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		<title>A complete guide to Super Metroid speedrunning - User contributions [en]</title>
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		<updated>2026-04-09T12:23:49Z</updated>
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		<id>https://wiki.supermetroid.run/index.php?title=0%25&amp;diff=8340</id>
		<title>0%</title>
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				<updated>2024-04-20T02:50:46Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Full Category]]{{Category&lt;br /&gt;
|catname=0%&lt;br /&gt;
|cattype=Full Category&lt;br /&gt;
|rtwr=1:14:25&lt;br /&gt;
|gtwr=0:39&lt;br /&gt;
|wrholder=Pyonkichi&lt;br /&gt;
|wrlink=https://youtu.be/RPeXXqIte18?si=GS8RBXAE6EXJqkgX&lt;br /&gt;
|wrtext=Youtube Video&lt;br /&gt;
&lt;br /&gt;
|bosses=Kraid&lt;br /&gt;
|minibosses=[[Bomb Torizo]], [[Golden Torizo]]&lt;br /&gt;
|percentage=0%&lt;br /&gt;
|items=[[Bomb]], [[X-ray Scope]], [[Varia Suit]], [[Hi-Jump Boots]]&lt;br /&gt;
|gtcode=Yes&lt;br /&gt;
|xrayclimb=Yes&lt;br /&gt;
|outofbounds=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
0%, also known as [[Low% Glitched]], is the lowest percentage required to beat the game by any means necessary. The history of Low% Glitched can be seen on the [[Record Progression]] page, including the previous percentages that were thought to be the lowest possible such as [[3%]] and [[2%]]. This category is defined by the item percentage shown at the end of the credits; [[4%]] is the category with the lowest number of items collected in a run.&lt;br /&gt;
&lt;br /&gt;
In order to achieve the goal of 0%, Samus must utilize block 0F(44) (also known as god block), which is probably the most powerful block in the entire game. This block does a different thing depending on Samus's X position, making it very difficult to get it to do what you want. A few of the more important things that it can do are: giving Samus ammo i.e. missiles, supers, power bombs without actually increasing her max amount (causing it to not count towards item %), removing all major items except beams and reserves from Samus's &amp;quot;have&amp;quot; list meaning that they don't count towards item %, setting Samus's max for ammo to 0, as well as crash the game a few different ways. It is pretty clear to see that it allows some extraordinary item % manipulation.&lt;br /&gt;
&lt;br /&gt;
For 0%, this block is created twice. Once to give Samus 127 Power Bombs while leaving her maximum at 0, and once to remove all of her major items.&lt;br /&gt;
&lt;br /&gt;
=== 1% ===&lt;br /&gt;
&lt;br /&gt;
After the discovery of the 0F(44) block in pre-cathedral to remove all major items, 1% was possible. Using the initial setup from 2%, then removing the major items from item %, Samus will have only missiles and supers according to the game. From there the missiles can be removed using the Ceres Reset from 3%.&lt;br /&gt;
&lt;br /&gt;
Matrick was looking for a way to achieve 0% by giving Samus super missile ammo without increasing her max, because getting Varia from Kraid's Lair requires Supers. The OoB route was already figured out, the issue is currently getting into OoB in that particular room ([[Lower Mushrooms]]). Getting deep-stuck in the door there is possible using a &amp;quot;boomerang mockball&amp;quot;, followed by an unmorph after the door transition, but this trick is extremely difficult. (see the notes for [http://tasvideos.org/1139M.html this TAS] for more on this trick)&lt;br /&gt;
&lt;br /&gt;
A 1% run was never completed, and Matrick got a setup from Sniq for artificial Varia Suit. This made Supers unnecessary for the route, so Low% Glitched went directly from 2% to 0%.&lt;br /&gt;
&lt;br /&gt;
== Route ==&lt;br /&gt;
&lt;br /&gt;
The basic outline of the route is:&lt;br /&gt;
* Save in Parlor after Bomb Torizo&lt;br /&gt;
* Activate GT Code&lt;br /&gt;
* Create a God Block out of bounds in Parlor, then die and reload the Parlor save&lt;br /&gt;
* [[Doorskip]] out of bounds, and touch the God Block to get Power Bombs&lt;br /&gt;
* Doorskip past Landing Site, and get X-Ray&lt;br /&gt;
* Doorskip to Landing Site, and get artificial Varia&lt;br /&gt;
* Doorskip past Landing Site, down to Norfair. Create and touch a God Block to remove all major items from your inventory&lt;br /&gt;
* Doorskip to Landing Site, and set up the Ceres Reset to remove missiles from your inventory&lt;br /&gt;
* Go through Ceres, land on Zebes, and re-enter the ship&lt;br /&gt;
&lt;br /&gt;
=== GT Code and PB Setup ===&lt;br /&gt;
&lt;br /&gt;
The beginning up through the Bomb Torizo fight is the same as any standard category. Once the bombs are collected, the save station is used in [[Parlor]], and a file is copied over from the save to another file. From there, the player will obtain GT Code on one of the files and return to [[Landing Site]]. If you're going for an optimized run you can use [[Spacetime]] to wrongwarp all the way to Crateria, as with [[Any% GT Code]], and can even forgo copying the save file, but due to the Spacetime Reset effects you can't do this if you want to be able to save at the ship and reset if you make a mistake during the out of bounds navigation.&lt;br /&gt;
&lt;br /&gt;
In the Landing Site -&amp;gt; Parlor door transition, you must activate a shinespark on the same frame you walljump-check the door in order to become stuck in the right Parlor door. After X-Ray climbing, you must navigate out of bounds to the location where you will do the X-Ray manipulation.&lt;br /&gt;
&lt;br /&gt;
Depending on how crisp your X-Ray climbs are, there could be transition blocks on the ground in between the end of the climb and the next platform you need to stand on. So Space Jumping left at the height that Samus is visible through this room is the safest strat. When the room is fully scrolled to the left, there will be a hole between two platforms around the middle of the hump coming down from the ceiling on the left side of the screen. Stand on the platform just to the right of this hole, and there should be only a few pixels of Samus' feet visible.&lt;br /&gt;
&lt;br /&gt;
Auto-spinjump to the left, pause to re-enable morph, and morph. Hold left, then hold jump to Spring Ball Jump after falling off the edge. A rhythm between half a second and a second should work. You should land so that you're visible on the right side of the screen, up against a wall on your left. Unmorph, face right, and auto-spinjump left against the wall.&lt;br /&gt;
&lt;br /&gt;
In the next few segments of navigation, the biggest hazard will be walljump-checking transition blocks. When you're in spin you will want to be neutral on the dpad as much as possible, and you will need to break spin before moving away from being directly next to transition blocks.&lt;br /&gt;
&lt;br /&gt;
Continue Space Jumping up that wall until you hit your head on a solid block. Move left to avoid it, then a few blocks above that block, move right to the wall above it. Space Jump up that wall, also until you hit your head on a solid block. Break spin on way up to hit the block again, and move right onto the platform.&lt;br /&gt;
&lt;br /&gt;
Keep moving until you're back on screen, centered under the hump coming from the ceiling. Do a stationary space jump up, then after two wraps of the screen, break spin as you near the top of the screen, then move slightly left onto that platform.&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentPBXrayPosition.jpg|left|thumb|The proper position to activate X-Ray]]&lt;br /&gt;
&lt;br /&gt;
Next you need to get in the right position for the X-Ray activation. When facing right, crouching, and aiming up, 2 of the pixels at the end of Samus' gun will be visible, and 3 pixels will be obscured by the rock ceiling.&lt;br /&gt;
&lt;br /&gt;
Stand up, activate X-Ray, and hold down. After several seconds, part of the screen will start flashing, and you can disable X-Ray. Tap right, and fall to the ground.&lt;br /&gt;
&lt;br /&gt;
Move right until you run into solid blocks (being careful not to activate Speed Booster, because then you'll run through a bomb block into a glitched block), then do an X-Ray turn from right to left. This will change a few of the blocks nearby to make the further navigation safe, but if you use X-Ray for too long, you might undo the changes to the blocks we want to use.&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentParlorSpark.jpg|thumb|right|Spark upwards from a crouched position to get back inbounds]]&lt;br /&gt;
&lt;br /&gt;
Morph and roll right for a few seconds, then run right until you're off-screen; you'll hit a block shortly after. Hop up on that block, then run right and charge a shinespark. A 2-tap will likely stop in the right spot. Release the spark up from a crouched position, from the left side of the middle terrace. Sparking from a standing position will softlock you in [[The Climb]].&lt;br /&gt;
&lt;br /&gt;
After this, you must kill Samus without entering the ship area. The fastest method is using the acid in [[Crateria Super Room]]. If the ship area is ever accidentally entered, it will completely erase any previous out of bounds manipulation, so it is important that the player knows how to, and when not to, enter the ship area in this run.&lt;br /&gt;
&lt;br /&gt;
After successfully modifying data and exiting the out of bounds, the player has to kill themselves instead of saving a/o resetting because resetting the game, or simply causing the intro scene to play, will change what the out of bounds contains. The menu after dying also has to be taken cautiously, because accidentally showing the intro scene there, like previously stated, will ruin the previous manipulation. If you're using multiple save files, you must select &amp;quot;Yes&amp;quot; to continue, but then press B to back out to the menu before selecting the other file. A single save file is easier, since you can simply select &amp;quot;Yes&amp;quot; and continue from the Parlor save.&lt;br /&gt;
&lt;br /&gt;
=== Power Bombs ===&lt;br /&gt;
&lt;br /&gt;
The player should then access the other non-GT file, normalize the Out Of Bounds by entering the [[Climb]], and then perform a [[Doorskip]], a 2x frame perfect trick involving a frame perfect pause while falling down to the Parlor -&amp;gt; Climb vertical door, then a frame perfect position change (such as angle up or firing the beam) while falling through the door transition. When this doorskip is executed perfectly, the player should fall through the door transition itself, into the out of bounds. &lt;br /&gt;
&lt;br /&gt;
You will need to navigate to the right, going up by one tile each time you hit a new copy of the room. Ideally you can mockball across each copy, but if you accidentally mockball off of the bomb blocks, there is a chance you could jump into a bad transition block. To avoid this, you could just roll across each copy and bomb yourself up to each new level.&lt;br /&gt;
&lt;br /&gt;
