclimb=No&lt;br /&gt;
|outofbounds=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
14% Grapplebooster is one of the 14% categories that that has a known, recorded, RTA completion.  A total of 14 items are picked up during the entire run and focuses on using Grapple and Speed Booster for level progression.&lt;br /&gt;
&lt;br /&gt;
This category is possible due to [[Blue Suit Glitch#Without X-ray|a discovery by EternisedDragon]] that allows [[Blue Suit Glitch|blue suit]] to be generated by incorporating a [[Bomb|bomb]] explosion with a [[shinespark]] as [[Varia Suit]] is acquired.&lt;br /&gt;
&lt;br /&gt;
In spite of this, the current world record run never uses a blue suit, instead using [[Yellow Suit Glitch#Spikes|spikesuits]] and a [[Yellow Suit Glitch#Slopes|slopespark]]. These techniques eliminate the need for [[L+R Walljumping]].&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*Cross [[West Sand Hall]] without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]], potentially while carrying a stored shinespark&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*[[Mother Brain Room#Zebetite Glitch|Zebetite skip]]&lt;br /&gt;
&lt;br /&gt;
The blue suit route and spikesuit route are very different in requirements.&lt;br /&gt;
&lt;br /&gt;
Blue suit route requirements:&lt;br /&gt;
*[[Blue_Suit_Glitch#Without_X-Ray_Scope|Suit upgrade blue suit]]&lt;br /&gt;
*Cross [[East Ocean]] with a blue suit, using [[L+R Walljumping]] and horizontal bomb jumping&lt;br /&gt;
*Cross [[West Sand Hall]] with a blue suit, which is notably more difficult.&lt;br /&gt;
*[[Fish Tank Climb]]&lt;br /&gt;
&lt;br /&gt;
Spikesuit route requirements:&lt;br /&gt;
*Generate [[Yellow Suit Glitch#Spikes|spikesuits]]&lt;br /&gt;
*Either cross [[East Ocean]] somehow, or perform a broken tube gravity jump (with a stored shinespark)&lt;br /&gt;
*Somehow climb [[Main Street]] or [[Fish Tank]], and [[Mt. Everest]] with this equipment (see below for options)&lt;br /&gt;
*Either a [[Yellow Suit Glitch#Slopes|slopespark]] or [[Fish Tank Climb]]&lt;br /&gt;
*Perform shenanigans in [[Colosseum]] to get a spikesuit&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:grapple.png]] [[Image:speedbooster.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*Bombs&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*Grapple (for navigating suitless Maridia)&lt;br /&gt;
*Speed Booster (for generating a shinespark to escape Draygon's entry chamber and Zebetite skip)&lt;br /&gt;
*Varia Suit (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*3 [[Energy Tank|Energy Tanks]] ([[List of Energy Tanks#Crateria 1|Terminator]], [[List of Energy Tanks#Norfair 1|Hi-Jump Boots]], and [[List of Energy Tanks#Brinstar 1|Kraid]]) (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Missile]] Pack ([[List of Missiles#Brinstar 1|Awakening]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*3 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]], [[List of Super Missiles#Brinstar_1|Spore Spawn]], and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
With the blue suit route, it can be difficult to survive the hell run to Speed Booster (from the [[Bat Cave|Gamet well]] and back) without pausing and with only two Energy Tanks, the [[List of Reserve Tanks#Brinstar 1|Brinstar Reserve Tank]] can replace one of the Energy Tanks listed above for [https://www.youtube.com/watch?v=gHaEljO16js partial pause abuse]. It can also potentially be utilized similarly in other areas. Note that such utilization can cause a substantial loss of real time in a speedrun, but could save game time as game time would cease not only during pause screens, but would also cease for any frame that Samus is at 00 energy, including those during pause fade-outs.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the player can instead choose to acquire a third Energy Tank before the Speed Booster hell run, such as the [[List of Energy Tanks#Brinstar 3|one in the ceiling of blue Brinstar]].&lt;br /&gt;
&lt;br /&gt;
Regarding lava dive - as the player has neither Gravity Suit (meaning gravitation jump is not an option) nor [[Hi-Jump Boots]] (meaning the &amp;quot;GT Code&amp;quot; category method of simply walljumping up is not an option), they must use either the [https://www.youtube.com/watch?v=rKEtohSVGGU EternisedDragon method] or the [https://www.youtube.com/watch?v=oWhcWNtLbNU&amp;amp;t=55m sniqwc3 method] for completing the dive (or carry a [[Yellow Suit Glitch#Spikes|spikesuit]]). Note that just like [[RBO|Reverse Boss Order]], Speed Booster should be disabled during this, otherwise it will hinder horizontal momentum, making it much more difficult to execute properly and leaving Samus with less energy.&lt;br /&gt;
&lt;br /&gt;
==Blue Suit Routing==&lt;br /&gt;
&lt;br /&gt;
The route can follow [[14% Iceboost]] up until Varia, except skipping Ice and going to Crocomire to get Grapple.&lt;br /&gt;
&lt;br /&gt;
Since [[Main Street]] cannot be climbed from the bottom with the tube broken with this equipment, the blue suit generated at Varia must be carried up [[Red Tower]], through Wrecked Ship and Forgotten Highway (using [[L+R Walljumping]] and horizontal bomb jumping to cross [[East Ocean]]), through [[West Sand Hall]] and then through Maridia as in [[14% Iceboost]].&lt;br /&gt;
&lt;br /&gt;
This means that one could choose to kill [[Phantoon]] before attempting this, so that Phantoon does not have to be killed with a blue suit. This does not seem strictly necessary, but would make attempts shorter.&lt;br /&gt;
&lt;br /&gt;
Note the horizontal bomb jump in East Ocean is not short.&lt;br /&gt;
&lt;br /&gt;
Crossing [[West Sand Hall]] on NTSC is particularly difficult:  This is done with a damage boost off of an [[Evir]] particle in [[12%]], except that now one has to do it with a blue suit. This requires performing a mid-air morph/unmorph, which decreases jump height making the damage boost even more difficult. On PAL, the increased jump height means one does not have to do a damage boost. This should still be possible with a blue suit. Thus, completions of this category should probably be attempted on PAL.&lt;br /&gt;
&lt;br /&gt;
[[Fish Tank]] is further reason to attempt this category on PAL, since this must be climbed with [[L+R Walljumping]]. On NTSC, this is considerably more challenging.&lt;br /&gt;
&lt;br /&gt;
After making it to [[Mt. Everest]], the category may become easier than 14% Iceboost since no enemy climbing has to be done:  One must simply grapple through Mt. Everest, grapple up [[Aqueduct]], walk through the Botwoon hallways (killing Botwoon), and then grapple through [[Halfie Climb Room]] and [[Colosseum]].&lt;br /&gt;
&lt;br /&gt;
The Draygon fight should also be easier than 14% Iceboost, since one would have the option of grapple jumping to escape her room rather than having to snipe kill.&lt;br /&gt;
&lt;br /&gt;
To escape Maridia would either require left wall underwater walljumps in [[Botwoon Energy Tank Room]], performing a Grapple-Bombjump-Jump in this room, or going through [[East Cactus Alley Room]]. None of these options are easy. Also, one would probably traverse [[West Sand Hall]] again (although now without a blue suit, but still no Ice so still considerablly harder than 14% Iceboost).&lt;br /&gt;
&lt;br /&gt;
After this, the category would proceed like 14% Iceboost again. The only major differences would be:  WRITG should be done with IBJ (or the precise wall jump), the Ridley and Mother Brain boss fights would be longer (like [[14% Speed]] vs. [[14% Ice]]), and the Speed Zebetite Skip would have to be done.&lt;br /&gt;
&lt;br /&gt;
===East Ocean Kamer===&lt;br /&gt;
An explanation from bobbob regarding the east ocean kamer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;if against a wall and L+R walljumping, every other jump you won't move away. this is because the walljump pose &amp;quot;ignores&amp;quot; subpixels, so you'd need to move further than a pixel in a frame which doesn't happen when suitless underwater.&lt;br /&gt;
this isn't true for enemies. Thus every jump you will end up moving away from it: every other jump you initially glide into it, but you will still quickly move away.&lt;br /&gt;
this means you have to have an even, fast rhythm:  It needs to be fast so you don't glide away every other jump (so you only move towards the platform and don't &amp;quot;rebound&amp;quot;), and it needs to be even so you move away the same amount as you move towards. If you move too much towards, you'll &amp;quot;rebound&amp;quot; faster, and then your next jump pushes you away, and then you'll be too far away.&lt;br /&gt;
the kamer is kind of awkwardly positioned so you could practice on a frozen fish, which should have the same behavior.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because of this, previous runs have used turbo to achieve this even, fast rhythm. This can be done on turbo settings of 2 frames on + 1-2 frames off or 3 frames on + 1-3 frames off. Other settings may be possible, but it's recommended to use one of the above.&lt;br /&gt;
&lt;br /&gt;
==Spikesuit Routing==&lt;br /&gt;
&lt;br /&gt;
For the spikesuit method, Varia can be picked up early.&lt;br /&gt;
&lt;br /&gt;
Ridley can also be fought this first trip into Norfair, although note the Botwoon Energy Tank cannot be skipped so it would have to be a 2 tank fight if done before Draygon.&lt;br /&gt;
&lt;br /&gt;
Before heading into Maridia, a spikesuit should be generated.&lt;br /&gt;
&lt;br /&gt;
The tube gravity jump (see the WR run) is not too difficult, and should be much easier than routing through [[East Ocean]]. Thus, this is probably recommended. However, note that PAL can get through East Ocean with a [[Grapple-Bombjump-Jump]] without underwater walljumping, so this is an option.&lt;br /&gt;
&lt;br /&gt;
From here, there are five Early Maridia routing options:&lt;br /&gt;
&lt;br /&gt;
;Option 1&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;  Fish Tank Climb&lt;br /&gt;
&lt;br /&gt;
:The usual [[Fish Tank Climb]] could be performed, and the spikesuit saved until pre-Botwoon. This is probably the evident choice if [[L+R Walljumping]] is being used.&lt;br /&gt;
&lt;br /&gt;
:This option is the only one that skips the need to generate a slopespark in [[Red Fish Room]] (see the WR run). All other options use a shinespark, so need to regenerate.&lt;br /&gt;
&lt;br /&gt;
;Option 2&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;  Shorter Climb&lt;br /&gt;
&lt;br /&gt;
:The spark may be used to climb Fish Tank, and then shorter underwater walljump climbs can be used to get to a grapplable spot in [[Mt. Everest]]. This is what the current world record run opts for. Note if Fish Tank is crossed, these underwater walljumps are &amp;quot;safe&amp;quot; in that falling does not lose that much progress (or require re-generating the spikesuit).&lt;br /&gt;
&lt;br /&gt;
;Option 3&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;  Shortest Climb&lt;br /&gt;
&lt;br /&gt;
:The spark may be used to climb Fish Tank, and then a very short underwater walljump climb may be performed to get into [[Mt. Everest]]. From here, a double [[Grapple-Bombjump-Jump]] may be performed to get up to a grapplable spot. See this clip:  https://vimeo.com/745044420&lt;br /&gt;
&lt;br /&gt;
:This option has the shortest required underwater walljumps on NTSC. However, they are done in a &amp;quot;dangerous location&amp;quot;, in that if you mess it up you most likely have to go re-generate the spikesuit and come back.&lt;br /&gt;
&lt;br /&gt;
:Note if you mess up the Grapple-Bombjump-Jumps, you can reset the room by unmorphing just before the transition and landing at the top of Fish Tank. You would have to re-perform the underwater walljumps.&lt;br /&gt;
&lt;br /&gt;
;Option 4&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;  Climb Main Street&lt;br /&gt;
&lt;br /&gt;
:It is possible to climb Main Street, using a combination of a shinespark, underwater walljumps, and [[Grapple-Bombjump-Jump|Grapple-Bombjump-Jumps]]. This is quite difficult, and may require multiple first try Grapple-Bombjump-Jumps as well as require chaining them into each other or into underwater walljumping.&lt;br /&gt;
&lt;br /&gt;
;Option 5&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;  Climb Main Street without Underwater Walljumping (PAL only)&lt;br /&gt;