Once you've wrapped the room vertically nearly twice, you'll come just above the door Sprite. Go to the far right of this level, then stand up and walk left until you stop. From here you'll do some [[Normalized Movement]] to touch the newly-created 0F(44) block at a certain position to set Samus' power bomb count to 127 without increasing her maximum.&lt;br /&gt;
&lt;br /&gt;
Do a bunny-hop left, then do four auto-spinjumps to the left. To turnaround for each auto-spinjump, you can hold Angle Up and Angle Down to avoid moving out of place if you accidentally press the dpad too long.&lt;br /&gt;
&lt;br /&gt;
Then do one auto-spinjump to the right, then do four bunny-hops to the right. Do one final bunny-hop to the left, and the Power Bomb item box will pop up. Hold an Angle button. Despite no fanfare, this lasts as long as a normal item pickup. Once that one is done, a Missile item box will pop up.&lt;br /&gt;
&lt;br /&gt;
After this is done, you'll land on a solid block. Hold jump, then hold right 10 frames later (this is the Spikesuit rhythm, or you can use a metronome at 360bpm). This will put you in Terminator with your head sticking out of the ground, and you can jump to come back in. A bad rhythm of those two button presses will leave you embedded in the floor, softlocked.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|vDvpTVVRVNM}}&lt;br /&gt;
&lt;br /&gt;
==== Alternate Setup ====&lt;br /&gt;
&lt;br /&gt;
As shown in his PB, Matrick used an alternate setup: after the first bunny-hop to the left, do a turnaround bombjump to the right without remorphing. Turn left on the ground, turn right in the air, turn left on the ground again, and bunny-hop left. A single Power Bomb item box will pop up, and hold right as it clears to hit a door transition to [[Landing Site]].&lt;br /&gt;
&lt;br /&gt;
The block shuffle effects of the 0F(44) block will have changed the layout of the Landing Site as well, so you'll spawn in an elevator block. Jump on top of it, then do an auto-spinjump to the right, and let go of the dpad after you do. You will hit the side of a solid block, and continue falling straight down. Break out of spin, and turn left. When you get hit by a spike block, it will knock you to the right and you'll land on a solid block a few seconds later, visible on the top-left of the screen.&lt;br /&gt;
&lt;br /&gt;
Face right, and do a turnaround-remorph bombjump to the left. After the bomb goes off, hold left to avoid landing on a crash block. From here you'll be on a copy of the outcropping near the [[Crateria Power Bomb Room]] door. Continue down using the normal Any% Glitched setup until you hit the next room copy. Pause and unpause to prevent a softlock from the elevator block, then try to enter the door to [[Crateria Tube]], as described below in the setup to get X-Ray. If you miss and enter a copy of [[Parlor]] instead, you can just come back in-bounds in [[Terminator]] and continue the run.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|U_xIBvRhR-o}}&lt;br /&gt;
&lt;br /&gt;
=== X-Ray ===&lt;br /&gt;
&lt;br /&gt;
After navigating back in-bounds, you need to enter [[The Climb]] in order to place a transition block to Landing Site in Parlor. Do another doorskip in Parlor, fall to the ground, and mockball to the right. Wrap around the screen once, stopping just to the right of the platform in the center of the screen. Infinite [[Bomb Jump]] up, just over 2 full wraps of the screen. After the second time you pass the platform in the middle of the screen, the platform you want to land on will be just to the left, about a tile and a half above that.&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentParlorIBJ.jpg|right|thumb|The position to jump into the door block to Landing Site]]&lt;br /&gt;
&lt;br /&gt;
Move left until you're straddling the boundary between the rightmost block of the center platform, and the bar that makes up the middle. Jump straight up into a door transition to [[Landing Site]], and hold Jump and Right as the room loads.&lt;br /&gt;
&lt;br /&gt;
You will end up on top of the room, same as when you finish the X-Ray Climb in Any% Glitched. You want to hit the door transition to [[Crateria Tube]], where you'll come back in-bounds. This will usually happen if you hit the door directly below you at the very top, as seen with the [[GT Spacetime]] route. You can do this by either doing the &amp;quot;left then right&amp;quot; movements as with GT Spacetime, or you might have better luck by aligning to the right wall, and either morphing, rolling left until you hear yourself roll off the edge then hold right; or by pressing Shot and Left at the same time, and holding right starting on the fourth shot.&lt;br /&gt;
&lt;br /&gt;
From here you go down and collect [[X-Ray Scope]] in a similar manner to a 0 e-tank route for [[Any% Glitched]].&lt;br /&gt;
&lt;br /&gt;
However, you cannot collect any Power Bomb drops until after leaving the X-Ray area, because this will cause you to lose all of your Power Bombs. After this point you can continue if you accidentally pick up a drop, although ideally you will still want to avoid them. While the enemies that often drop Power Bombs are well known such as [[Sciser|Scisers]] and [[Fireflea|Firefleas]], it's also useful to know that [[Waver|Wavers]], [[Skree|Skrees]], and [[Geega|Geegas]] have a low percent chance of dropping one, while [[Geemer (blue)|Blue Geemers]], [[Zeela|Zeelas]], and [[Nova|Novas]] will never drop one.&lt;br /&gt;
&lt;br /&gt;
You will want to open the door in [[Red Brinstar Elevator Room]] on the way down, both to prevent a softlock if you pick up a Power Bomb after escaping the X-Ray area, as well as to be more time-efficient.&lt;br /&gt;
&lt;br /&gt;
=== Artificial Varia ===&lt;br /&gt;
&lt;br /&gt;
Next, after saving in Parlor and resetting, another doorskip is required from [[Parlor]] to [[Landing Site]], in order to create and use the block that will give the artificial [[Varia Suit]].&lt;br /&gt;
&lt;br /&gt;
Now that you have X-Ray, each of the doorskips for the rest of this run can be replaced with an X-Ray Climb in Landing Site, but due to the lack of Supers will need to be the slow setup from [[3%]], rather than the faster setup from [[Any% Glitched]].&lt;br /&gt;
&lt;br /&gt;
Once out of bounds in Landing Site, you'll need to navigate through four full copies of the room, and partway through the fifth. Stop one platform above the morph tunnel, and move right so you're against the wall.&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentBridgeBeforeAndAfter.png|thumb|left|A hitbox view of the room geometry you're altering when you're creating the &amp;quot;floor&amp;quot; to setup for Artificial Varia]]&lt;br /&gt;
&lt;br /&gt;
Activate X-Ray and hold down until the screen starts flashing, then tap up and down until you're right on the boundary between flashing and not flashing. Holding up for 4 beats at 240bpm should put you at the right setup before turning it off. This X-Ray activation builds a &amp;quot;floor&amp;quot; of solid blocks for the next X-Ray setup, and positions the transition blocks for when you go back to Parlor.&lt;br /&gt;
&lt;br /&gt;
Matrick had a different setup for this; he held down until the screen flashed three times, and then mashed up 12-14 times. However, you'll need to use the same mashing speed he did for this setup to be consistent.&lt;br /&gt;
&lt;br /&gt;
Walljump up two screens to the top of that wall, then you'll want to phase into the side of the wall such that you're standing two tiles below the floor. Out of bounds tiles have a strange property that Samus can move through them as long as her head isn't blocked. The easiest setup for this is to run as far right as you can on that ceiling (you will see the side of the ship), then run left and start firing at the same time. In between the 7th and 8th shots, start running right. If you got this right, you will start falling before you reach the right side.&lt;br /&gt;
&lt;br /&gt;
When you start falling, hold left. Being too far right as you fall can cause another type of block to be created instead of the Varia block.&lt;br /&gt;
&lt;br /&gt;
Now you need to do some [[Normalized Movement]]. Once you're on the ground and against the left wall, perform two turnaround-remorph bombjumps to the right, then mid-air turn to the left.&lt;br /&gt;
&lt;br /&gt;
X-Ray down until the screen starts flashing, then go left to the wall. Perform a turnaround bombjump without a remorph to the right, then autospinjump to the left. Fire a shot, and you should get [[Varia Suit]].&lt;br /&gt;
&lt;br /&gt;
After the suit acquisition cutscene is done, tap right and Samus will fall. After she lands, run left until you're off-screen, and she'll be next to a copy of the ledge coming out from [[Crateria Power Bomb Room]]. It's possible you may encounter &amp;quot;garbage blocks&amp;quot; on the way there that you'll need to navigate through, possibly including tall columns of solid blocks that you'll need to walljump over.&lt;br /&gt;
&lt;br /&gt;
Jump left until you see her come on the right side of the screen, then run right until she stops. You'll be at a new copy of the area you used X-Ray for. Climb the wall and get inside it as before, except don't hold left as you fall or you'll run into blocks that will crash the game. Instead, repeatedly tap left as you fall. Once you hit the ground go all the way left to the wall, then walk right (without Dash) until you hit a door transition to Parlor.&lt;br /&gt;
&lt;br /&gt;
You will be in the ground underneath a copy of the left side of the room. X-Ray Climb out of the ground (including turning off Morph), and then navigate through the slope blocks into the door to Terminator.&lt;br /&gt;
&lt;br /&gt;
It's possible to spawn directly underneath the door blocks, in which case during the X-Ray Climb you'll either be sent to Terminator, or Landing Site. If you're sent to Landing Site, *immediately* hold right until you stop moving, then tap left until you fall. This will put you back after the long fall in the normal out of bounds navigation. However, you will have touched an elevator block, so you'll need to pause and unpause before hitting another door transition.&lt;br /&gt;
&lt;br /&gt;
Once you're back in-bounds, save and reset, then doorskip again to go down [[Red Tower]] into Norfair.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|pN2rvAwT-ak}}&lt;br /&gt;
&lt;br /&gt;
=== Item Removal ===&lt;br /&gt;
&lt;br /&gt;
Pick up [[Hi-Jump Boots]] (avoiding the e-tank), save and reset, then walljump-check the door from [[Business Center]] to [[Cathedral Entrance]] to get stuck, then X-Ray Climb up 12 screens (about the same as the climb in [[Golden Four]]).&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentNorfairIBJ.jpg|left|thumb|The starting position for the IBJ]]&lt;br /&gt;
&lt;br /&gt;
Run right for a while, jumping up a tile every time you hit a wall. After the screen scrolls back to the left, keep going until only Samus' feet are visible in the ceiling indent.&lt;br /&gt;
&lt;br /&gt;
Bomb jump up three screens. Once Samus is visible on the fourth wrap, tap left to land on the platform, then continue tapping left until you land on the lower part of that platform. If you aim up and turn left, Samus' gun will just barely be visible to the left of the column.&lt;br /&gt;
&lt;br /&gt;
Hold right to press against the wall. Pause and unequip Hi-Jump, then bunny-hop to the right. X-Ray-turn to the left, then do a shallow jump and turn right in mid-air. If you jump too high, you will hit a bad door transition block.&lt;br /&gt;
&lt;br /&gt;
Activate X-Ray and hold down until the screen starts flashing, then press up and down until only the right-two-thirds of the screen is flashing. Disable X-Ray, hold Dash, then hold Right briefly. One full beat of the Upper Norfair music is a good timing for this.&lt;br /&gt;
&lt;br /&gt;
Turn left, and do an unmorphed turnaround-bombjump to the right. Tap right once (or twice to be safe), pause, and re-enable Hi-Jump. Jump, immediately morph and unmorph, then tap left. This will align you against a solid block that's just below the peak of your jump height; the morph-unmorph limits your jump so that you won't land on it. Repeat this jump if you want to be safe, especially if you did two taps to the right earlier to make sure you weren't underneath that block.&lt;br /&gt;
&lt;br /&gt;
Turn to the right, then do an unmorphed turnaround-bombjump to the left. Do an X-Ray turn to the right, with a very quick X-Ray, otherwise you might set the 0F(44) block to another type. Do a mid-air turnaround to the left.&lt;br /&gt;
&lt;br /&gt;
Crouch, then jump, aim down, and expand your hitbox into the 0F(44) block. The easiest way to do this is to hold Down from a standing position, then on three consecutive beats of the room's music press Jump, then press an Angle button, then let go of Down. If it worked, you'll see an item box for Grappling Beam. Keep holding Angle and it will close, and another Grapple item box will appear. After that one is done, you will land on a solid block, and all of your major items will be gone.&lt;br /&gt;
&lt;br /&gt;
If you expand your hitbox into the block and nothing happens, it might be because of the aforementioned X-Ray turn turning the 0F(44) block into another type. Two unmorphed turnaround-bombjumps to the left will put you back on the initial set of blocks after the long IBJ. If you start over from there, this setup will still work.&lt;br /&gt;
&lt;br /&gt;
Activate X-Ray and turn right. After a second or two the transition block just to the right of you will go from being a bad transition to a valid one. Stop X-Ray and tap right. If you don't transition, tap right again. If you still don't transition, jump. This may be necessary if you X-Rayed too long during the X-Climb, which can change the layout given after the block-shuffle effect of the 0F(44) block.&lt;br /&gt;
&lt;br /&gt;
After hitting this transition block, it should put you touching a transition block in [[Business Center]], sending you back in-bounds in [[Cathedral Entrance]].&lt;br /&gt;
&lt;br /&gt;
=== Ceres Reset ===&lt;br /&gt;
&lt;br /&gt;
Navigate back up to Parlor, and for safety you'll want to save, and copy the save file.&lt;br /&gt;
&lt;br /&gt;
Do another doorskip or X-Ray Climb to [[Landing Site]]. However, since your inventory doesn't contain any items anymore, you can't turn off Morph for safety on the X-Ray Climb, and you can't turn off Hi-Jump Boots for the doorskip. &lt;br /&gt;
&lt;br /&gt;
This means the setup for the doorskip will be different than normal if you're doing the newer spinjump method; the gap between the pause and right inputs is 8 frames instead of 5. You will also land on a platform not far below the door transition; tap right until you continue falling.&lt;br /&gt;
&lt;br /&gt;
Go right and bomb jump up as normal, then instead of jumping straight up into the door transition and holding right as you enter, the most consistent setup is to Bunny Hop left from the same position as normal, and keep the Bunny Hop going into Landing Site. If you were to do the normal setup to the right, you'll jump into a bad transition block due to Hi-Jump. It's possible to time a jump to avoid this, but not recommended.&lt;br /&gt;
&lt;br /&gt;
After you land from the Bunny Hop, you will be on an elevator block, so before you hit a door transition you will need to pause and unpause to prevent the game freezing.&lt;br /&gt;
&lt;br /&gt;
Do an auto-spinjump to the right. Make sure you let go of right before you hit the wall, so that the wall stops your horizontal motion, but you don't keep going into the door blocks just below it.&lt;br /&gt;
&lt;br /&gt;
Once you land, you will be at the end of the &amp;quot;long fall&amp;quot; in the normal Landing Site OOB navigation. Continue going down two full copies of the room as with Any% Glitched, and follow that route through rolling off the left side of the third room copy and landing on the solid block. Now is an excellent time to pause and unpause to handle any bad transition blocks you might've touched during the OOB navigation.&lt;br /&gt;
&lt;br /&gt;
[[File:ZeroPercentCeresResetPosition.jpg|right|thumb|One pixel of Samus' visor is visible to the left of the column of blue]]&lt;br /&gt;
&lt;br /&gt;
Stand up facing left, activate X-Ray, and hold up for a couple seconds. Turn right and the screen will turn blue. Stop X-Ray, turn left, and then hold X-Ray again. Use very short releases of X-Ray to buffer movement to the left, until one one pixel column of Samus' visor is visible to the left of the column of solid blue. While still holding X-Ray, turn right, and the screen will turn orange. Hold up until the screen turns white, then tap down until you're right at the start of the orange section. Hold up for 7 beats at 240bpm, then deactivate X-Ray.&lt;br /&gt;
&lt;br /&gt;
Next you need to get to the [[Crateria Tube]]. One method is to tap left and fall off the block, then continue moving through another copy of the room, and then hit the Parlor door blocks as normal to hit that door transition.&lt;br /&gt;
&lt;br /&gt;
However, if your movement through Landing Site is inconsistent without any visual cues, or if you find that your console tends to add garbage blocks in your path, you can try to hit the Parlor door directly to your right for a 50% chance of success. X-Ray turn to the left, then do an auto-spinjump to the right, holding right until you hit the door transition. This video shows a comparison of several different RAM patterns, some of which allow for fairly easy navigation down to the next room copy, while others are tricky, in which the spinjump for the 50/50 chance of success might be a wiser option.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|zvThbcMloDY}}&lt;br /&gt;
&lt;br /&gt;
Once you enter [[Crateria Kihunter Room]] there will be a large amount of black texture covering the screen. If you're near full hp you could take a 60hp hit from a [[Sciser]] to help optimize the Ceres Ridley fight. It's possible that the door at the bottom of the room will have been turned back to yellow, in which case you'll need to reset if you picked up a Power Bomb drop during the run.&lt;br /&gt;
&lt;br /&gt;
Go down to the Red Tower Save Room, save, and reset. When you select the save file the opening cutscene should start up -- if it didn't, you'll need to load up the copied save file and try again. Incidentally, having Japanese Text enabled will make this cutscene longer, so an optimized run should have English Text enabled. After this you'll go through Ceres again. You can use Power Bombs to destroy the doors, and the addition of Hi-Jump will change the movement from normal.&lt;br /&gt;
&lt;br /&gt;
As you land on Zebes, the planet should be exploding. Mash down on the dpad. Samus' sprite will change slightly as she re-enters the ship, and that is when time stops.&lt;br /&gt;
&lt;br /&gt;
== Collected Items ==&lt;br /&gt;
&lt;br /&gt;
The items that make up 0% are the following:&lt;br /&gt;
&lt;br /&gt;
[[Image:morphball.png]] [[Image:missiles.png]] [[Image:bombs.png]] [[Image:powerbomb.png]] [[Image:varia.png]] [[Image:xray.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Morphing Ball]] is required to 'awaken' the planet and utilize [[Power Bomb|Power Bombs]].&lt;br /&gt;
&lt;br /&gt;
Similarly to above, one [[Missile]] expansion is also required to awaken the planet. Because all missiles are deleted in the end, there is no limit to the number that are allowed to be collected if one so desires.&lt;br /&gt;
&lt;br /&gt;
[[Bomb|Bombs]] are required to do a lot of the out of bounds necessary to make 0% possible.&lt;br /&gt;
&lt;br /&gt;
[[Power Bomb|Powerbombs]] are required to open orange doors and destroy other destructible surfaces that block the way. They are also required to collect x-ray.&lt;br /&gt;
&lt;br /&gt;
[[Varia Suit]] is required in order to resist heat damage during the key out of bounds navigation. It is worth noting that Varia is not collected in the traditional way, but is rather created in the out of bounds area of landing site and collected that way.&lt;br /&gt;
&lt;br /&gt;
[[X-Ray Scope]] is required as it is an integral part of most of the out of bounds navigation, allowing Samus to x-climb into the out of bounds areas of certain rooms but also to modify the BTS of blocks and create whatever blocks are necessary.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The Artificial Varia block will crash the game on the Switch, and it's suspected this behavior is the same on other Virtual Console platforms.&lt;br /&gt;
&lt;br /&gt;
== Potential Future Improvements ==&lt;br /&gt;
&lt;br /&gt;
There is a known setup to set Samus' Max Powerbomb Count to 0 using the same Parlor 0F(44) block as the 127 PB setup, which would allow this run to be done without the GT Code Multi-File setup.&lt;br /&gt;
&lt;br /&gt;
Using Block Shuffle tiles, you can also then create 0F(44) tiles in Parlor to remove major items and to remove missiles, which allows the run to skip Artificial Varia, and to skip the Ceres Reset.&lt;br /&gt;
&lt;br /&gt;
McBrady created a [https://www.youtube.com/watch?v=PSefJTtO_HE video for this route].&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Matrick created a LOTAD (Low Optimization Tool Assisted Demonstration) with commentary, that you can find [https://www.youtube.com/watch?v=0HJncpsjl84 here].&lt;br /&gt;
&lt;br /&gt;
Chabo has a run with the hitbox viewer that uses safe strats [https://www.youtube.com/watch?v=2jXWWYCIkXw here].&lt;br /&gt;
&lt;br /&gt;
Matrick's [https://www.youtube.com/watch?v=oWkXPrrQ5Lc 3% tutorial] explains the Ceres Reset setup, although the 0% run has Hi-Jump, so some of the movement will be different.&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8337</id>
		<title>G-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8337"/>