&lt;br /&gt;
:PAL can complete this category without any underwater walljumping, by climbing Main Street. This shows the method:  https://vimeo.com/745045478&lt;br /&gt;
&lt;br /&gt;
:Yes, it is that bad.&lt;br /&gt;
&lt;br /&gt;
After this is done, the slopespark in [[Red Fish Room]] must be generated (unless [[Fish Tank Climb]] was done and thus the spikesuit is still unused). This is then used in pre-Botwoon, and Botwoon is killed.&lt;br /&gt;
&lt;br /&gt;
To cross [[Botwoon Energy Tank Room]], either a [[Grapple-Bombjump-Jump]] or underwater walljumps are used.&lt;br /&gt;
&lt;br /&gt;
In [[Colosseum]], a spikesuit is generated via shenanigans (see the WR run). This is used to escape Draygon.&lt;br /&gt;
&lt;br /&gt;
Finally, to escape from [[Aqueduct]], the damage boost across [[West Sand Hall]] is probably the best option. Theoretically, a [[Grapple-Bombjump-Jump]] in [[Crab Shaft]] would probably work as well.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=6465</id>
		<title>14%</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25&amp;diff=6465"/>
				<updated>2022-08-31T16:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: updating for grapplebooster without L+R&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction=&lt;br /&gt;
&lt;br /&gt;
14% is the lowest amount of items that the player has beaten the game with, without the usage of major glitches such as out of bounds or [[Spacetime Beam|space time]] on standard SNES hardware with no modification.&lt;br /&gt;
&lt;br /&gt;
There are currently twenty different 14% categories that have a known RTA completion - [[14% Ice]], [[14% Speed]], [[14% xIce]], [[14% xSpeed]], [[14% xGravity]], [[14% xPb]], [[14% xBoots]], [[14% xGrapple]], [[14% xAmmo]], [[14% GravPb]], [[14% Iceboots]], [[14% Iceboost]], [[14% Grapplebooster]], [[14% Speedboots]], [[14% Chargeless]], [[14% Chargelice]], [[14% xChargeless]], [[14% GrappleChargeless]], [[14% SuperChargeless]], and [[14% Pb-Pb]].&lt;br /&gt;
&lt;br /&gt;
Excluding Chargeless, each 14% category is named by its major item(s). Since the first two categories both collect [[Gravity Suit]], their names reflect the other major item they acquire - 14% Ice acquires [[Ice Beam]], and 14% Speed collects [[Speed Booster]]. 14% xIce acquires both Ice Beam and [[X-Ray Scope]], with X-Ray Scope's only required usage being to escape [[Draygon's Eye Door Room|Draygon's entry chamber]] by [[X-Ray Climb|X-Ray climbing]] from the lower door to the upper door. 14% Iceboots and 14% Speedboots are PAL-only categories - both categories collect [[Hi-Jump Boots]] instead of Gravity Suit, with 14% Iceboots involving Ice Beam and 14% Speedboots involving Speed Booster. The underwater jump height on PAL is slightly higher than NTSC, allowing the player, with Hi-Jump Boots equipped, to perform single underwater [[walljump|walljumps]] to escape Draygon's entry chamber. 14% Iceboost collects Ice Beam and Speed Booster instead of other major items by utilizing a newer method for generating [[Blue Suit Glitch|blue suit]]. 14% Chargeless collects Gravity Suit and two additional [[Power Bombs|Power Bomb]] packs while skipping [[Charge Beam]] -  it uses its ability to [[Crystal Flash]] to generate [[Yellow Suit Glitch|shinespark suits]] and underflow ammo. 14% Chargelice involves similar feats as 14% Chargeless, but collects Ice Beam instead of Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
Regarding 14%, [[13%]] is possible. However, all known RTA completions of 13% utilize [[L+R Walljumping]] which cannot be done on a standard SNES dpad with no modification.&lt;br /&gt;
&lt;br /&gt;
The restriction of items creates very unique challenges for the player to overcome, requiring many skills that are not taught by [[Any%|Any% KPDR]] or [[100%]] runs of Super Metroid.  These skills include having a mastery of various glitches and boss fights.&lt;br /&gt;
&lt;br /&gt;
Here is the full list of 14% branches that have been completed by humans, even if it required [[L+R Walljumping]] to do so:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Common Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Unique Items&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Ice]] || Charge, Gravity, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speed]] || Charge, Gravity, Speed || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGravity]] || Charge, Gravity, X-Ray || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xIce]] || Charge, X-Ray, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xPb]] || Charge, X-Ray, PB || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% xBoots]] || Charge, X-Ray, Hi-Jump&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xGrapple]] || Charge, X-Ray, Grapple ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GravPb]] || Charge, Gravity, PB ||&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboost]] || Charge, Speed, Ice || &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Grapplebooster]] || Charge, Speed, Grapple || (3)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Iceboots]] || Charge, Ice, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Speedboots]] || Charge, Speed, Hi-Jump || PAL exclusive&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargeless]] || Gravity, PB, PB || Requires Draygon underflow &lt;br /&gt;
|-&lt;br /&gt;
| [[14% Chargelice]] || Ice, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% GrappleChargeless]] || Grapple, PB, PB || Requires Draygon underflow (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xChargeless]] || X-Ray, PB, PB || Requires Draygon underflow&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xSpeed]] || Charge, X-Ray, Speed || Requires Left+Right (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[14% xAmmo]] || Charge, X-Ray, Missile/Super || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% Pb-Pb]] || Charge, PB, PB || Requires Left+Right&lt;br /&gt;
|-&lt;br /&gt;
| [[14% SuperChargeless]] || Super, PB, PB || Requires Left+Right and Draygon underflow&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) All known, recorded, RTA completions of this category used Left+Right, but this requirement can be removed on PAL.&lt;br /&gt;
&lt;br /&gt;
(2) All known, recorded, RTA completions of these categories used Left+Right and it is unlikely for it to be done on original hardware without modification due to [[Fish Tank Climb]].&lt;br /&gt;
&lt;br /&gt;
(3) All known, recorded, RTA completions of these categories used single-wall underwater walljumping, but this requirement can be removed on PAL.&lt;br /&gt;
&lt;br /&gt;
=Bosses=&lt;br /&gt;
&lt;br /&gt;
==Draygon==&lt;br /&gt;
&lt;br /&gt;
[[Draygon]] is slightly more challenging in most 14% conditions due to the lack of ammunition and lack of [[Charge Beam Combos#Wave Shield|Wave special beam combo]]. Compared to the Ice categories, 14% Speed is moderately easier as even though it only has [[Charge Beam]], it has the option to [[shinespark]] into Draygon which deals tremendous damage and can provide Samus with a blue suit. Other completed 14% categories with Gravity Suit are similar to 14% Ice except Chargeless will have near-infinite supers.&lt;br /&gt;
&lt;br /&gt;
The remaining 14% categories are much more demanding. As you do not have Gravity Suit compared to 14% Ice, and as a result of not having Gravity Suit (which means a gravity jump (see below in Techniques) is not an option for escaping Draygon's chamber), must end the fight by having Draygon carry Samus up to the upper platform after a left-to-right goo cycle (so that Draygon is facing right), so that the player can cause Draygon to eject Samus near the peak of her vertical whirling trip. The player must also be able to survive this, so being at 321+ health is crucial, as each of Draygon's swipes will deal 80 damage. Alternatively, you can survive by using a Reserve Tank for [[pause abuse]]. Once on the upper platform, the player must effectively 'snipe' Draygon with a charge shot - the best chance of this happening is knowing when to fire when Draygon is swooping from left to right, where her core will be the most exposed.&lt;br /&gt;
&lt;br /&gt;
You can find somewhat of an explanation for Draygon in 14% Chargeless and 14% Chargelice [[Yellow Suit Glitch#Draygon *CF|here]].&lt;br /&gt;
&lt;br /&gt;
==Ridley==&lt;br /&gt;
&lt;br /&gt;
Many who learn 14% categories find [[Ridley]] to be the second hardest boss. It is an endurance battle and it is vital that the player understands what actions Ridley can and cannot take at any point during the fight. Ridley is the easiest to handle in 14% Chargeless, as the player has thousands of Super Missiles to throw at Ridley thanks to underflowing ammo. The second easiest category to handle him in is 14% Ice, as the player has both the protection of Gravity Suit and the additional damage from Ice Beam for the battle. As 14% Speed does not have Ice Beam, it has to land an additional 61 charge shots on Ridley. 14% xIce and 14% Iceboots have the same armaments as 14% Ice, but lack Gravity Suit, so not only will Ridley deal twice as much damage, but acid will also deal twice as much damage and reduce Samus's movement. Although the same is true for 14% Iceboots and 14% Speedboots, Ridley is less of a threat in these categories as Ridley is substantially slower, and bounces significantly higher, on the PAL version.&lt;br /&gt;
&lt;br /&gt;
Number of shots required to kill Ridley in each type of fight in 14%:&lt;br /&gt;
&lt;br /&gt;
* '''Charge + Ice (i.e. 14% Ice)''' - 123 charged Ice shots, 10 [[Missile|Missiles]], 10 [[Super Missile|Super Missiles]] (Once Ridley changes color, 22 charged Ice shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Charge only (i.e. 14% Speed)''' - 184 charged shots, 10 Missiles, 10 Super Missiles (Once Ridley changes color, 33 charged shots plus 10/10 will bring Ridley to zero)&lt;br /&gt;
* '''Underflowed ammo (i.e. 14% Chargeless)''' - 30 Super Missiles&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Power Bombs]] deal 200 damage and can strike Ridley twice, so they can help lower the amount of charged shots required even further. Ridley will attempt to avoid being struck by Power Bombs, so try to plant them in an unavoidable location. [https://ia802605.us.archive.org/19/items/14Speed/ridley%20pbs%20v2.mp4 Here is an example] of how you can incorporate Power Bombs for double strikes.&lt;br /&gt;
&lt;br /&gt;
==Mother Brain 2==&lt;br /&gt;
&lt;br /&gt;
In the 14% categories, [[Mother Brain|Mother Brain's]] second phase is a test of concentration, and even more of an endurance test than Ridley. Mother Brain's second phase requires 300 charge shots in categories that collect Charge Beam but not Ice Beam, 200 charge shots in categories that collect both Charge Beam and Ice Beam, and 60 Super Missiles in 14% Chargeless. The player has to avoid any pattern that Mother Brain throws at them, making sure to never slip below 301 energy, all while outputting constant damage.&lt;br /&gt;
&lt;br /&gt;
14% categories that acquire Ice Beam have the luxury of using the [[Charge Beam Combos#Ice Shield|Ice special beam combo]] during the fight. You can use two (three if you are confident) at the start of the fight as Mother Brain awakens. You can perform additional Ice Shields during Mother Brain's red beam phase, when she is cooling down after a red beam attack, but those are more complicated and may not save time. Each Ice particle in the combo deals the same amount of damage as a charged Ice shot.&lt;br /&gt;
&lt;br /&gt;
For PAL, it is important to note that the amount of frames it takes for the beam to charge (60) and a special beam combo to be unleashed (120) is the same as it is on NTSC, but since PAL runs at 50 frames per second, it means that the beam will take 0.2 seconds longer to charge and special beam combos will take 0.4 seconds longer to be unleashed compared to NTSC during 14% Iceboots and 14% Speedboots runs. Another difference PAL has in this fight is Mother Brain's actions will take noticeably longer to occur compared to NTSC, making for a slightly less tense fight.&lt;br /&gt;
&lt;br /&gt;
=Techniques=&lt;br /&gt;
&lt;br /&gt;
The low% categories require more glitches and tricks in order to complete the run than seen in the ordinary any% or 100% Super Metroid runs.  Below is a list of many tricks that are useful and/or required to completing a 14% category:&lt;br /&gt;