				<updated>2024-04-18T09:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* G-Mode Save Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;G-mode (Grey mode or God mode) is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[R-Mode]]. It is possibly the most powerful with the weirdest effects.&lt;br /&gt;
&lt;br /&gt;
G-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, G-mode is mostly a time save for low% categories. It is used in all optimal routes of 14% categories that collect X-Ray:  [[14% xIce]], [[14% xChargeless]], [[14% xSpeed]], and [[14% xAmmo]]. It would additionally be used in the theoretical [[14% xPb]].&lt;br /&gt;
&lt;br /&gt;
In addition to simply being a faster method, it can be helpful in 14% categories to avoid the use of L+R. G-mode is required to avoid L+R wall jumping in [[14% xChargeless]], a theoretical PAL-only route of [[14% xSpeed]], and the theoretical [[14% xPb]]. Note L+R wall jumping cannot be avoided in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
G-mode would also be helpful in low% version of other categories. It is used multiple times in the [https://www.youtube.com/watch?v=ux9QEKGVPgY current low% RBO run]. In low% [[Map Completion]], this would allow collecting Speed-locked map squares without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
The reason why G-mode isn't useful in more categories is because of the time needed to set it up. For example, the [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] uses G-mode to enter Maridia (much faster than the RTA method).&lt;br /&gt;
&lt;br /&gt;
Given its strength, G-mode is very powerful in puzzles, challenges, hacks, and randomizers (or more commonly &amp;quot;plandos&amp;quot;). Since it is so strong, a discussion of all of its applications would be way too long. Therefore, after a somewhat thorough discussion of entry conditions and limitations, this article has three main sections.&lt;br /&gt;
&lt;br /&gt;
The first, [[G-Mode#Major Speedrun Uses|Major Speedrun Uses]], discusses the major uses of G-mode in speedrun categories. This section is all that needs to be understood in order to use G-mode in any of the current routes of categories for vanilla Super Metroid.&lt;br /&gt;
&lt;br /&gt;
The next section, [[G-Mode#Unusual Uses|Unusual Uses]], gives some broader principles with use examples. This section would be good to review if one is trying to develop new G-mode strategies, or is attemping G-mode applications to a hack, randomizer, or puzzle.&lt;br /&gt;
&lt;br /&gt;
The final section, [[G-Mode#Non-Examples|Non-Examples]], gives some situations where G-mode does not work and explains why.&lt;br /&gt;
&lt;br /&gt;
=Entering G-Mode=&lt;br /&gt;
&lt;br /&gt;
Entering G-mode is basically a more precise version of entering [[R-Mode#Entering R-Mode|R-mode]], so most of this description holds. To keep information on G-mode centralized, this will be repeated below.&lt;br /&gt;
&lt;br /&gt;
G-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, using X-Ray on the first frame after the transition while Reserves automatically trigger, and releasing X-Ray in a specific frame window around when Reserves finish filling. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
1) Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
&lt;br /&gt;
2) Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
&lt;br /&gt;
3) Be hit by the enemy during the transition.&lt;br /&gt;
&lt;br /&gt;
4) Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
&lt;br /&gt;
5) Continue to hold dash while Reserves fill.&lt;br /&gt;
&lt;br /&gt;
6) Release dash in a small frame window when Reserves are about to finish filling.&lt;br /&gt;
&lt;br /&gt;
The only difference from R-mode is this last step.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released late, then instead R-mode will be activated. If successful, the door will not close behind Samus (if at a transition where there is not a door, see [[G-Mode#Effects|Effects]] to figure out how to determine it was successful in other cases).&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest to enter G-mode with a very small amount of Energy in Reserves. For most applications, it is usually optimal to have 4 Energy in Reserves. See the below sections for a discussion on this.&lt;br /&gt;
&lt;br /&gt;
==The Frame Window==&lt;br /&gt;
&lt;br /&gt;
The frame window is dependent on the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 5, then the frame window is equal to the amount of Energy in Reserves.&lt;br /&gt;
* If the amount of Energy in Reserves is between 5 and 11, then the frame window is equal to the amount of Energy in Reserves plus 3.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is equal to 3.&lt;br /&gt;
&lt;br /&gt;
Where the frame window is also depends upon the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 12, then the frame window is as soon as you have control over Samus after the transition. Thus, if X-Ray is released too early, it will simply never be used.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is the last 3 frames of health entering Samus' Energy Tanks. If we let n be the amount of health entering her tanks (so n is the minimum of Energy in Reserves, and the total of 99 + 100 * # of Energy Tanks), then the first frame where dash can be no longer held is when Samus' Energy is n-2, n-1, or the first frame when her Energy is n.&lt;br /&gt;
&lt;br /&gt;
Note dependent on input lag, when X-Ray must be released could appear to be different. Visually, for entering G-mode when Energy in Reserves exceeds 11, the X-Ray Scope re-widens after the Reserves have finished deploying. The three frame window is immediately before this happens.&lt;br /&gt;
&lt;br /&gt;
From this discussion, it sounds like an optimal amount of Energy in Reserves is 11, where the frame window is at a maximum of 14 frames. However, due to the next section on G-mode immobile, most applications of G-mode have 4 Energy in Reserves (with a 4 frame window) and the remaining applications have full Energy in Reserves (with a 3 frame window).&lt;br /&gt;
&lt;br /&gt;
==G-mode Immobile==&lt;br /&gt;
&lt;br /&gt;
When G-mode is activated, Samus will be unable to move until knockback frames...knock her back.&lt;br /&gt;
&lt;br /&gt;
Since knockback from an enemy lasts 5 frames, if Energy in Reserves is less than 5 then this happens automatically.&lt;br /&gt;
&lt;br /&gt;
If Energy in Reserves is at least 5, though, then Samus will be unable to move until an enemy hits her (or G-mode is canceled by using X-Ray). Thus, one must wait around until an enemy hits Samus.&lt;br /&gt;
&lt;br /&gt;
Therefore, in cases where it is possible to perform the needed actions at 4 Energy, it is optimal to have only 4 Energy in Reserves:  This way, Samus may move immediately, and the frame window is maximized.&lt;br /&gt;
&lt;br /&gt;
In any other case, the actions require having a larger amount of health. Thus, usually a full health G-mode would be performed instead. Then one must wait for a (usually global) enemy to hit Samus.&lt;br /&gt;
&lt;br /&gt;
The maximized frame window at 11 Energy in Reserves is more of a curiosity. If this is used, then it is the worst case:  Samus has very low Energy, and she cannot move until she gets hit by an enemy.&lt;br /&gt;
&lt;br /&gt;
When getting knocked out of G-mode immobile, do not hold forwards. This will cause a downwards knockback which may immediately ground Samus and she may still be immobile. This applies to both the low health version (with the automatic knockback), and when waiting for an enemy.&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
&lt;br /&gt;
Most of the effects of G-mode can be summarized as PLMs (Post Load Modifications) not behaving properly. They will fail to update:  The game is sort of acting like X-Ray is constantly in use.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* The door behind Samus upon entering G-mode will not close;&lt;br /&gt;
* Doors and gates cannot be opened;&lt;br /&gt;
* Scroll PLMs will not work, which leads to graphical glitches (like the screen not following Samus);&lt;br /&gt;
* Bombs and power bombs will not break blocks;&lt;br /&gt;
* Shot blocks and super blocks cannot be broken;&lt;br /&gt;
* Crumble blocks will not crumble;&lt;br /&gt;
* Treadmills will not push Samus;&lt;br /&gt;
* Sand will only effect Samus for a very short time (less than a second);&lt;br /&gt;
* Grapple can only interact with grapple blocks for a very short time (less than a second) and will then simply shoot through grapple blocks (they are still solid to Samus);&lt;br /&gt;
* Items cannot be collected (and act like air);&lt;br /&gt;
* Drops from enemies will not spawn;&lt;br /&gt;
* Projectiles from enemies will not be visible, and will not move (they can still damage Samus);&lt;br /&gt;
* Heat will not damage Samus (other environmental damage, like lava and acid, will).&lt;br /&gt;
&lt;br /&gt;
Additionally, if too many PLMs are interacted with, this overloads PLMs and the behavior of blocks will return to some &amp;quot;default&amp;quot; state. This is the same behavior that makes [[Frog Speedway#Randomizer|Reverse Frog Speedway]] work. This default state is:&lt;br /&gt;
* Shot, Super, and Power Bomb blocks act solid;&lt;br /&gt;
* Crumble, Bomb, and Speed blocks act like air (one qualm:  If a Bomb block is (power) bombed or if a Crumble block is stepped on before PLMs are overloaded, then it will instead act solid).&lt;br /&gt;
&lt;br /&gt;
This notably allows passing through Crumble blocks from below, and allows passing through Speed blocks without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
Overloading PLMs can be done by interacting with enough PLMs, possibly the same one multiple times. Some example methods:&lt;br /&gt;
* Passing through a Scroll PLM (frequently found in secret paths or tunnels);&lt;br /&gt;
* Passing through an item;&lt;br /&gt;
* Entering sand;&lt;br /&gt;
* Grappling a grapple block until grapple stops interacting with it;&lt;br /&gt;
* Destroying bomb blocks with Screw Attack, a shinespark, or a blue suit;&lt;br /&gt;
* Bombing blocks such that normally bombing them would reveal what type of block it is (One note: Bombing a Crumble block that has been stepped on will not work);&lt;br /&gt;
* Stepping on enough different Crumble blocks.&lt;br /&gt;
&lt;br /&gt;
Other than these basic effects, there are effects that depend upon which room Samus is in.&lt;br /&gt;
&lt;br /&gt;
==Direct G-mode==&lt;br /&gt;
&lt;br /&gt;
Direct G-mode is before any transition tiles are interacted with in G-mode.&lt;br /&gt;
&lt;br /&gt;
Direct G-mode is a particular example of [[R-Mode|R-mode]], so will have the same effects. This includes graphical glitches, forced stand, and the power bomb effects. The graphical glitches may look different.&lt;br /&gt;
&lt;br /&gt;
A note about G-mode forced stand:  Since drops do not spawn, this requires a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Direct G-mode will be canceled when entering a transition tile, just like R-mode is lost when entering a new room. It will become:&lt;br /&gt;
&lt;br /&gt;
==Indirect G-mode==&lt;br /&gt;
&lt;br /&gt;
This is the state of G-mode after triggering a transition tile. Note since the door does not close behind Samus when initially entering G-mode, this room can usually be entered. Also, after entering this room, the door will now close behind Samus (or more accurately be instantly closed).&lt;br /&gt;
&lt;br /&gt;
Other transitions also work, like elevators or sand pits.&lt;br /&gt;
&lt;br /&gt;
In indirect G-mode, the screen will return to the normal dimness level. Door shell colors will not appear but they are there: it is purely graphical. The pause screen will look normal again.&lt;br /&gt;
&lt;br /&gt;
The most important effect of indirect G-mode is that wave and super gates will not spawn. Therefore, these gates can be passed and G-mode can be canceled on the other side, to allow crossing them without opening. In particular, this allows getting past gates that face the wrong direction.&lt;br /&gt;
&lt;br /&gt;
=Limitations=&lt;br /&gt;
&lt;br /&gt;
G-mode is canceled when Reserves automatically trigger (when in direct G-mode) or X-Ray is used.&lt;br /&gt;
&lt;br /&gt;
The most evident limitation is the enemy positioning needed to enter G-mode. Note that the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered). Additionally environmental damage (e.g., heat) will not work. Dependent on if one want direct or indirect G-mode, this set-up either has to exist in the desired room or in a neighboring room (dependent upon if transitions in the desired room have doors).&lt;br /&gt;
&lt;br /&gt;
Another limitation is that G-mode requires using X-Ray, so activation will cancel a shinespark suit. G-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
&lt;br /&gt;
G-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue. Upward transitions can be handled similarly to [[R-Mode|R-mode]].&lt;br /&gt;
&lt;br /&gt;
Downward transitions are also similar to R-mode, and are hence incredibly problematic. See [[G-Mode#Crossing Sandy Rooms|below]] for an example. The current 100% TAS does this, which is discussed in [[G-Mode#Entering Maridia from the top|Entering Maridia from the top]].&lt;br /&gt;
&lt;br /&gt;
The most important limitation of G-mode is that doors cannot be opened, and shot, super, and power bomb blocks always act solid. Therefore, mobility with G-mode is difficult.&lt;br /&gt;
&lt;br /&gt;
=Major Speedrun Uses=&lt;br /&gt;
&lt;br /&gt;
Here, all major use cases of G-mode in speedrun categories is given. This includes esoteric categories, like low% RBO and RBO glitched.&lt;br /&gt;
&lt;br /&gt;
==Reverse Lower Norfair Entry==&lt;br /&gt;
&lt;br /&gt;
In G-mode, when PLMs are overloaded, Crumble blocks act like air. This allows entering Lower Norfair by going through the Crumble blocks in [[Single Chamber]]. This is frequently faster (and possibly easier) than going through [[Lava Dive Room]] and [[Worst Room In The Game]], especially in 14% categories.&lt;br /&gt;
&lt;br /&gt;
The standard method for this G-modes towards Bubble Mountain with 4 Energy in Reserves, uses a scroll PLM to overload the PLMs, and then cancels G-mode next to the door. If neither Varia or Gravity is collected (like in low% RBO), a [[Crystal Flash]] must be used with this method (before canceling G-mode). Here is an example use:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623701383}}&lt;br /&gt;
&lt;br /&gt;
This method, especially if done without a Crystal Flash, has the issue of dealing with the [[Three Musketeers' Room|Three Musketeers]].&lt;br /&gt;
&lt;br /&gt;
There are two modifications to this method. One is to G-mode with a blue suit, and use the blue suit to kill the Three Musketeers. Two is to use a full health G-mode, to avoid the need to Crystal Flash without Varia or Gravity. This second point probably requires at least 2+3 Energy+Reserve Tanks to survive the hellrun. Here is an example that does both of these modifications:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623704977}}&lt;br /&gt;
&lt;br /&gt;
If you want to do this without breaking the graphics, you should walljump outside of the morph tunnel a couple of times. This overloads the PLMs before entering the tunnel.&lt;br /&gt;
&lt;br /&gt;
==Entering Maridia from the top==&lt;br /&gt;
&lt;br /&gt;
In [[Red Tower Elevator Room]], one can cross the green gate into [[Red Fish Room]] by using indirect G-mode. This is used in any 14% category with X-Ray, to avoid having to climb [[Main Street]]. This has two main methods.&lt;br /&gt;
&lt;br /&gt;
The first is to use a [[Zero]] to G-mode into the Save Room, and then double back to Red Tower Elevator Room. This method is slower, but does not break the graphics.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623710250}}&lt;br /&gt;
&lt;br /&gt;
The second method is to use a [[Sidehopper]] in [[Beta Power Bomb Room]] or a [[Zebbo]] in [[Hellway]] to get direct G-mode in Red Tower Elevator Room. Then, ride the elevator up and back down to get indirect G-mode.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623712739}}&lt;br /&gt;
&lt;br /&gt;
The [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] takes a third option of G-moding downward in [[Crateria Kihunter Room]]. This is most likely not RTA viable.&lt;br /&gt;
&lt;br /&gt;
Some category applications, like [[14% xSpeed]] or [[14% xChargeless]], should perform this entry with a blue suit and then use the blue suit to spark to the top of [[Mt. Everest]]. Using [[X-Mode]] in [[Hellway]] would be the fastest method from the Save Room with Speed Booster, and is hence probably what should be used in category runs. This is done in this example, which also shows the Hellway G-mode method.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623716209}}&lt;br /&gt;
&lt;br /&gt;
As a final useless note, it is possible to enter Maridia without Morph by using [[G-Mode#G-mode Morph|G-mode Morph]]. This requires an indirect G-mode morph into the elevator room, some item to get boosted up to the hole, and then using the bugs to refill and doing another G-mode morph. This is pointless, outside of puzzles or plandos.&lt;br /&gt;
&lt;br /&gt;
==Crossing Botwoon Energy Tank Room==&lt;br /&gt;
&lt;br /&gt;
[[Botwoon Energy Tank Room]] requires an ability to jump up to the passage (if one does not have a way past the speed blocks). This can be done with L+R wall jumping, but without this cannot be done with no equipment. Also, avoiding the Energy Tank when going from left to right can be difficult suitless.&lt;br /&gt;
&lt;br /&gt;
G-mode can be used to pass through the blocks and sand. Entering the sand will instantly overload PLMs, and cause the sand and Speed blocks to act like air. This can be done in either direction. Left to right, a [[Puyo]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623719761}}&lt;br /&gt;
&lt;br /&gt;
Right to left, a [[Zoa]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623721317}}&lt;br /&gt;
&lt;br /&gt;
==G-mode Ridley==&lt;br /&gt;
&lt;br /&gt;
In low% RBO, Ridley is quite problematic. The [https://www.youtube.com/watch?v=ux9QEKGVPgY&amp;amp;t=5040s current low% RBO run] uses G-mode to handle Ridley.&lt;br /&gt;
&lt;br /&gt;
The benefit of this is that there is no heat damage. This is taken further:  A Crystal Flash is performed, and then another power bomb is placed. This causes Ridley to permanently run away from this power bomb. Note after this is done, no further power bombs may be placed and X-Ray will not work.&lt;br /&gt;
&lt;br /&gt;
To end the fight, G-mode must be canceled. This must be done by automatically triggering Reserves. Jumping on top of Ridley in a particular location will cause this to happen, and allow Ridley to immediately grab Samus. All of the particulars of the set-ups can be found in the low% RBO run linked above.&lt;br /&gt;
&lt;br /&gt;
Theoretically, this can be done without the need to Crystal Flash. This requires a very low health fight (a full health G-mode with one hit from Ridley is maximum health possible). Additionally, all flames produced by Ridley will be invisible and stay wherever they spawned. Thus as the fight progesses, jumping becomes more and more dangerous. Additionally, having enough time to be able to collect Ridley's drops may require a number of tanks. This is far from viable in runs, but is possible.&lt;br /&gt;
&lt;br /&gt;
As a final note, the [[R-Mode#R-mode Ridley|R-mode Ridley]] method will also work, since direct G-mode is also R-mode. Both methods may not be done simultaneously.&lt;br /&gt;
&lt;br /&gt;
==G-Mode Save Station==&lt;br /&gt;
&lt;br /&gt;
Main article with technical explanation: [[G-Mode Save Station]]&lt;br /&gt;
&lt;br /&gt;
G-Mode can also be used to cause save stations to execute a different PLM than normal, including giving Samus items. Once Samus steps onto the Save Station, it starts cycling through through the available PLMs. Once G-Mode is disabled by activating X-Ray again, it executes the currently-selected PLM.&lt;br /&gt;
&lt;br /&gt;
The current major use is [https://www.speedrun.com/super_metroid_category_extensions#RBO_glitched RBO Glitched]. The [https://www.youtube.com/watch?v=-DBaboq0YMs&amp;amp;t=950s current route] uses this to collect [[Gravity Suit]] before Ridley, by disabling G-Mode on a specific frame after landing on the save station.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SK9f3uXvFjs}}&lt;br /&gt;
&lt;br /&gt;
TODO: Get a more detailed description of what is possible in general.&lt;br /&gt;
&lt;br /&gt;
=Unusual Uses=&lt;br /&gt;
&lt;br /&gt;
Here, some general principles for G-mode applications are given with an example use.&lt;br /&gt;
&lt;br /&gt;
First, note that the above examples already show passing through Crumble blocks and crossing gates.&lt;br /&gt;
&lt;br /&gt;
==G-mode Morph==&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;morph without morph&amp;quot;. G-mode allows morphing without the [[Morphing Ball]]. This is only useful in puzzles, randomizers, or potentially hacks that for some reason don't give Morph for a long time.&lt;br /&gt;
&lt;br /&gt;
This is done by pressing backwards during the knockback that initially knocks Samus out of [[G-Mode#G-mode Immobile|G-mode immobile]]. The backwards press must be during the knockback frames, so is a five frame window. If done way too early, Samus will turn around and then be hit; if done slightly too early, Samus will turn-around kago the hit; if done too late, Samus will turn around after the knockback frames.&lt;br /&gt;
&lt;br /&gt;