&lt;br /&gt;
==Continuous Wall Jump==&lt;br /&gt;
&lt;br /&gt;
''See: [[Continuous Wall Jump]]''&lt;br /&gt;
&lt;br /&gt;
This trick is the fastest way to cross [[The Moat]]. It involves jumping on the last frame before entering the water, barely overshooting the missile pillar (and grabbing the missile in the process), and walljumping on the far side of the pillar. See the trick's page for details.&lt;br /&gt;
&lt;br /&gt;
==Gravity Jump==&lt;br /&gt;
&lt;br /&gt;
This technique manipulates the physics of the game and is utilized in 14% Ice and 14% Chargeless to quickly reach places higher than Samus can normally jump. It can also be utilized in 14% Speed; however, it is the slower alternative to other techniques, such as performing the [[Lava Dive Room#Lava Spark|lava spark to enter Lower Norfair]].&lt;br /&gt;
&lt;br /&gt;
To execute the Gravity Jump, press the start button to pull up the pause menu. Before the screen becomes completely black and you lose control of Samus, press and hold jump. When done properly, you can usually see the very beginning of Samus's jump animation as the screen completely fades to black, as well as hear the very beginning of the spin jump sound effect (if you did perform a spin jump).  At this point, remove the Gravity Suit, and exit the pause menu while continuing to hold jump.  If done correctly, Samus's jump will be carried with the same speed as if she was wearing Gravity Suit, but the deceleration she has without Gravity Suit, resulting in a massive boost in height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-wp1OasgcDc}}&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#GravityJump TASVideos description]&lt;br /&gt;
&lt;br /&gt;
==Mochtroid Clip==&lt;br /&gt;
&lt;br /&gt;
The area preceding [[Botwoon]] in Maridia usually requires Speed Booster to progress through; however, by using the Ice Beam and dragging a [[Mochtroid]] along to the proper location, a player can clip through a set of pipes and enter Botwoon's chamber without Speed Booster.&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#JumpingThroughCeilings TASVideos description]&lt;br /&gt;
&lt;br /&gt;
==Zebetite Skip==&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Ice Beam (Low%)|For 14% categories that acquire Ice Beam]], players who are already used to the [[Mother Brain Room#Ice Beam|common method of the Zebetite skip]] (using Ice Beam without [[Screw Attack]] equipped) should be fairly used to this. Because you don't have [[Wave Beam]], you will have to stand under the platform of the first Zebetite, against the wall, and fire an Ice beam shot at the location the Rinka spawns at the moment it spawns, then execute the skip like normal.&lt;br /&gt;
&lt;br /&gt;
[[Mother Brain Room#Speed Booster|For 14% categories with Speedbooster]], the player must be able to charge a shinespark using the distance of the floor between the two rooms, and then shinespark underneath the platform of the first Zebetite, releasing it up+left. As the shinespark ends, mashing jump while holding down will allow the player to escape the Zebetite.&lt;br /&gt;
&lt;br /&gt;
For 14% xPB and 14% Pb-Pb (without underflow), note a spark must be carried into Tourian and used for the Zebetite skip, making them particularly obnoxious.&lt;br /&gt;
&lt;br /&gt;
[http://tasvideos.org/GameResources/SNES/SuperMetroid.html#PassingThroughZebetites TASVideos description]&lt;br /&gt;
&lt;br /&gt;
For certain 14% options, the Zebetites must instead be destroyed (without underflowing ammo). This is also used in the current [[13% xCharge]] and is what makes the category possible. See [[10 Missile Zebetite Kill|this page]] for a description of how to do this.&lt;br /&gt;
&lt;br /&gt;
==Enemy Climbing==&lt;br /&gt;
&lt;br /&gt;
Similar to the Mochtroid clip, the ability to freeze enemies has a great usefulness in 14% categories with Ice Beam. Players can cause certain enemies such as [[Sciser|Scisers]] to fall off of surfaces by firing a Super Missile at the surface. Players can then freeze the enemy in midair as it descends down and jump onto these enemies, effectively using enemies as stepping stones to reach otherwise inaccessible areas.&lt;br /&gt;
&lt;br /&gt;
=14% Categories=&lt;br /&gt;
*[[14% Ice]]&lt;br /&gt;
*[[14% Speed]]&lt;br /&gt;
*[[14% xGravity]]&lt;br /&gt;
*[[14% xIce]]&lt;br /&gt;
*[[14% xSpeed]]&lt;br /&gt;
*[[14% xPb]]&lt;br /&gt;
*[[14% xBoots]]&lt;br /&gt;
*[[14% xGrapple]]&lt;br /&gt;
*[[14% xAmmo]]&lt;br /&gt;
*[[14% GravPb]]&lt;br /&gt;
*[[14% Iceboost]]&lt;br /&gt;
*[[14% Grapplebooster]]&lt;br /&gt;
*[[14% Iceboots]]&lt;br /&gt;
*[[14% Speedboots]]&lt;br /&gt;
*[[14% Chargeless]]&lt;br /&gt;
*[[14% Chargelice]]&lt;br /&gt;
*[[14% xChargeless]]&lt;br /&gt;
*[[14% GrappleChargeless]]&lt;br /&gt;
*[[14% SuperChargeless]]&lt;br /&gt;
*[[14% Pb-Pb]]&lt;br /&gt;
&lt;br /&gt;
=Theoretical Additional Categories=&lt;br /&gt;
&lt;br /&gt;
==Categories without 13% Tech==&lt;br /&gt;
&lt;br /&gt;
Here, some theoretical other itemsets will be listed. This ignores any tech that would make [[13%]] possible.&lt;br /&gt;
&lt;br /&gt;
The current ignored techs are:  Mt. Everest Slopespark (makes 13% Pb-Pb possible), Max 10 Power Bomb Underflow at Draygon (makes Ice-Pb possible), [[10 Missile Zebetite Kill]] (makes [[13% xCharge]] possible), and Colosseum Short Charge (does not make any 13% category possible on its own, but is crucial to 13% Speed).&lt;br /&gt;
&lt;br /&gt;
[[14% Grapplebooster]] Has yet to be done without turbo and that plus [[14% xSpeed]] have yet to be done without [[L+R Walljumping]]. Otherwise there are no other theoretical categories that fit this criteria.&lt;br /&gt;
&lt;br /&gt;
==Categories without L+R Walljumping but with 10 Missile Zebetite Kill==&lt;br /&gt;
&lt;br /&gt;
If, instead, [[10 Missile Zebetite Kill]] is used but [[L+R Walljumping]] is not allowed, then the following categories are theoretically possible:&lt;br /&gt;
&lt;br /&gt;
*[[14% xSpring]]&lt;br /&gt;
*[[14% Gravboots]] (PAL-only)&lt;br /&gt;
&lt;br /&gt;
==Categories which generate a flash suit with only 10 power bombs at Draygon==&lt;br /&gt;
&lt;br /&gt;
It is possible to generate a flash suit at Draygon with only 10 power bombs. This is how 13% Ice-Pb is done.&lt;br /&gt;
&lt;br /&gt;
Although a run of any category doing this has not been completed yet, an RTA setup has been found. It just has fairly terrible odds which might be improvable.&lt;br /&gt;
&lt;br /&gt;
Since this would allow [[13%]] Ice-Pb to be completed, without [[L+R Walljumping]], these categories are only &amp;quot;meaningful&amp;quot; if they do not use underflow. This creates the following additional categories:&lt;br /&gt;
&lt;br /&gt;
*14% IcePb:  Ice Beam, Charge Beam, Power Bomb Pack&lt;br /&gt;
*14% GrapplePb:  Grapple, Charge Beam, Power Bomb Pack (note [[L+R Walljumping]] can be avoided in this category, but it would require [[Fish Tank Climb]])&lt;br /&gt;
*14% SpeedPb:  Speed Booster, Charge Beam, Power Bomb Pack (without more 13% tech, this would require [[L+R Walljumping]])&lt;br /&gt;
&lt;br /&gt;
==The effect of Everest Slopespark==&lt;br /&gt;
&lt;br /&gt;
There is an RTA setup for Everest Slopespark. The issue is that it is still triple frame perfect, and require single-wall underwater walljumping.&lt;br /&gt;
&lt;br /&gt;
For 14% categories, Everest Slopespark does not change very many things. Since [[13%]] Pb-Pb would then be possible, no 14% underflow categories would be &amp;quot;meaningful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This seems to have three effects:&lt;br /&gt;
*[[14% xSpeed]] would no longer require [[L+R Walljumping]] on NTSC (it already doesn't on PAL);&lt;br /&gt;
*14% SpeedPb would either not require [[L+R Walljumping]] or generating a flash suit at Draygon with a maximum of 10 power bombs.&lt;br /&gt;
*14% Pb-Pb and 14% SuperChargeless would no longer require [[L+R Walljumping]] as the sparksuit from the slopespark could be turned into a bluesuit and used to spark up halfie room. However, this would still require Hj-less fish tank climb without L+R.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Clipping&amp;diff=6463</id>
		<title>Clipping</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Clipping&amp;diff=6463"/>
				<updated>2022-08-30T19:41:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: just some small corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to describe general principles of clipping, for potential alternative applications. For specific instances of clipping, specific pages should be used instead.&lt;br /&gt;
&lt;br /&gt;
There are many ways to clip. In general, it is easier to clip vertically than horizontally. In common categories, the following are clips that are seen quite frequently:  Mochtroid Clip (14% Ice), Puyo Clip (100%), Wrecked Ship Main Shaft Clip (PRKD most notably), Ice and Speed Zebetite Skip (most categories).&lt;br /&gt;
&lt;br /&gt;
Note clipping is considered different from simply moving through solid tiles, as [[X-Ray Climbing]] can accomplish.&lt;br /&gt;
&lt;br /&gt;
=Upward Clips=&lt;br /&gt;
&lt;br /&gt;
Clipping vertically is fairly simple to do, so there are many methods for accomplishing it. Most commonly, the goal is to clip a single tile. A little bit more than a single tile is possible, but most of the methods outlined below cannot clip upward two tiles.&lt;br /&gt;
&lt;br /&gt;
==Crouch jump==&lt;br /&gt;
&lt;br /&gt;
The principles behind the crouch jump method is to get below the ceiling you want to clip to in a &amp;quot;crouched pose&amp;quot; low enough that you are still able to jump, but high enough that the 8 pixel boost from crouch jumping plus the vertical speed from jumping is enough to push Samus through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Note thus it is important to &amp;quot;crouch jump&amp;quot;:  You must jump from a crouch, while Samus' arm cannon is not angled. This is easiest to accomplish by just not pushing angle. It is also important to not aim down immediately, as this can compress Samus' hitbox enough that she still hits the ceiling.&lt;br /&gt;
&lt;br /&gt;
This method does not work if suitless underwater. (TODO:  Check acid physics for some reason?) The pixel windows for this clip, in various conditions, are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Region&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Hi-Jump Boots?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pixel Window&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || 2&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || 3&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As for where this pixel window falls, if you are crouched in a two tile region below the ceiling it starts 3 pixels below this point and extends down the length of the window specified above. If you are higher than this point, you will be unable to jump; if you are lower than the window, then you will not clip.&lt;br /&gt;
&lt;br /&gt;
An example of this method is the usual Puyo clip in late croc 100%.&lt;br /&gt;
&lt;br /&gt;
===Clipping with two tiles of air below a one tile ceiling===&lt;br /&gt;
&lt;br /&gt;
This is a particular application of the above.&lt;br /&gt;
&lt;br /&gt;
As stated, usually two tiles of air would be insufficient:  You need to be 3 pixels lower than this point, at least. Fortunately, there is a simple way to clip three pixels into the ground. There are two methods:&lt;br /&gt;
&lt;br /&gt;
* If you can spin jump into the gap, then spin jump in and break spin while within one pixel of the ceiling with anything except down. Thus, you can break spin with up, angle up, angle down, or shot. This is frequently &amp;quot;buffered&amp;quot;, i.e., angle is held and either jump or forwards is released within one pixel of the ceiling. Note you can break spin either before or after hitting the ceiling:  all that matters is you are within one pixel.&lt;br /&gt;
&lt;br /&gt;
* If you can be standing in the two-tile gap (e.g., by using X-Ray to force a stand), then jump, aim down, and break aim-down pose. This is perhaps easiest to do by aiming down, and then rolling to forwards:  The important part is you break aim down pose within two pixels of the ceiling. Note you can also use this method while jumping into a two-tile high region.&lt;br /&gt;