If the fast G-mode method is done, with less than 5 Energy in Reserves, then the frame window for entering G-mode interacts with the frame window for pressing backwards. With n health in reserves, the number of frames that backwards can be pressed is 8-n. There must also be a short pause between X-Ray release and pressing backwards. The frame window for pushing backwards is always in the same spot (no matter when X-Ray is released), and is always 1 frame after the last frame that X-Ray can be released (if backwards is pressed during this 1 frame instead, then Samus turn-around kagos the knockback). In other words, the following are the valid input patterns after the transition (with D meaning dash must be pressed, d meaning dash may be pressed, &amp;lt; meaning backwards must be pressed on one of these frames, and _ meaning an empty frame):&lt;br /&gt;
* 4 Energy in Reserves:  Dddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 3 Energy in Reserves:  Ddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 2 Energy in Reserves:  Dd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 1 Energy in Reserves:  D_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The variable number of frames that one must wait dependent on X-Ray release can make this obnoxious for timing purposes. If used to entering G-mode, usually 2 Energy feels the easiest, where the window for pressing backwards (6 frames) is much longer than the waiting period (1 or 2 frames).&lt;br /&gt;
&lt;br /&gt;
This is a one time Morph:  As soon as Samus unmorphs, the trick would have to be done again to be able to Morph. While in this morphed state, Bombs, Power Bombs, and Spring Ball may be used. It is still G-mode, so in order to break Power Bomb blocks one must lay a power bomb, unmorph, and then cancel G-mode.&lt;br /&gt;
&lt;br /&gt;
With this technique, without going [[Out of Bounds]], and in the usual Super Metroid layout, 62 items may be collected RTA without Morph. An additional 13 may be collected with immediately softlocking if the item is not Morph.&lt;br /&gt;
&lt;br /&gt;
An example use case, getting down to [[Bomb Torizo]] without Morph using G-mode immobile:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623723573}}&lt;br /&gt;
&lt;br /&gt;
And getting to the same location using the low Energy method with different items:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623726525}}&lt;br /&gt;
&lt;br /&gt;
==Remote Acquiry==&lt;br /&gt;
&lt;br /&gt;
In G-mode, items behave as air and are PLMs so may be used to overload PLMs.&lt;br /&gt;
&lt;br /&gt;
If an item is passed through before PLMs are overloaded, and then G-mode is canceled, the item is collected. This allows collecting items from very far away. Note this must be done in direct G-mode.&lt;br /&gt;
&lt;br /&gt;
This becomes even more powerful when combined with G-mode Morph above, allowing the collection of Morph-locked items without getting softlocked. Here is an example collecting [[List of Missiles#Brinstar 2|Beta Missiles]] using Spring Ball:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623728616}}&lt;br /&gt;
&lt;br /&gt;
==Passing through Speed Blocks==&lt;br /&gt;
&lt;br /&gt;
One example of this was given above, passing through Botwoon Energy Tank Room.&lt;br /&gt;
&lt;br /&gt;
This may additionally be used wherever else there are Speed blocks. In particular, X-Ray and a Reserve Tank may access all Speed-locked map tiles in [[Map Completion]]]. This will be much slower, but opens up other possibilities in low% consideration.&lt;br /&gt;
&lt;br /&gt;
One more frequently done example is G-moding to access the [[Aqueduct]] items. This requires either Bombs or Grapple, to overload PLMs. It is also an alternative to the much harder suitless right side [[X-Ray Climb]]. Here is an example:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623732097}}&lt;br /&gt;
&lt;br /&gt;
==(Very) Deep Stuck X-Ray Climbing==&lt;br /&gt;
&lt;br /&gt;
Since the door does not close behind Samus when G-mode is initially entered, she may walk very deep into the door and cancel G-mode. The door closes on Samus while she is in standing position, so she may [[X-Ray Climb]] from here.&lt;br /&gt;
&lt;br /&gt;
This allows getting very deep in doors. Thus, it allows x-ray climbing past door shells lying above this door. Here is an example, x-ray climbing past the top right green door shell in [[Bubble Mountain]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623735183}}&lt;br /&gt;
&lt;br /&gt;
==X-Ray Climbing from Strange Positions==&lt;br /&gt;
&lt;br /&gt;
When PLMs are overloaded in G-mode, various blocks act as air. However, they are still there. If G-mode is canceled while Samus is standing in these blocks, then she may begin to [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
If done in conjunction with a G-mode forced stand, this can allow X-Ray climbing from very strange positions. Here is one example in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623738489}}&lt;br /&gt;
&lt;br /&gt;
==Crossing Sandy Rooms==&lt;br /&gt;
&lt;br /&gt;
Sand is a PLM, so will not effect Samus in G-mode. This allows crossing sandy rooms with fewer items. Here is an example, that crosses [[East Sand Hall]] with only X-Ray and a Reserve Tank:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|614708300}}&lt;br /&gt;
&lt;br /&gt;
This example is also notable as an RTA viable downward G-mode.&lt;br /&gt;
&lt;br /&gt;
=Non-Examples=&lt;br /&gt;
&lt;br /&gt;
Here, some examples that do not work, with a description of why, are given. Non-examples should always be studied if attempting to learn.&lt;br /&gt;
&lt;br /&gt;
Only a couple of examples are given, specifically chosen as ideas that have been asked about before.&lt;br /&gt;
&lt;br /&gt;
==GT Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass through the crumble blocks to collect [[List of Missiles#Norfair 12|GT Missiles]] without [[Space Jump]].&lt;br /&gt;
&lt;br /&gt;
This does not work, because there is no way to G-mode into [[Golden Torizo's Room|GT's room]] from the [[Screw Attack Room|bottom right]] (and GT falls too late to be able to G-mode out of the room and then get indirect G-mode in the room).&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode from the [[Acid Statue Room|top left]]. By using the Missiles to overload the PLMs, the crumble blocks can be pass through. However, the [[List of Super Missiles#Norfair 1|Supers]] for two reasons:&lt;br /&gt;
&lt;br /&gt;
1) PLMs have been overloaded, so items cannot be collected without canceling G-mode;&lt;br /&gt;
&lt;br /&gt;
2) The supers are hidden by a shot block, which cannot be broken without canceling G-mode.&lt;br /&gt;
&lt;br /&gt;
Note the Supers may be collected without killing GT by performing an [[R-Mode#R-mode clips|R-mode clip]] past the crumbles.&lt;br /&gt;
&lt;br /&gt;
==Cathedral Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode Morph to collect [[List of Missiles#Norfair 10|Cathedral Missiles]] without Morph.&lt;br /&gt;
&lt;br /&gt;
This does not work because the item is hidden by a shot block, which can never be broken in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Waterway Energy Tank==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass the Speed blocks to collect [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]].&lt;br /&gt;
&lt;br /&gt;
This actually does work:  Use a [[Zero]] to get indirect G-mode in the [[Waterway Energy Tank Room|room]]. Then use Bombs on the Speed blocks until they act like air.&lt;br /&gt;
&lt;br /&gt;
However, G-mode must be canceled in order to collect the item, since PLMs have been overloaded to pass the Speed blocks. Once G-mode is canceled, Samus is locked in the tiny area back here. This could potentially be useful if the only goal is the collect the map square (like in [[Map Completion]]), if it is a puzzle that ends upon collection of this Energy Tank, or in a multiworld where this item belongs to somebody else.&lt;br /&gt;
&lt;br /&gt;
As a major glitch note, it is possible to do 1-frame G-mode steps into the Speed blocks and [[X-Ray Climb]] to [[Out of Bounds]]. From there, escape might be possible. Note that there are also major glitch methods to collect this item without power bombs, which would avoid the need for G-mode as well.&lt;br /&gt;
&lt;br /&gt;
==Going up the back of Gauntlet==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode into [[Green Pirates Shaft]] and then go up to the back of Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The issue is that there are shot blocks. Shot blocks always act as solid in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Wrecked Ship Reserve==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode to access the [[List of Reserve Tanks#Wrecked Ship 1|Wrecked Ship Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
The issue is there is no way to G-mode into the bottom of this room:  No enemy allows this to happen. There are [[Workrobots]], but they only damage Samus via projectiles which will not work to activate G-mode.&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode into the top of this room by using a [[Zeb]], but this does not help.&lt;br /&gt;
&lt;br /&gt;
=Old Description=&lt;br /&gt;
&lt;br /&gt;
This is maintained for historical reasons.&lt;br /&gt;
&lt;br /&gt;
From the text at [http://tasvideos.org/5833S.html TASVideos]:&lt;br /&gt;
&lt;br /&gt;
''Discovered by EternisedDragon in 2015. Running out of energy during a door transition does not trigger the R-Tank's &amp;quot;Auto&amp;quot; feature before the next room is fully loaded. When the next room finishes loading, there is one frame of game play before the R-Tank activates.''&lt;br /&gt;
&lt;br /&gt;
''This frame can be used to activate X-Ray, and although doing so would normally cause the less-useful &amp;quot;R-Mode&amp;quot;, found many years ago by Kejardon, G-Mode can be achieved instead if the input used for activating X-Ray is released within a ~3 frame window, while the R-Tank finishes refilling Samus's energy.''&lt;br /&gt;
&lt;br /&gt;
''This enables control over Samus, but leaves some properties of X-Ray active - for example, the game is unable to execute any PLMs, such as crumble blocks or screen scroll controllers (which is the reason the camera doesn't follow Samus during this mode), meaning activating too many PLMs will cause the queue to fill up and make most of them nonsolid. Thus, through G-Mode, Lower Norfair is easily accessible through [[Single Chamber|what is normally its exit]] by jumping through the nonsolid pillars and crumble blocks.''&lt;br /&gt;
&lt;br /&gt;
''The mode is disabled whenever X-Ray is activated again, and since doors are also PLMs, they will not open while the mode is active (excluding the initial door, which stays open when the mode is first activated, allowing the mode to persist into the room you were originally in).''&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8336</id>
		<title>G-Mode Save Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8336"/>
				<updated>2024-04-18T06:31:49Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* Functioning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[G-Mode]], the game behaves in some ways as though X-ray scope were still active. The most noticeable are that the game does not process PLMs or projectiles. Stepping on a save station in G-Mode, and subsequently activating X-Ray to leave G-Mode, can execute a wide amount of code, most often crashing the game if done blindly, but can grant Samus any item in the game. This is used in the [[Glitched RBO]] world record route to obtain Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