&lt;br /&gt;
If done properly, Samus will be clipped a little bit (exactly three pixels) into the ground. From here, you simply need to jump (while Samus is not angling her arm cannon, without pressing down immediately after the jump).&lt;br /&gt;
&lt;br /&gt;
An example of this method is the Wrecked Ship Main Shaft clip.&lt;br /&gt;
&lt;br /&gt;
==Standing through the ceiling==&lt;br /&gt;
&lt;br /&gt;
If you can get Samus close enough to the ceiling while crouched, then you can press forwards and she will stand up through the ceiling. From there, you can simply jump.&lt;br /&gt;
&lt;br /&gt;
The range for this is always a single pixel under any conditions (suitless, PAL/NTSC, Hi-Jump Boots). The pixel location is 12 pixels above crouched below the ceiling in a two-tile high region.&lt;br /&gt;
&lt;br /&gt;
The usual method for accomplishing this is to freeze an enemy while standing inside of it, and then jump and immediately hold down. If the enemy is frozen at the correct pixel, Samus will land on it crouched. Pressing forwards will cause her to stand.&lt;br /&gt;
&lt;br /&gt;
This is not required:  You can freeze an enemy at the correct height, press against the enemy, jump, aim down, and press forwards as you touch the ceiling. Samus will land on the enemy, and probably immediately stand, if it is at the correct height.&lt;br /&gt;
&lt;br /&gt;
An example of this method is Mochtroid clip, or suitless Puyo clip.&lt;br /&gt;
&lt;br /&gt;
==Forced Stand Clip==&lt;br /&gt;
&lt;br /&gt;
If you are close to the ceiling you wish to clip through (in particular, closer than a two-tile high region below the ceiling), you can potentially force a stand and then jump through the ceiling.&lt;br /&gt;
&lt;br /&gt;
The most common way to force a stand is by using X-Ray. However, if you jump into a tight region like this (so Samus is put into a forced crouch), you will most likely have non-zero vertical speed and X-Ray cannot be used with non-zero vertical speed.&lt;br /&gt;
&lt;br /&gt;
The most common way to set the vertical speed to be zero is to unmorph. An alternative is to kill an enemy with Grapple. There may be more esoteric ways.&lt;br /&gt;
&lt;br /&gt;
As long as you can force a stand, the pixel window for this starts at the above pixel for standing through the ceiling. However, there is a 2 pixel region where you cannot unmorph (due to being too close to the ceiling) and also cannot stand through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Since it is by far the most common method, the pixel window for the usual X-Ray and Morph method is as follows, under various conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Region&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Hi-Jump Boots?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Suitless?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pixel Window&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || No || 6&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || No || 7&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || No || 7&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || No || 9&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || Yes || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most common application of this method is to make suitless clips more bearable, e.g., a suitless Puyo clip to get to Shaktool.&lt;br /&gt;
&lt;br /&gt;
==Crystal Flash Clip==&lt;br /&gt;
&lt;br /&gt;
If a crystal flash is activated immediately below the ceiling, it is possible to clip through.&lt;br /&gt;
&lt;br /&gt;
First, it can trivially be done in a 1-tile high region:  Samus will end up crouched, and can simply stand through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Other than this, it is most commonly done below non-respawning crumble blocks. Down is held during the crystal flash, and then Samus will break the crumbles so then she can jump back through them.&lt;br /&gt;
&lt;br /&gt;
This is not strictly required, but if done somewhere without non-respawning crumble blocks Grapple is required. Once again, down is held during the crystal flash. Immediately after the crystal flash, Grapple is used to set Samus' position to be on top of the desired blocks. This allows clipping through solid blocks.&lt;br /&gt;
&lt;br /&gt;
It can also be done through a door shell without Grapple, by moving to trigger the transition blocks beyond the door.&lt;br /&gt;
&lt;br /&gt;
The most obnoxious part of this method is properly setting up a crystal flash immediately below the ceiling (TODO: Get pixel range?). This is &amp;quot;simple&amp;quot; if the ceiling is sufficiently close to the ground so a jump can be done. In other situations, it can be functionally impossible to do RTA:  It is theoretically possible to perform a crystal flash clip from an infinite bomb jump.&lt;br /&gt;
&lt;br /&gt;
The most common example of this clip is to get through pre-Botwoon hallway without Ice or Speed, in certain [[14%]] categories or in randomizers.&lt;br /&gt;
&lt;br /&gt;
==R-mode Clip==&lt;br /&gt;
&lt;br /&gt;
[[R-Mode]] can force a stand, without changing vertical speed. If Samus compresses her hitbox before the R-mode forced stand occurs immediately below a ceiling, then the forced stand can push her through the ceiling. With the maintained positive vertical speed, Samus can then pass through.&lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to jump and morph, and have reserves trigger immediately before hitting the ceiling. Morph is not required:  The aim down pose is compressed enough to allow this clip.&lt;br /&gt;
&lt;br /&gt;
This method would be fairly versatile, except for all of the conditions needed to make it possible:  You need to be able to enter the room in R-mode, then farm health into reserves, and then take damage immediately below the ceiling from a source that will not interrupt Samus moving upward (or to properly set it up with pause abuse). Thus, there are very few locations in vanilla Super Metroid that allow for this clip to be used.&lt;br /&gt;
&lt;br /&gt;
It should, perhaps, be noted that if you are trying to clip in a heated room, lava, or acid, then the damage is not a problem.&lt;br /&gt;
&lt;br /&gt;
The most common use of this clip is in pre-Botwoon hallway, where certain [[14%]] categories and [[13% xCharge]] use this method.&lt;br /&gt;
&lt;br /&gt;
==Extended Knockback Clip==&lt;br /&gt;
&lt;br /&gt;
To sort of explain how this method works, when one is setting up a spikesuit, a shinespark is used at the end of knockback frames caused by a spike. This is due to a tiny jump being done, in midair.&lt;br /&gt;
&lt;br /&gt;
Theoretically, if spikes were somehow properly positioned below a ceiling, this may be able to be used to clip through a ceiling.&lt;br /&gt;
&lt;br /&gt;
A more likely setup is to have an enemy below a ceiling. However, enemies provide fewer knockback frames. Thus, a reserve tank automatic refill must be used to extend knockback frames.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, even if the stars align and all of this works out and even with Hi-Jump Boots, Samus does not have enough vertical speed to clip through the ceiling. On NTSC. It does work on PAL, with Hi-Jump Boots.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it would work with a single frame of dash speed (with Hi-Jump Boots). TAS could do this, but that would be way too much to do RTA. And it would also be quite pointless.&lt;br /&gt;
&lt;br /&gt;
The only potential application of this method is the currently theoretical, PAL-only category of [[14% Gravboots]].&lt;br /&gt;
&lt;br /&gt;
==Grapple Jump Clip==&lt;br /&gt;
&lt;br /&gt;
When in a grapple jump state, it is fairly easy to get close to a ceiling in what looks like a crouched jump pose. Thus, it feels like it should be possible to clip through a ceiling in this manner.&lt;br /&gt;
&lt;br /&gt;
However, a mid-air crouch jump gets 3 less pixels of boost than a ground crouch jump, so this doesn't work. On NTSC.&lt;br /&gt;
&lt;br /&gt;
On PAL, this is possible with Hi-Jump Boots. Note just like the extended knockback method, this would work on NTSC with a single frame of run speed. This is actually possible to do RTA since grapple is weird.&lt;br /&gt;
&lt;br /&gt;
Both NTSC and PAL may find it easier to do this with a shinespark instead, where a shinespark is activated near the ceiling. This pushes Samus up further, allowing the clip.&lt;br /&gt;
&lt;br /&gt;
This has no real applications in the vanilla map. You can use it in West Ocean to clip up, if you feel like it.&lt;br /&gt;
&lt;br /&gt;
==X-Mode==&lt;br /&gt;
&lt;br /&gt;
Note this is without superjumping. By entering X-mode and sparking into a ceiling, it is then possible to clip through this ceiling.&lt;br /&gt;
&lt;br /&gt;
The only potentially notable example is to make [[GT Superjump#Fake Superjump Method|GT Superjump]] easier to perform.&lt;br /&gt;
&lt;br /&gt;
==Superjumps==&lt;br /&gt;
&lt;br /&gt;
When performing a superjump, Samus moves at such incredible speeds that she can clip up ridiculous amounts. This is the only one of these methods that can clip more than two tiles. There isn't much more to say about this method, in general, since superjumps are fairly difficult to perform RTA.&lt;br /&gt;
&lt;br /&gt;
=Downward Clips=&lt;br /&gt;
&lt;br /&gt;
The most notable way to clip downwards is with moonfalling. There are other ways to clip downwards, but they tend to be more esoteric.&lt;br /&gt;
&lt;br /&gt;
==Moonfalling==&lt;br /&gt;
&lt;br /&gt;
There is quite a bit to say about this, so here I just list techniques related to this that could be expanded upon.&lt;br /&gt;
&lt;br /&gt;
* Moonfalling:  With enough height, you can fall through the ground.&lt;br /&gt;
* Moondancing:  With proper block positions, you can store speed to clip downward a single tile.&lt;br /&gt;
* Grapple Moondancing:  You can extend the above method, to clip downward up to three tiles. By clipping down two tiles first and then clipping three tiles immediately after, this maxes out at clipping downward five tiles.&lt;br /&gt;
* Ice-slope Moondancing:  By using a frozen enemy with a slope below it, it is possible RTA to build up speed similar to moondancing without the usual block setup.&lt;br /&gt;
* Ice Moondancing:  By using a frozen enemy, TAS can build up speed similar to moondancing without the usual block setup. Each re-freeze of the enemy is frame perfect, so it is unlikely to be able to gain much speed RTA.&lt;br /&gt;
* Ice Moonfalling:  By moonfalling between two properly spaced frozen enemies, a lot of speed can be gained in a very short distance. This can get enough speed to clip downward two tiles at least (although it would be less speed in Norfair, where enemies don't stay frozen as long).&lt;br /&gt;
* Slopekiller:  As slopekiller preserves vertical speed, this can be used to chain moonfalls, and potentially carry moonfall speed to a different location.&lt;br /&gt;
&lt;br /&gt;
==Grapple Supersink==&lt;br /&gt;
&lt;br /&gt;
I know almost nothing about [[Grapple Supersink]], but it can clip downwards a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Ice methods==&lt;br /&gt;
&lt;br /&gt;
You can sink into the ground with ice. I don't know how far, and I don't know how it works.&lt;br /&gt;
&lt;br /&gt;
=Horizontal Clips=&lt;br /&gt;
&lt;br /&gt;
Clipping horizontally is a lot more limited.&lt;br /&gt;
&lt;br /&gt;
==Aligning to a solid enemy==&lt;br /&gt;
&lt;br /&gt;
If an enemy that acts a solid (e.g., a frozen enemy or a Kamer) is inside of a wall a pixel (or perhaps more dependent on Samus' speed), then Samus' collision prioritizes pressing against this enemy over the wall. This can embed Samus into the wall.&lt;br /&gt;
&lt;br /&gt;
This, in principle, has many applications. For example, it is what makes the Ice Zebetite skip work:  Samus clips into the wall a pixel, and is then &amp;quot;inside&amp;quot; of the Zebetite so can move through it (just as if she were to Kago into an enemy).&lt;br /&gt;
&lt;br /&gt;
Using a frozen enemy, this can also be done repeatedly to get very deep into a wall, as long as you can either repeatedly freeze the enemy perfectly (not likely RTA) or the enemy infinitely respawns. This is what makes Butterfly Skip work.&lt;br /&gt;
&lt;br /&gt;
==Other methods==&lt;br /&gt;
&lt;br /&gt;
There are other methods, that I don't know specifics about. For example, shinesparking into a sloped wall will cause Samus to embed enough that an X-Ray climb can be done. Another example is Speed Zebetite skip, which must clip Samus horizontally a little bit to work:  I think this has to do with the slope that surrounds the Zebetite.&lt;br /&gt;
&lt;br /&gt;
=Grapple Clipping=&lt;br /&gt;
&lt;br /&gt;
You can clip through floors, walls, and ceilings by using Grapple correctly. I don't know much about it, but see this page:  [[Grapple Clipping]].&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Clipping&amp;diff=6461</id>
		<title>Grapple Clipping</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Clipping&amp;diff=6461"/>
				<updated>2022-08-30T04:49:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  If there are grapple blocks or grapplable enemies sufficiently near something that you want...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
If there are grapple blocks or grapplable enemies sufficiently near something that you want to clip, you can probably clip through it using grapple.&lt;br /&gt;
&lt;br /&gt;
I don't know much about how this actually works, but it seems to be able to clip floors, walls, or ceilings. It's pretty weird.&lt;br /&gt;
&lt;br /&gt;
If blocks are sufficiently near the edge of a room, this can even push Samus [[Out of Bounds]]. For example, this can be done in [[Halfie Climb Room]].&lt;br /&gt;
&lt;br /&gt;
Also, since when grappling transition blocks don't activate (unless doing something wonky, see [[Grapple Teleportation]]), this means you can pass through transition blocks while grappling. If the other side is open, this can give a very simple method to get Out of Bounds.&lt;br /&gt;
&lt;br /&gt;
I'm unsure if this really deserves to be its own page; maybe the info can really just be gathered in [[Clipping]] and this can be a redirect to that subsection.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Supersink&amp;diff=6460</id>
		<title>Grapple Supersink</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Supersink&amp;diff=6460"/>
				<updated>2022-08-30T04:32:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  If Grapple is canceled during a grapple swing appropriately, so Samus has vertical speed gr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
If Grapple is canceled during a grapple swing appropriately, so Samus has vertical speed greater than her usual cap, then her fall speed becomes effectively uncapped. Via appropriate movement (using angles and wiggling), this speed can be effectively and increased, to clip ridiculous far downward.&lt;br /&gt;
&lt;br /&gt;
I am unsure how easy any of this is to do RTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Teleportation&amp;diff=6459</id>
		<title>Grapple Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Teleportation&amp;diff=6459"/>
				<updated>2022-08-30T04:27:04Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  If a transition is triggered while Grappling, Samus will be teleported in the next room to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
If a transition is triggered while Grappling, Samus will be teleported in the next room to wherever the game thinks the thing she is grappling is. So she should be transported to wherever these coordinates are, which in the next room could be somewhere very different.&lt;br /&gt;
&lt;br /&gt;
The two ways I know how to do this are:  Moonwalk into a transition just as you grapple something, and [[Grapple-Bomb Hanging]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6458</id>
		<title>Grapple-Bomb Hanging</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple-Bomb_Hanging&amp;diff=6458"/>
				<updated>2022-08-30T04:25:16Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  By having a bomb boost Samus while she is grappling, she enters a weird glitched state. The...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By having a bomb boost Samus while she is grappling, she enters a weird glitched state. There is a lot of lag in this state frequently, especially with certain actions.&lt;br /&gt;
&lt;br /&gt;
Canceling grapple leaves the state. Pressing backwards will cancel grapple and leave the state.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most notable applications are that transitions can be triggered (allowing [[Grapple Teleportation]]), and dash speed / boost counter are not reset. I am not quite sure about details on this second point, all I know is it works.&lt;br /&gt;
&lt;br /&gt;
Also, apparently Bombs are not required to enter the state. I do not know the other methods, I've just heard this somewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple_Jump&amp;diff=6457</id>
		<title>Grapple Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple_Jump&amp;diff=6457"/>
				<updated>2022-08-30T04:21:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  By swinging from grapple, morphing, and unmorphing before losing vertical momentum, it is p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By swinging from grapple, morphing, and unmorphing before losing vertical momentum, it is possible to jump again midair. These may be chained indefinitely (or until hitting the ceiling).&lt;br /&gt;
&lt;br /&gt;
After running out of horizontal momentum, you cannot move horizontally except by arm pumping until vertical momentum is lost or Grapple is used (in which you can no longer grapple jump).&lt;br /&gt;
&lt;br /&gt;
This is easier to perform underwater and is easier with Hi-Jump Boots, but neither is required.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Category:Grapple_Glitches&amp;diff=6456</id>
		<title>Category:Grapple Glitches</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Category:Grapple_Glitches&amp;diff=6456"/>
				<updated>2022-08-30T04:19:10Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Created page with &amp;quot;NOTE: This is a stub article. Please add more information as it becomes available.  Grappling Beam has a lot of glitches associated with it. It is a surprisingly weird item.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
[[Grappling Beam]] has a lot of glitches associated with it. It is a surprisingly weird item.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple-Bombjump-Jump&amp;diff=6455</id>
		<title>Grapple-Bombjump-Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple-Bombjump-Jump&amp;diff=6455"/>
				<updated>2022-08-30T04:17:56Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This is a stub article. Please add more information as it becomes available.&lt;br /&gt;
&lt;br /&gt;
By killing an enemy with grapple on the same frame that a bomb boosts Samus, a jump can be performed midair.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Grapple-Bombjump-Jump&amp;diff=6454</id>
		<title>Grapple-Bombjump-Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Grapple-Bombjump-Jump&amp;diff=6454"/>
				<updated>2022-08-30T04:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: creating some pages for grapple glitches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By killing an enemy with grapple on the same frame that a bomb boosts Samus, a jump can be performed midair.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grapple Glitches]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Clipping&amp;diff=6453</id>
		<title>Clipping</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Clipping&amp;diff=6453"/>
				<updated>2022-08-30T02:11:16Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: this is a first pass as collecting this info together; maybe makes more sense as separate pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to describe general principles of clipping, for potential alternative applications. For specific instances of clipping, specific pages should be used instead.&lt;br /&gt;
&lt;br /&gt;
There are many ways to clip. In general, it is easier to clip vertically than horizontally. In common categories, the following are clips that are seen quite frequently:  Mochtroid Clip (14% Ice), Puyo Clip (100%), Wrecked Ship Main Shaft Clip (PRKD most notably), Ice and Speed Zebetite Skip (most categories).&lt;br /&gt;
&lt;br /&gt;
Note clipping is considered different from simply moving through solid tiles, as [[X-Ray Climbing]] can accomplish.&lt;br /&gt;
&lt;br /&gt;
=Upward Clips=&lt;br /&gt;
&lt;br /&gt;
Clipping vertically is fairly simple to do, so there are many methods for accomplishing it. Most commonly, the goal is to clip a single tile. A little bit more than a single tile is possible, but most of the methods outlined below cannot clip upward two tiles.&lt;br /&gt;
&lt;br /&gt;
==Crouch jump==&lt;br /&gt;
&lt;br /&gt;
The principles behind the crouch jump method is to get below the ceiling you want to clip to in a &amp;quot;crouched pose&amp;quot; low enough that you are still able to jump, but high enough that the 8 pixel boost from crouch jumping plus the vertical speed from jumping is enough to push Samus through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Note thus it is important to &amp;quot;crouch jump&amp;quot;:  You must jump from a crouch, while Samus' arm cannon is not angled. This is easiest to accomplish by just not pushing angle. It is also important to not aim down immediately, as this can compress Samus' hitbox enough that she still hits the ceiling.&lt;br /&gt;
&lt;br /&gt;
This method does not work if suitless underwater. (TODO:  Check acid physics for some reason?) The pixel windows for this clip, in various conditions, are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Region&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Hi-Jump Boots?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pixel Window&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || 2&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || 3&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As for where this pixel window falls, if you are crouched in a two tile region below the ceiling it starts 3 pixels below this point and extends down the length of the window specified above. If you are higher than this point, you will be unable to jump; if you are lower than the window, then you will not clip.&lt;br /&gt;
&lt;br /&gt;
An example of this method is the usual Puyo clip in late croc 100%.&lt;br /&gt;
&lt;br /&gt;
===Clipping with two tiles of air below a one tile ceiling===&lt;br /&gt;
&lt;br /&gt;
This is a particular application of the above.&lt;br /&gt;
&lt;br /&gt;
As stated, usually two tiles of air would be insufficient:  You need to be 3 pixels lower than this point, at least. Fortunately, there is a simple way to clip three pixels into the ground. There are two methods:&lt;br /&gt;
&lt;br /&gt;
* If you can spin jump into the gap, then spin jump in and break spin while within one pixel of the ceiling with anything except down. Thus, you can break spin with up, angle up, angle down, or shot. This is frequently &amp;quot;buffered&amp;quot;, i.e., angle is held and either jump or forwards is released within one pixel of the ceiling. Note you can break spin either before or after hitting the ceiling:  all that matters is you are within one pixel.&lt;br /&gt;
&lt;br /&gt;
* If you can be standing in the two-tile gap (e.g., by using X-Ray to force a stand), then jump, aim down, and break aim-down pose. This is perhaps easiest to do by aiming down, and then rolling to forwards:  The important part is you break aim down pose within two pixels of the ceiling. Note you can also use this method while jumping into a two-tile high region.&lt;br /&gt;
&lt;br /&gt;
If done properly, Samus will be clipped a little bit (exactly three pixels) into the ground. From here, you simply need to jump (while Samus is not angling her arm cannon, without pressing down immediately after the jump).&lt;br /&gt;
&lt;br /&gt;
An example of this method is the Wrecked Ship Main Shaft clip.&lt;br /&gt;
&lt;br /&gt;
==Standing through the ceiling==&lt;br /&gt;
&lt;br /&gt;
If you can get Samus close enough to the ceiling while crouched, then you can press forwards and she will stand up through the ceiling. From there, you can simply jump.&lt;br /&gt;
&lt;br /&gt;