== Functioning ==&lt;br /&gt;
&lt;br /&gt;
The game stores lists for each PLM, located in bank $84, of pointers to functions, and arguments for those functions. These are called instruction lists. There is a section of RAM from $1D27 through $1D76 where the game loads these pointers for running functions related to processing PLMs. For the save station, the pointer is loaded into $1D75 (the game starts at the top of this range and works downwards. Since save rooms have two PLMs that are processed when entering the room: first the door, and then the save station). In G-Mode PLMs aren't processed, and when Samus steps on the save station, $1D75 starts increasing by $02 every other frame, starting with whatever PLM instruction the game was last trying to execute. When entering a save room, $1D75 will contain $AFEC, which is a pointer to a sleep instruction (save station does nothing until Samus attempts to interact with it).&lt;br /&gt;
&lt;br /&gt;
After stepping on a save station in G-Mode, and X-Ray is activated, and G-Mode left, the game will look at whatever value is in $1D75, and interpret those two bytes as a location of a pointer in bank $84. For collecting items, you'll need to stop on a correct byte in order to be granted the item (see list below). Every item in the game has three variants: normal, hidden, and in a chozo orb; and either of these will work for obtaining the item. However, the instruction lists for these variants are so far apart in the ROM that it is irrelevant. Therefore, using the one that appears first in the ROM (the normal, not hidden or orb variant) makes the most sense. The game will either crash or do something else unexpected if X-Ray is not pressed in the two-frame window. It can also matter how long the dash button is held down to activate X-Ray.&lt;br /&gt;
&lt;br /&gt;
It is also possible to spawn energy refill and map stations (though unusable as they will spawn too close to the floor, on the left tile of the bottom of the save station), Samus Eaters (Vileplumes), shot blocks, door caps, and basically any other PLM. It is also possible to execute a lot of other code, with mostly unknown or undocumented results (or most likely, a crash).&lt;br /&gt;
&lt;br /&gt;
Because $1D75 increases by two every frame (or every other frame if standing half on the save station PLM) and starts on an even address, it is only possible to execute instructions whose pointers exist at an even address.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SK9f3uXvFjs}}&lt;br /&gt;
&lt;br /&gt;
== Executing ==&lt;br /&gt;
&lt;br /&gt;
The save station platform is made of 2 blocks, the one on the right is solid, while the one on the left is the PLM block. There are two ways to stand on the save station platform to make the PLM value change: &lt;br /&gt;
&lt;br /&gt;
# land solely on the left block to make the PLM value advance by 2 every frame: AFEC, AFEE, AFF0, AFF2, AFF4, AFF6, ... &lt;br /&gt;
# land in the middle of the platform, which makes the PLM value advance by 2 every 2 frames: AFEC, AFEE, AFEE, AFF0, AFF0, AFF2, AFF2, AFF4, AFF4, AFF6, AFF6, ...&lt;br /&gt;
&lt;br /&gt;
Given a certain wanted value, say E2F6, the number of values between that and AFEC is 330A, or 13066 in decimal. For 1), those values are covered twice per frame, so it takes 6533 frames to reach the address wanted, and it is a frame-perfect trick. For 2), it takes twice as long to reach that same value, 13066 frames, but it has a 2-frame window since the next frame would also have the same value. Landing in the proper position can be made easier using normalized movement, such as a buffered spin jump or using a bomb. &lt;br /&gt;
&lt;br /&gt;
To end G-mode and execute the value, X-ray must be activated. For case 1), the X-ray activation can be done right there on top of the block, and the correct value will be run provided the correct frame. For case 2), due to the collision oscillator and possibly other reasons, activating X-ray in the middle of the platform can execute the next value sometimes; therefore, it is recommended to jump out of the platform in the correct frame, and only then activate X-ray (alternatively, hold an angle in the correct frame, walk off the platform, and only then activate X-ray). To properly activate X-ray or jump, visual cues can be used, like auto-firing shots or using a timer; reaction time and input delay matter, which means going for some frames earlier. &lt;br /&gt;
&lt;br /&gt;
Activating X-ray for exactly 4 frames can have unintended consequences, like spawning extra (including bad-transition) blocks out of bounds. For most uses, it is recommended to activate X-ray for more than 4 frames.&lt;br /&gt;
&lt;br /&gt;
== Relevant Locations ==&lt;br /&gt;
&lt;br /&gt;
In RAM, $1D27 through $1D76 are related to this glitch, though $1D75 seems to be the more relevant address. After entering the room, its value stays at 'AFEC' (hexadecimal).&lt;br /&gt;
&lt;br /&gt;
=== Pointer locations for collecting items ===&lt;br /&gt;
&lt;br /&gt;
When watching $1D75 in RAMwatch, it should contain the following location in order to obtain the item&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Energy Tank     $E0B6&lt;br /&gt;
Missile	        $E0D6&lt;br /&gt;
Super Missile   $E100&lt;br /&gt;
Power Bomb      $E120&lt;br /&gt;
Bomb 		$E152&lt;br /&gt;
Charge Beam 	$E180&lt;br /&gt;
Ice Beam	$E1AE&lt;br /&gt;
Hi-Jump Boots 	$E1DC&lt;br /&gt;
Speed Booster	$E20A&lt;br /&gt;
Wave Beam	$E238&lt;br /&gt;
Spazer		$E266&lt;br /&gt;
Spring Ball	$E294&lt;br /&gt;
Varia Suit	$E2C8&lt;br /&gt;
Gravity Suit	$E2F6&lt;br /&gt;
Plasma Beam	$E358&lt;br /&gt;
Grapple Beam	$E386&lt;br /&gt;
Space Jump	$E3B8&lt;br /&gt;
Screw Attack	$E3E6&lt;br /&gt;
Morphing Ball	$E414&lt;br /&gt;
Reserve Tank	$E442&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of Bounds ===&lt;br /&gt;
&lt;br /&gt;
Some of the values will promote big &amp;quot;block-shuffles&amp;quot;, which effectively puts Samus OoB and spawns a bunch of different blocks. This can be used, for example, in [[Any% Glitched]]. Some of the earlier values that can be used for this are: B020, B022, and B024.&lt;br /&gt;
&lt;br /&gt;
TODO: add other pointer locations that are known to at least do something other than crash, or potentially could do something useful.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
[[https://patrickjohnston.org/bank/84 Bank log for $84]]&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/SK9f3uXvFjs?si=FaQ7GGX3kjyH99Y4/bank/G-MODE Save Station Tutorial - Get the Gravity Suit]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8329</id>
		<title>G-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8329"/>
				<updated>2024-04-12T10:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* G-Mode Save Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;G-mode (Grey mode or God mode) is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[R-Mode]]. It is possibly the most powerful with the weirdest effects.&lt;br /&gt;
&lt;br /&gt;
G-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, G-mode is mostly a time save for low% categories. It is used in all optimal routes of 14% categories that collect X-Ray:  [[14% xIce]], [[14% xChargeless]], [[14% xSpeed]], and [[14% xAmmo]]. It would additionally be used in the theoretical [[14% xPb]].&lt;br /&gt;
&lt;br /&gt;
In addition to simply being a faster method, it can be helpful in 14% categories to avoid the use of L+R. G-mode is required to avoid L+R wall jumping in [[14% xChargeless]], a theoretical PAL-only route of [[14% xSpeed]], and the theoretical [[14% xPb]]. Note L+R wall jumping cannot be avoided in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
G-mode would also be helpful in low% version of other categories. It is used multiple times in the [https://www.youtube.com/watch?v=ux9QEKGVPgY current low% RBO run]. In low% [[Map Completion]], this would allow collecting Speed-locked map squares without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
The reason why G-mode isn't useful in more categories is because of the time needed to set it up. For example, the [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] uses G-mode to enter Maridia (much faster than the RTA method).&lt;br /&gt;
&lt;br /&gt;
Given its strength, G-mode is very powerful in puzzles, challenges, hacks, and randomizers (or more commonly &amp;quot;plandos&amp;quot;). Since it is so strong, a discussion of all of its applications would be way too long. Therefore, after a somewhat thorough discussion of entry conditions and limitations, this article has three main sections.&lt;br /&gt;
&lt;br /&gt;
The first, [[G-Mode#Major Speedrun Uses|Major Speedrun Uses]], discusses the major uses of G-mode in speedrun categories. This section is all that needs to be understood in order to use G-mode in any of the current routes of categories for vanilla Super Metroid.&lt;br /&gt;
&lt;br /&gt;
The next section, [[G-Mode#Unusual Uses|Unusual Uses]], gives some broader principles with use examples. This section would be good to review if one is trying to develop new G-mode strategies, or is attemping G-mode applications to a hack, randomizer, or puzzle.&lt;br /&gt;
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The final section, [[G-Mode#Non-Examples|Non-Examples]], gives some situations where G-mode does not work and explains why.&lt;br /&gt;
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=Entering G-Mode=&lt;br /&gt;
&lt;br /&gt;
Entering G-mode is basically a more precise version of entering [[R-Mode#Entering R-Mode|R-mode]], so most of this description holds. To keep information on G-mode centralized, this will be repeated below.&lt;br /&gt;
&lt;br /&gt;
G-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, using X-Ray on the first frame after the transition while Reserves automatically trigger, and releasing X-Ray in a specific frame window around when Reserves finish filling. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
1) Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
&lt;br /&gt;
2) Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
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3) Be hit by the enemy during the transition.&lt;br /&gt;
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4) Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
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5) Continue to hold dash while Reserves fill.&lt;br /&gt;
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6) Release dash in a small frame window when Reserves are about to finish filling.&lt;br /&gt;
&lt;br /&gt;