The range for this is always a single pixel under any conditions (suitless, PAL/NTSC, Hi-Jump Boots). The pixel location is 12 pixels above crouched below the ceiling in a two-tile high region.&lt;br /&gt;
&lt;br /&gt;
The usual method for accomplishing this is to freeze an enemy while standing inside of it, and then jump and immediately hold down. If the enemy is frozen at the correct pixel, Samus will land on it crouched. Pressing forwards will cause her to stand.&lt;br /&gt;
&lt;br /&gt;
This is not required:  You can freeze an enemy at the correct height, press against the enemy, jump, aim down, and press forwards as you touch the ceiling. Samus will land on the enemy, and probably immediately stand, if it is at the correct height.&lt;br /&gt;
&lt;br /&gt;
An example of this method is Mochtroid clip, or suitless Puyo clip.&lt;br /&gt;
&lt;br /&gt;
==Forced Stand Clip==&lt;br /&gt;
&lt;br /&gt;
If you are close to the ceiling you wish to clip through (in particular, closer than a two-tile high region below the ceiling), you can potentially force a stand and then jump through the ceiling.&lt;br /&gt;
&lt;br /&gt;
The most common way to force a stand is by using X-Ray. However, if you jump into a tight region like this (so Samus is put into a forced crouch), you will most likely have non-zero vertical speed and X-Ray cannot be used with non-zero vertical speed.&lt;br /&gt;
&lt;br /&gt;
The most common way to set the vertical speed to be zero is to unmorph. An alternative is to kill an enemy with Grapple. There may be more esoteric ways.&lt;br /&gt;
&lt;br /&gt;
As long as you can force a stand, the pixel window for this starts at the above pixel for standing through the ceiling. However, there is a 2 pixel region where you cannot unmorph (due to being too close to the ceiling) and also cannot stand through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Since it is by far the most common method, the pixel window for the usual X-Ray and Morph method is as follows, under various conditions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Region&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Hi-Jump Boots?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Suitless?&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Pixel Window&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || No || 6&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || No || 7&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || No || Yes || 3&lt;br /&gt;
|-&lt;br /&gt;
| NTSC || Yes || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || No || 7&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || No || 9&lt;br /&gt;
|-&lt;br /&gt;
| PAL || No || Yes || 4&lt;br /&gt;
|-&lt;br /&gt;
| PAL || Yes || Yes || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The most common application of this method is to make suitless clips more bearable, e.g., a suitless Puyo clip to get to Shaktool.&lt;br /&gt;
&lt;br /&gt;
==Crystal Flash Clip==&lt;br /&gt;
&lt;br /&gt;
If a crystal flash is activated immediately below the ceiling, it is possible to clip through.&lt;br /&gt;
&lt;br /&gt;
First, it can trivially be done in a 1-tile high region:  Samus will end up crouched, and can simply stand through the ceiling.&lt;br /&gt;
&lt;br /&gt;
Other than this, it is most commonly done below non-respawning crumble blocks. Down is held during the crystal flash, and then Samus will break the crumbles so then she can jump back through them.&lt;br /&gt;
&lt;br /&gt;
This is not strictly required, but if done somewhere without non-respawning crumble blocks Grapple is required. Once again, down is held during the crystal flash. Immediately after the crystal flash, Grapple is used to set Samus' position to be on top of the desired blocks. This allows clipping through solid blocks.&lt;br /&gt;
&lt;br /&gt;
It can also be done through a door shell without Grapple, by moving to trigger the transition blocks beyond the door.&lt;br /&gt;
&lt;br /&gt;
The most obnoxious part of this method is properly setting up a crystal flash immediately below the ceiling (TODO: Get pixel range?). This is &amp;quot;simple&amp;quot; if the ceiling is sufficiently close to the ground so a jump can be done. In other situations, it can be functionally impossible to do RTA:  It is theoretically possible to perform a crystal flash clip from an infinite bomb jump.&lt;br /&gt;
&lt;br /&gt;
The most common example of this clip is to get through pre-Botwoon hallway without Ice or Speed, in certain [[14%]] categories or in randomizers.&lt;br /&gt;
&lt;br /&gt;
==R-mode Clip==&lt;br /&gt;
&lt;br /&gt;
[[R-Mode]] can force a stand, without changing vertical speed. If Samus compresses her hitbox before the R-mode forced stand occurs immediately below a ceiling, then the forced stand can push her through the ceiling. With the maintained positive vertical speed, Samus can then pass through.&lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to jump and morph, and have reserves trigger immediately before hitting the ceiling. Morph is not required:  The aim down pose is compressed enough to allow this clip.&lt;br /&gt;
&lt;br /&gt;
This method would be fairly versatile, except for all of the conditions needed to make it possible:  You need to be able to enter the room in R-mode, then farm health into reserves, and then take damage immediately below the ceiling from a source that will not interrupt Samus moving upward (or to properly set it up with pause abuse). Thus, there are very few locations in vanilla Super Metroid that allow for this clip to be used.&lt;br /&gt;
&lt;br /&gt;
It should, perhaps, be noted that if you are trying to clip in a heated room, lava, or acid, then the damage is not a problem.&lt;br /&gt;
&lt;br /&gt;
The most common use of this clip is in pre-Botwoon hallway, where certain [[14%]] categories and [[13% xCharge]] use this method.&lt;br /&gt;
&lt;br /&gt;
==Extended Knockback Clip==&lt;br /&gt;
&lt;br /&gt;
To sort of explain how this method works, when one is setting up a spikesuit, a shinespark is used at the end of knockback frames caused by a spike. This is due to a tiny jump being done, in midair.&lt;br /&gt;
&lt;br /&gt;
Theoretically, if spikes were somehow properly positioned below a ceiling, this may be able to be used to clip through a ceiling.&lt;br /&gt;
&lt;br /&gt;
A more likely setup is to have an enemy below a ceiling. However, enemies provide fewer knockback frames. Thus, a reserve tank automatic refill must be used to extend knockback frames.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, even if the stars align and all of this works out and even with Hi-Jump Boots, Samus does not have enough vertical speed to clip through the ceiling. On NTSC. It does work on PAL, with Hi-Jump Boots.&lt;br /&gt;
&lt;br /&gt;
On NTSC, it would work with a single frame of dash speed (with Hi-Jump Boots). TAS could do this, but that would be way too much to do RTA. And it would also be quite pointless.&lt;br /&gt;
&lt;br /&gt;
The only potential application of this method is the currently theoretical, PAL-only category of [[14% Gravboots]].&lt;br /&gt;
&lt;br /&gt;
==Grapple Jump Clip==&lt;br /&gt;
&lt;br /&gt;
When in a grapple jump state, it is fairly easy to get close to a ceiling in what looks like a crouched jump pose. Thus, it feels like it should be possible to clip through a ceiling in this manner.&lt;br /&gt;
&lt;br /&gt;
However, this jump doesn't appear to behave like usual crouch jumps, so this doesn't work. On NTSC.&lt;br /&gt;
&lt;br /&gt;
On PAL, this is possible with Hi-Jump Boots. Note just like the extended knockback method, this would work on NTSC with a single frame of run speed. This is actually possible to do RTA since grapple is weird.&lt;br /&gt;
&lt;br /&gt;
Both NTSC and PAL may find it easier to do this with a shinespark instead, where a shinespark is activated near the ceiling. This pushes Samus up further, allowing the clip.&lt;br /&gt;
&lt;br /&gt;
This has no real applications in the vanilla map. You can use it in West Ocean to clip up, if you feel like it.&lt;br /&gt;
&lt;br /&gt;
==X-Mode==&lt;br /&gt;
&lt;br /&gt;
Note this is without superjumping. By entering X-mode and sparking into a ceiling, it is then possible to clip through this ceiling.&lt;br /&gt;
&lt;br /&gt;
The only potentially notable example is to make [[GT Superjump#Fake Superjump Method|GT Superjump]] easier to perform.&lt;br /&gt;
&lt;br /&gt;
==Superjumps==&lt;br /&gt;
&lt;br /&gt;
When performing a superjump, Samus moves at such incredible speeds that she can clip up ridiculous amounts. This is the only one of these methods that can clip more than two tiles. There isn't much more to say about this method, in general, since superjumps are fairly difficult to perform RTA.&lt;br /&gt;
&lt;br /&gt;
=Downward Clips=&lt;br /&gt;
&lt;br /&gt;
The only notable way to clip downwards is with moonfalling. There is quite a bit to say about this, so here I just list techniques related to this that could be expanded upon.&lt;br /&gt;
&lt;br /&gt;
* Moonfalling:  With enough height, you can fall through the ground.&lt;br /&gt;
* Moondancing:  With proper block positions, you can store speed to clip downward a single tile.&lt;br /&gt;
* Grapple Moondancing:  You can extend the above method, to clip downward up to three tiles. By clipping down two tiles first and then clipping three tiles immediately after, this maxes out at clipping downward five tiles.&lt;br /&gt;
* Ice-slope Moondancing:  By using a frozen enemy with a slope below it, it is possible RTA to build up speed similar to moondancing without the usual block setup.&lt;br /&gt;
* Ice Moondancing:  By using a frozen enemy, TAS can build up speed similar to moondancing without the usual block setup. Each re-freeze of the enemy is frame perfect, so it is unlikely to be able to gain much speed RTA.&lt;br /&gt;
* Ice Moonfalling:  By moonfalling between two properly spaced frozen enemies, a lot of speed can be gained in a very short distance. This can get enough speed to clip downward two tiles at least (although it would be less speed in Norfair, where enemies don't stay frozen as long).&lt;br /&gt;
* Slopekiller:  As slopekiller preserves vertical speed, this can be used to chain moonfalls, and potentially carry moonfall speed to a different location.&lt;br /&gt;
&lt;br /&gt;
=Horizontal Clips=&lt;br /&gt;
&lt;br /&gt;
Clipping horizontally is a lot more limited.&lt;br /&gt;
&lt;br /&gt;
==Aligning to a solid enemy==&lt;br /&gt;
&lt;br /&gt;
If an enemy that acts a solid (e.g., a frozen enemy or a Kamer) is inside of a wall a pixel (or perhaps more dependent on Samus' speed), then Samus' collision prioritizes pressing against this enemy over the wall. This can embed Samus into the wall.&lt;br /&gt;
&lt;br /&gt;
This, in principle, has many applications. For example, it is what makes the Ice Zebetite skip work:  Samus clips into the wall a pixel, and is then &amp;quot;inside&amp;quot; of the Zebetite so can move through it (just as if she were to Kago into an enemy).&lt;br /&gt;
&lt;br /&gt;
Using a frozen enemy, this can also be done repeatedly to get very deep into a wall, as long as you can either repeatedly freeze the enemy perfectly (not likely RTA) or the enemy infinitely respawns. This is what makes Butterfly Skip work.&lt;br /&gt;
&lt;br /&gt;
==Other methods==&lt;br /&gt;
&lt;br /&gt;
There are other methods, that I don't know specifics about. For example, shinesparking into a sloped wall will cause Samus to embed enough that an X-Ray climb can be done. Another example is Speed Zebetite skip, which must clip Samus horizontally a little bit to work:  I think this has to do with the slope that surrounds the Zebetite.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=6397</id>
		<title>Short Charge</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=Short_Charge&amp;diff=6397"/>
				<updated>2022-08-03T10:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: Just adding pixel values that i have, someone else can organize it better if they want&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Short charging''' is the manipulation of the way the [[Speed Booster]] functions to attain [[Blue Suit Glitch|blue suit]] in a shorter distance than normal, or compared to [[Quick charging|quick charging]].&lt;br /&gt;
&lt;br /&gt;
== Speed Boost Counter ==&lt;br /&gt;
The speed boost counter is what determines when you attain blue suit. When the counter reaches &amp;quot;4&amp;quot;, you will attain blue suit. It's that simple.&lt;br /&gt;
&lt;br /&gt;
The speed boost counter is separate from momentum. For every frame you are on the ground while holding dash and a direction, your momentum will increase. &lt;br /&gt;
The speed boost counter will increment when dash is held while Samus's legs are in the following position (typically referred to as the &amp;quot;magic frame&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:MagicFrame.png]]&lt;br /&gt;
&lt;br /&gt;
== Stutter Step ==&lt;br /&gt;
You can release the direction you are using for a moment before pressing Dash. One method for timing this is using the word &amp;quot;lollipop.&amp;quot; The &amp;quot;lo&amp;quot; is pressing the direction for the first time, the &amp;quot;li&amp;quot; is pressing the direction for the second time, and the &amp;quot;pop&amp;quot; is pressing dash.&lt;br /&gt;
&lt;br /&gt;
== Tapping ==&lt;br /&gt;
In addition to stutter stepping, you can tap dash only when the magic frame is happening. To be explicit, the sequence for humans should be:&lt;br /&gt;
* Press dash&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Magic frame happens&lt;br /&gt;
* As short of a time you are comfortable with&lt;br /&gt;
* Release dash&lt;br /&gt;
&lt;br /&gt;
If executed correctly, your speed counter will increase at the usual speed, but your momentum will increase much slower because it is only increasing while you are holding dash.&lt;br /&gt;
&lt;br /&gt;
Combining these techniques can give many different patterns of short charges with varying distance and ease. You should figure out which pattern works best for you for each situation.&lt;br /&gt;
&lt;br /&gt;
You can reference the short charge pattern you are using by referring to the number of times you press dash during it and whether or not a stutter is involved. For example, if you perform a stutter and tap dash three times total during the pattern, it would be referred to as a &amp;quot;stutter three tap&amp;quot; or &amp;quot;stutter 3.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Beyond four dash taps is impractical because you only need four taps for the speed boost counter to reach &amp;quot;4&amp;quot; and thereby attain blue suit.&lt;br /&gt;
&lt;br /&gt;
Short charge can be achieved using a tempo between 153-160bpm, by pressing forward at the start of the bar, and tapping dash on each successive beat. For example: 1. hold forward 2. tap dash 3. hold dash (2 tap) or 1. hold forward 2. tap dash 3. tap dash 4. hold dash (3 tap). Pressing down at the first beat of the next bar will charge a shinespark. See the tutorial by Truemoss for further details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 tap rhythm:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|JwJc2wT4VUc}}&lt;br /&gt;
&lt;br /&gt;
An example of a &amp;quot;stutter 3&amp;quot; short charge:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|mVwgAgbUXUg}}&lt;br /&gt;
&lt;br /&gt;
An example of a short charge being performed to swiftly obtain the [[Missile]] pack in [[Main Street]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|2YMcKrONGFA}}&lt;br /&gt;
&lt;br /&gt;
== Pixel Values ==&lt;br /&gt;
&lt;br /&gt;
Here, some pixel values are provided for short charging on NTSC. These assume perfect taps. Values are given in pixel.subpixel, and it is the space from start to charging a spark. Slightly less space would work, as Samus &amp;quot;slides&amp;quot; into the wall as she crouches.&lt;br /&gt;
&lt;br /&gt;
* No short charge:  501.08192 (about 31.3 tiles)&lt;br /&gt;
* 1-tap (quick charge):  351.00000 (about 21.9 tiles)&lt;br /&gt;
* 2-tap:  272.16384 (about 17 tiles)&lt;br /&gt;
* 3-tap:  236.40960 (about 14.8 tiles)&lt;br /&gt;
* 4-tap:  225.45056 (about 14.1 tiles)&lt;br /&gt;
&lt;br /&gt;
Stuttering is a lot more complicated to discuss. For simplicity, only the best patterns with no dash button use are considered. The values here assume a perfect 4-tap afterwards.&lt;br /&gt;
&lt;br /&gt;
To specify the pattern that gives this value, something like 9_14_ is stated. This means press forward for 9 frames, release for one frame, forward for 14 frames, release for one frame, and then the next frame is the first magic frame.&lt;br /&gt;
&lt;br /&gt;
* Single stutter:  199.16384 (about 12.45 tiles) [Pattern:  11_13, or any longer initial walk up to 24_]&lt;br /&gt;
* Double stutter:  175.00000 (about 10.94 tiles) [Pattern:  9_14_]&lt;br /&gt;
* Triple stutter:  167.57344 (about 10.49 tiles) [Patterns:  5_7_10_, 6_7_9_]&lt;br /&gt;
* Quadruple stutter:  165.28672 (about 10.34 tiles) [Patterns:  3_4_5_9_, 3_5_4_9_, 4_4_4_9_]&lt;br /&gt;
* Quintuple stutter:  165.16384 (about 10.33 tiles) [Patterns:  3_4_4_3_6_, 3_4_3_3_7_, 3_3_3_4_7_, 2_3_4_4_7_]&lt;br /&gt;
&lt;br /&gt;
Any higher-order stutter is less optimal, although may provide more consistent short charges so shouldn't be discarded.&lt;br /&gt;
&lt;br /&gt;
Note these stutter patterns were found by exhaustive search. Conclusions about stuttering from this are:&lt;br /&gt;
* It is always best to release forward for the shortest amount of time possible (every additional frame of forward release adds another pixel);&lt;br /&gt;
* It is best for your last stutter to happen just before the magic frame (although this makes it harder to tap);&lt;br /&gt;
* Your initial walk should be shorter than following runs, except for a single stutter where it just needs to be long enough;&lt;br /&gt;
* Your last walk should be longer than previous ones, except for a single stutter again.&lt;br /&gt;
&lt;br /&gt;
The last two pieces of advice are about optimal stutters:  Usually, it is easier to evenly space stutters.&lt;br /&gt;
&lt;br /&gt;
Finally, to complete distances, here are TAS patterns:&lt;br /&gt;
* Cpadolf's old TAS pattern:  164.12288 (about 10.262 tiles)&lt;br /&gt;
* sniq's new TAS pattern:  164.08192 (about 10.258 tiles)&lt;br /&gt;
* sniq's moonwalk TAS pattern:  162.28672 (about 10.152 tiles) [Note this requires being able to moonwalk backwards for a frame at the start, so might be misleading given how distance was measured.]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=TtEH1sP2HW4 Kojakt] - A Stutter 3-Tap Explanation.&lt;br /&gt;
* [https://www.twitch.tv/videos/48762519 Sweetnumb] - Stutter short charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/49551262 Dbx] - Super Short Charge tutorial&lt;br /&gt;
* [https://www.twitch.tv/videos/31745081 Charles_Black] - Short Charging with stutters and without&lt;br /&gt;
* [https://www.twitch.tv/videos/187292725 TrueMoss] - Short Charge tutorial&lt;br /&gt;
* [https://www.youtube.com/watch?v=VGJHzCjxjV8 Oatsngoats] - Short Charge/Stuttering tutorial&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Quick charge]]&lt;br /&gt;
* [[Shinespark]]&lt;br /&gt;
* [[General Movement]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.twitch.tv/danstwitch/c/3091392 Danstwitch's demonstration]&lt;br /&gt;
* [http://tasvideos.org/GameResources/SNES/SuperMetroid.html#ChargingShinesparkInShorterDistance TASVideos description]&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=14%25_Grapplebooster&amp;diff=6230</id>
		<title>14% Grapplebooster</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=14%25_Grapplebooster&amp;diff=6230"/>
				<updated>2022-06-01T16:06:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: expanding notes on skipping L+R&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;14% Grapplebooster is one of the theoretical low% categories that is yet to have a known, recorded, RTA completion.  A total of 14 items are picked up during the entire run and focuses on using Grapple and Speed Booster for level progression.&lt;br /&gt;
&lt;br /&gt;
This category is possible due to [[Blue Suit Glitch#Without X-ray|a discovery by EternisedDragon]] that allows [[Blue Suit Glitch|blue suit]] to be generated by incorporating a [[Bomb|bomb]] explosion with a [[shinespark]] as [[Varia Suit]] is acquired.&lt;br /&gt;
&lt;br /&gt;
This category would use [[L+R Walljumping]] to break the surface of the water in [[East Ocean]] (and, since it is already required, would also be used in [[Fish Tank]]). It is possible to removed this requirement, see the discussion below.&lt;br /&gt;
&lt;br /&gt;
==Prerequisites==&lt;br /&gt;
To finish this run, you need to know how to:&lt;br /&gt;
*[[Mockball]]&lt;br /&gt;
*Infinite [[Bomb Jump|bomb jump]]&lt;br /&gt;
*[[14%#Mochtroid Clip|Mochtroid clip]]&lt;br /&gt;
*Horizontal Bomb Jump across [[East Ocean]] while carrying a blue suit&lt;br /&gt;
*Cross [[West Sand Hall]] without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]] while carrying a blue suit&lt;br /&gt;
*[[Fish Tank Climb]]&lt;br /&gt;
*Navigate Maridia without [[Gravity Suit]], [[Hi-Jump Boots]], or [[Ice Beam]]&lt;br /&gt;
*[[Lava Dive Room|Lava dive]] without [[Gravity Suit]] or [[Hi-Jump Boots]]&lt;br /&gt;
*[[Mother Brain Room#Zebetite Glitch|Zebetite skip]]&lt;br /&gt;
&lt;br /&gt;
==Collected Items==&lt;br /&gt;
[[Image:morphball.png]] [[Image:bombs.png]] [[Image:charge.png]] [[Image:grapple.png]] [[Image:speedbooster.png]] [[Image:varia.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:etank.png]] [[Image:missiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:supermissiles.png]] [[Image:powerbomb.png]]&lt;br /&gt;
*[[Morphing Ball]]&lt;br /&gt;
*Bombs&lt;br /&gt;
*[[Charge Beam]] (for bosses)&lt;br /&gt;
*Grapple (for climbing [[Mt. Everest]] with a blue suit)&lt;br /&gt;
*Speed Booster (for generating a blue suit to escape Draygon's entry chamber and Zebetite skip)&lt;br /&gt;
*Varia Suit (to survive [[Mother_Brain#MB2|MB2's]] rainbow beam)&lt;br /&gt;
*3 [[Energy Tank|Energy Tanks]] ([[List of Energy Tanks#Crateria 1|Terminator]], [[List of Energy Tanks#Norfair 1|Hi-Jump Boots]], and [[List of Energy Tanks#Brinstar 1|Kraid]]) (to survive MB2's rainbow beam)&lt;br /&gt;
*1 [[Missile]] Pack ([[List of Missiles#Brinstar 1|Awakening]]) (to open red doors and defeat [[Mother_Brain#MB1|MB1]])&lt;br /&gt;
*3 [[Super Missile]] Packs ([[List of Super Missiles#Brinstar 2|Early]], [[List of Super Missiles#Brinstar_1|Spore Spawn]], and [[List of Super Missiles#Wrecked Ship 1|Wrecked Ship (Left)]]) (to open green doors and defeat MB1)&lt;br /&gt;
*1 [[Power Bomb]] Pack ([[List of Power Bombs#Brinstar 1|Red Brinstar Elevator (Lower)]]) (to open orange doors)&lt;br /&gt;
&lt;br /&gt;
Since it can be difficult to survive the hell run to Speed Booster (from the [[Bat Cave|Gamet well]] and back) without pausing and with only two Energy Tanks, the [[List of Reserve Tanks#Brinstar 1|Brinstar Reserve Tank]] can replace one of the Energy Tanks listed above for [https://www.youtube.com/watch?v=gHaEljO16js partial pause abuse]. It can also potentially be utilized similarly in other areas. Note that such utilization can cause a substantial loss of real time in a speedrun, but could save game time as game time would cease not only during pause screens, but would also cease for any frame that Samus is at 00 energy, including those during pause fade-outs.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the player can instead choose to acquire a third Energy Tank before the Speed Booster hell run, such as the [[List of Energy Tanks#Brinstar 3|one in the ceiling of blue Brinstar]].&lt;br /&gt;
&lt;br /&gt;
Regarding lava dive - as the player has neither Gravity Suit (meaning gravitation jump is not an option) nor [[Hi-Jump Boots]] (meaning the &amp;quot;GT Code&amp;quot; category method of simply walljumping up is not an option), they must use either the [https://www.youtube.com/watch?v=rKEtohSVGGU EternisedDragon method] or the [https://www.youtube.com/watch?v=oWhcWNtLbNU&amp;amp;t=55m sniqwc3 method] for completing the dive (or carry a [[Yellow Suit Glitch#Spikes|spikesuit]]). Note that just like [[RBO|Reverse Boss Order]], Speed Booster should be disabled during this, otherwise it will hinder horizontal momentum, making it much more difficult to execute properly and leaving Samus with less energy.&lt;br /&gt;
&lt;br /&gt;
==Theoretical Route==&lt;br /&gt;
&lt;br /&gt;
The route can follow [[14% Iceboost]] up until Varia, except skipping Ice and going to Crocomire to get Grapple.&lt;br /&gt;
&lt;br /&gt;
Since [[Main Street]] cannot be climbed from the bottom with the tube broken with this equipment, the blue suit generated at Varia must be carried up [[Red Tower]], through Wrecked Ship and Forgotten Highway (using [[L+R Walljumping]] and horizontal bomb jumping to cross [[East Ocean]]), through [[West Sand Hall]] and then through Maridia as in [[14% Iceboost]].&lt;br /&gt;
&lt;br /&gt;
This means that one could choose to kill [[Phantoon]] before attempting this, so that Phantoon does not have to be killed with a blue suit. This does not seem strictly necessary, but would make attempts shorter.&lt;br /&gt;
&lt;br /&gt;
Note the horizontal bomb jump in East Ocean is not short.&lt;br /&gt;
&lt;br /&gt;
Crossing [[West Sand Hall]] on NTSC is particularly difficult:  This is done with a damage boost off of an [[Evir]] particle in [[12%]], except that now one has to do it with a blue suit. This requires performing a mid-air morph/unmorph, which decreases jump height making the damage boost even more difficult. On PAL, the increased jump height means one does not have to do a damage boost. This should still be possible with a blue suit. Thus, completions of this category should probably be attempted on PAL.&lt;br /&gt;
&lt;br /&gt;
[[Fish Tank]] is further reason to attempt this category on PAL, since this must be climbed with [[L+R Walljumping]]. On NTSC, this is considerably more challenging.&lt;br /&gt;
&lt;br /&gt;
After making it to [[Mt. Everest]], the category may become easier than 14% Iceboost since no enemy climbing has to be done:  One must simply grapple through Mt. Everest, grapple up [[Aqueduct]], walk through the Botwoon hallways (killing Botwoon), and then grapple through [[Halfie Climb Room]] and [[Colosseum]].&lt;br /&gt;
&lt;br /&gt;
The Draygon fight should also be easier than 14% Iceboost, since one would have the option of grapple jumping to escape her room rather than having to snipe kill.&lt;br /&gt;
&lt;br /&gt;
To escape Maridia would either require left wall underwater walljumps in [[Botwoon Energy Tank Room]], performing a Grapple-Bombjump-Jump in this room, or going through [[East Cactus Alley Room]]. None of these options are easy. Also, one would probably traverse [[West Sand Hall]] again (although now without a blue suit, but still no Ice so still considerablly harder than 14% Iceboost).&lt;br /&gt;
&lt;br /&gt;
After this, the category would proceed like 14% Iceboost again. The only major differences would be:  WRITG should be done with IBJ (or the precise wall jump), the Ridley and Mother Brain boss fights would be longer (like [[14% Speed]] vs. [[14% Ice]]), and the Speed Zebetite Skip would have to be done.&lt;br /&gt;
&lt;br /&gt;
The above hopefully emphasizes why this category has yet to be done.&lt;br /&gt;
&lt;br /&gt;
==L+R Walljumping==&lt;br /&gt;
&lt;br /&gt;
===Theoretical PAL method:  Avoid underwater walljumping altogether===&lt;br /&gt;
&lt;br /&gt;
On PAL, it is possible to get through East Ocean with a Grapple-Bombjump-Jump and infinite horizontal bomb jumping.&lt;br /&gt;
&lt;br /&gt;
On PAL, it is theoretically possible to climb Main Street with enemy boosts, Grapple-Bombjump-Jumps, one shinespark, and the initial gravity jump.&lt;br /&gt;
&lt;br /&gt;
It is theoretically possible to use a closing doorshell to get a slopespark. This can be done above Mt Everest, and then this spark can be used to get to Botwoon. I have seen a clip of this, but it was NTSC and reproduction on PAL seems to not work.&lt;br /&gt;
&lt;br /&gt;
It is possible to use a Grapple-Bombjump-Jump to cross Botwoon's Energy Tank Room, in either direction.&lt;br /&gt;
&lt;br /&gt;
Using Grapple-Bomb-Hanging, it is possible to charge a spark and convert it into a spikesuit in Colosseum. This could then be used to escape from Precious Room after Draygon.&lt;br /&gt;
&lt;br /&gt;
Using all of this above tech, it is possible to get through all of Maridia with Speed Booster and Grapple on PAL, without any underwater walljumping at all. This route also wouldn't use a blue suit, instead using spikesuits and slopesparks. It would also avoid [[Fish Tank Climb]].&lt;br /&gt;
&lt;br /&gt;
Although these individual pieces have been tested, stringing them all together would be quite a feat. Perhaps the one upside is being able to save pre-Draygon. Saving pre-Botwoon could be done, but then a Grapple-Bombjump-Jump would have to be done to get back to Everest and generate the needed slopespark.&lt;br /&gt;
&lt;br /&gt;
===Tested method with Fish Tank Climb===&lt;br /&gt;
&lt;br /&gt;
This method would work on either NTSC or PAL.&lt;br /&gt;
&lt;br /&gt;
By using an appropriate speed jump and some tricky movement, it is possible to perform a gravity jump at the broken tube and get up past the first part of main street, with a flash suit. Note this could be used in the PAL method above as well.&lt;br /&gt;
&lt;br /&gt;
Then [[Fish Tank Climb]] would be done without L+R. The spark would be carried to pre-Botwoon.&lt;br /&gt;
&lt;br /&gt;
Similarly to the PAL method, Grapple-Bomb-Hanging would be used to charge a spark and convert it to a spikesuit in Colosseum. This spark would be used to escape Precious.&lt;br /&gt;
&lt;br /&gt;
===Conclusions===&lt;br /&gt;
&lt;br /&gt;
No matter what, completing this without L+R walljumping requires the spikesuit in Colosseum. This currently requires a very tight stutter, two instances of Grapple-Bomb-Hanging as well as precisely timed Infinite Grapple Jumps, and then finishing it off with a spikesuit.&lt;br /&gt;
&lt;br /&gt;
It is, thus, unclear how possible this is RTA. It has been reproduced with three savestates (at the start, and before the Grapple-Bomb-Hangings), so it should be theoretically possible. Perhaps the method can be improved with a better understanding of the tech involved.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=10_Missile_Zebetite_Kill&amp;diff=6199</id>
		<title>10 Missile Zebetite Kill</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=10_Missile_Zebetite_Kill&amp;diff=6199"/>
				<updated>2022-05-22T06:51:37Z</updated>
		
		<summary type="html">&lt;p&gt;Bobbob: updating to new ntsc setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to kill all Zebetites except the first using precisely 10 missiles.&lt;br /&gt;
&lt;br /&gt;
Zebetites have exactly 1000 health, and missiles deal 100 damage. Usually, Zebetites gain health for every frame they are on screen. Thus, one would initially expect this is impossible:  Even if the Zebetites are manipulated to be on screen for as little as possible, they will still be on screen for some finite amount of time. However, Zebetites do not gain health for 5 frames after damage has been dealt. Thus, if a Zebetite is moved on screen for fewer than 5 frames, its health will never increase.&lt;br /&gt;
&lt;br /&gt;
Therefore, by carefully manipulating the screen position, it is possible to:  (1) Fire a missile while the Zebetite is off-screen, (2) move the Zebetite on screen for fewer than five frames while the missile hits; (3) repeat with remaining missiles.&lt;br /&gt;
&lt;br /&gt;
==Current best PAL setup==&lt;br /&gt;
&lt;br /&gt;
The current best RTA setup is as follows:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|700985130}}&lt;br /&gt;
&lt;br /&gt;
This is on PAL. You can get this setup to work on NTSC by dancing on the pillar you jump right onto, but then the turrets have a lot of time to shoot you so it's pretty RNG dependent.&lt;br /&gt;
&lt;br /&gt;
The setup is as follows:&lt;br /&gt;
&lt;br /&gt;
(1) Initially moonwalk left to scroll the screen as much as possible. I am unsure how much this is required, but it does move the left turret off screen which helps.&lt;br /&gt;
&lt;br /&gt;
(2) Make sure the Rinkas are in a favorable position. Shooting the bottom then the top as quickly as possible works.&lt;br /&gt;
&lt;br /&gt;
(3) Run into bottom Rinka just before it hits you.&lt;br /&gt;
&lt;br /&gt;
(4) Quickly perform a full jump into the ceiling. Keep holding right as you go under ceiling, but release right before landing (so your position is normalized).&lt;br /&gt;
&lt;br /&gt;
(5) Buffer jump back left, while you still have i-frames (i.e., still be holding jump).&lt;br /&gt;
&lt;br /&gt;
(6) Do a tiny jump and turn back right. The turn-around must be done in the air. The jump should be tiny to avoid the turret.&lt;br /&gt;
&lt;br /&gt;
(7) Crouch and shoot the bottom Rinka.&lt;br /&gt;
&lt;br /&gt;
(8) Turn around, shoot a missile, jump, and turn-around in the air. The air turn-around is a 4 frame window. This is the hardest part, as the turret shots can snipe your missiles. If you suspect they will, then turn back right and get the Rinkas lined up (shooting bottom then top quickly) and try again.&lt;br /&gt;
&lt;br /&gt;
(9) Moonwalk the camera back into position. Do not moonwalk to far left, since then the left turret can hit you. Repeat steps as needed.&lt;br /&gt;
&lt;br /&gt;
Note getting hit by the Rinka takes 220 damage, if going for the double kill (and you have Varia but not Gravity). This means you either need two Energy Tanks for this setup, or you need to use some reserve health. Getting hit by the Rinka is not actually necessary, so you could skip it. But then on the jump over and back, you can get hit by turret shots. So it is more dangerous to skip it.&lt;br /&gt;
&lt;br /&gt;
It should be noted that getting hit by the Rinka is not actually necessary for this strat. With the Rinkas well-positioned, you can simply jump over them and then jump back. If you do this, there is a chance of getting sniped by a turret shot. That's the purpose of the i-frames. If you want to run 1+2 Energy+Reserve Tanks, then you could do the first couple of missiles without taking damage and then switch over.&lt;br /&gt;
&lt;br /&gt;
With this setup, if you get hit by a Rinka or a turret shot in the initial stages (e.g., after you have moonwalked the camera but before jumping), the setup may not die. So you could choose to continue.&lt;br /&gt;
&lt;br /&gt;
However, if you mess up the first jump, you will be far to the right. It will be difficult to get back left without accidentally moving the zebetite on screen. It is possible by carefully moonwalking left and jumping over the pit cautiously. This is difficult to do with the Rinkas shooting at you, so this will usually result in failure.&lt;br /&gt;
&lt;br /&gt;
==Current best NTSC setup==&lt;br /&gt;
&lt;br /&gt;
Due to differences in movement, the above setup doesn't quite work on NTSC. The following setup is the easiet method currently found for NTSC:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|712500821}}&lt;br /&gt;
&lt;br /&gt;
See the description of the above clip for detailed steps.&lt;br /&gt;
&lt;br /&gt;
==Double kill==&lt;br /&gt;
&lt;br /&gt;
The above setup works on all Zebetites.&lt;br /&gt;
&lt;br /&gt;
However, the second and third Zebetite can be double killed. This is accomplished by hitting the second Zebetite after it has died, but before it has exploded. What you hit the Zebetite with can be any projectile:  In particular, it can be a beamshot.&lt;br /&gt;
&lt;br /&gt;
Thus, while killing the second Zebetite, you should repeat the setup for an eleventh shot of a beamshot. This will then kill both Zebetite 2 and 3.&lt;br /&gt;
&lt;br /&gt;
==First Zebetite==&lt;br /&gt;
&lt;br /&gt;
The first Zebetite cannot be moved off screen, so cannot be killed in 10 missiles.&lt;br /&gt;
&lt;br /&gt;
==First and last shot of the kill==&lt;br /&gt;
&lt;br /&gt;
In theory, the first and last shot would not need the full setup.&lt;br /&gt;
&lt;br /&gt;
For the first shot, it doesn't matter if the Zebetite is on screen beforehand. Thus, in theory, one can fire the missile with it on screen, and then quickly move it off screen. A setup would have to be developed.&lt;br /&gt;
&lt;br /&gt;
For the last shot, it doesn't matter if the Zebetite is on screen afterwards. Thus, in theory, one can fire the shot with it off screen, and then just run to put it on screen as the shot would hit. It was attempted to find a good setup for this with a beamshot (for the double kill), and it seemed to fail more often than the complete setup. However, this could simply be due to improper timing.&lt;/div&gt;</summary>
		<author><name>Bobbob</name></author>	</entry>

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