The only difference from R-mode is this last step.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released late, then instead R-mode will be activated. If successful, the door will not close behind Samus (if at a transition where there is not a door, see [[G-Mode#Effects|Effects]] to figure out how to determine it was successful in other cases).&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest to enter G-mode with a very small amount of Energy in Reserves. For most applications, it is usually optimal to have 4 Energy in Reserves. See the below sections for a discussion on this.&lt;br /&gt;
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==The Frame Window==&lt;br /&gt;
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The frame window is dependent on the amount of Energy in Reserves.&lt;br /&gt;
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* If the amount of Energy in Reserves is less than 5, then the frame window is equal to the amount of Energy in Reserves.&lt;br /&gt;
* If the amount of Energy in Reserves is between 5 and 11, then the frame window is equal to the amount of Energy in Reserves plus 3.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is equal to 3.&lt;br /&gt;
&lt;br /&gt;
Where the frame window is also depends upon the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 12, then the frame window is as soon as you have control over Samus after the transition. Thus, if X-Ray is released too early, it will simply never be used.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is the last 3 frames of health entering Samus' Energy Tanks. If we let n be the amount of health entering her tanks (so n is the minimum of Energy in Reserves, and the total of 99 + 100 * # of Energy Tanks), then the first frame where dash can be no longer held is when Samus' Energy is n-2, n-1, or the first frame when her Energy is n.&lt;br /&gt;
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Note dependent on input lag, when X-Ray must be released could appear to be different. Visually, for entering G-mode when Energy in Reserves exceeds 11, the X-Ray Scope re-widens after the Reserves have finished deploying. The three frame window is immediately before this happens.&lt;br /&gt;
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From this discussion, it sounds like an optimal amount of Energy in Reserves is 11, where the frame window is at a maximum of 14 frames. However, due to the next section on G-mode immobile, most applications of G-mode have 4 Energy in Reserves (with a 4 frame window) and the remaining applications have full Energy in Reserves (with a 3 frame window).&lt;br /&gt;
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==G-mode Immobile==&lt;br /&gt;
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When G-mode is activated, Samus will be unable to move until knockback frames...knock her back.&lt;br /&gt;
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Since knockback from an enemy lasts 5 frames, if Energy in Reserves is less than 5 then this happens automatically.&lt;br /&gt;
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If Energy in Reserves is at least 5, though, then Samus will be unable to move until an enemy hits her (or G-mode is canceled by using X-Ray). Thus, one must wait around until an enemy hits Samus.&lt;br /&gt;
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Therefore, in cases where it is possible to perform the needed actions at 4 Energy, it is optimal to have only 4 Energy in Reserves:  This way, Samus may move immediately, and the frame window is maximized.&lt;br /&gt;
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In any other case, the actions require having a larger amount of health. Thus, usually a full health G-mode would be performed instead. Then one must wait for a (usually global) enemy to hit Samus.&lt;br /&gt;
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The maximized frame window at 11 Energy in Reserves is more of a curiosity. If this is used, then it is the worst case:  Samus has very low Energy, and she cannot move until she gets hit by an enemy.&lt;br /&gt;
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When getting knocked out of G-mode immobile, do not hold forwards. This will cause a downwards knockback which may immediately ground Samus and she may still be immobile. This applies to both the low health version (with the automatic knockback), and when waiting for an enemy.&lt;br /&gt;
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=Effects=&lt;br /&gt;
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Most of the effects of G-mode can be summarized as PLMs (Post Load Modifications) not behaving properly. They will fail to update:  The game is sort of acting like X-Ray is constantly in use.&lt;br /&gt;
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Some examples:&lt;br /&gt;
* The door behind Samus upon entering G-mode will not close;&lt;br /&gt;
* Doors and gates cannot be opened;&lt;br /&gt;
* Scroll PLMs will not work, which leads to graphical glitches (like the screen not following Samus);&lt;br /&gt;
* Bombs and power bombs will not break blocks;&lt;br /&gt;
* Shot blocks and super blocks cannot be broken;&lt;br /&gt;
* Crumble blocks will not crumble;&lt;br /&gt;
* Treadmills will not push Samus;&lt;br /&gt;
* Sand will only effect Samus for a very short time (less than a second);&lt;br /&gt;
* Grapple can only interact with grapple blocks for a very short time (less than a second) and will then simply shoot through grapple blocks (they are still solid to Samus);&lt;br /&gt;
* Items cannot be collected (and act like air);&lt;br /&gt;
* Drops from enemies will not spawn;&lt;br /&gt;
* Projectiles from enemies will not be visible, and will not move (they can still damage Samus);&lt;br /&gt;
* Heat will not damage Samus (other environmental damage, like lava and acid, will).&lt;br /&gt;
&lt;br /&gt;
Additionally, if too many PLMs are interacted with, this overloads PLMs and the behavior of blocks will return to some &amp;quot;default&amp;quot; state. This is the same behavior that makes [[Frog Speedway#Randomizer|Reverse Frog Speedway]] work. This default state is:&lt;br /&gt;
* Shot, Super, and Power Bomb blocks act solid;&lt;br /&gt;
* Crumble, Bomb, and Speed blocks act like air (one qualm:  If a Bomb block is (power) bombed or if a Crumble block is stepped on before PLMs are overloaded, then it will instead act solid).&lt;br /&gt;
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This notably allows passing through Crumble blocks from below, and allows passing through Speed blocks without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
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Overloading PLMs can be done by interacting with enough PLMs, possibly the same one multiple times. Some example methods:&lt;br /&gt;
* Passing through a Scroll PLM (frequently found in secret paths or tunnels);&lt;br /&gt;
* Passing through an item;&lt;br /&gt;
* Entering sand;&lt;br /&gt;
* Grappling a grapple block until grapple stops interacting with it;&lt;br /&gt;
* Destroying bomb blocks with Screw Attack, a shinespark, or a blue suit;&lt;br /&gt;
* Bombing blocks such that normally bombing them would reveal what type of block it is (One note: Bombing a Crumble block that has been stepped on will not work);&lt;br /&gt;
* Stepping on enough different Crumble blocks.&lt;br /&gt;
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Other than these basic effects, there are effects that depend upon which room Samus is in.&lt;br /&gt;
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==Direct G-mode==&lt;br /&gt;
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Direct G-mode is before any transition tiles are interacted with in G-mode.&lt;br /&gt;
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Direct G-mode is a particular example of [[R-Mode|R-mode]], so will have the same effects. This includes graphical glitches, forced stand, and the power bomb effects. The graphical glitches may look different.&lt;br /&gt;
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A note about G-mode forced stand:  Since drops do not spawn, this requires a [[Crystal Flash]].&lt;br /&gt;
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Direct G-mode will be canceled when entering a transition tile, just like R-mode is lost when entering a new room. It will become:&lt;br /&gt;
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==Indirect G-mode==&lt;br /&gt;
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This is the state of G-mode after triggering a transition tile. Note since the door does not close behind Samus when initially entering G-mode, this room can usually be entered. Also, after entering this room, the door will now close behind Samus (or more accurately be instantly closed).&lt;br /&gt;
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Other transitions also work, like elevators or sand pits.&lt;br /&gt;
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In indirect G-mode, the screen will return to the normal dimness level. Door shell colors will not appear but they are there: it is purely graphical. The pause screen will look normal again.&lt;br /&gt;
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The most important effect of indirect G-mode is that wave and super gates will not spawn. Therefore, these gates can be passed and G-mode can be canceled on the other side, to allow crossing them without opening. In particular, this allows getting past gates that face the wrong direction.&lt;br /&gt;
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=Limitations=&lt;br /&gt;
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G-mode is canceled when Reserves automatically trigger (when in direct G-mode) or X-Ray is used.&lt;br /&gt;
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The most evident limitation is the enemy positioning needed to enter G-mode. Note that the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered). Additionally environmental damage (e.g., heat) will not work. Dependent on if one want direct or indirect G-mode, this set-up either has to exist in the desired room or in a neighboring room (dependent upon if transitions in the desired room have doors).&lt;br /&gt;
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Another limitation is that G-mode requires using X-Ray, so activation will cancel a shinespark suit. G-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
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G-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue. Upward transitions can be handled similarly to [[R-Mode|R-mode]].&lt;br /&gt;
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Downward transitions are also similar to R-mode, and are hence incredibly problematic. See [[G-Mode#Crossing Sandy Rooms|below]] for an example. The current 100% TAS does this, which is discussed in [[G-Mode#Entering Maridia from the top|Entering Maridia from the top]].&lt;br /&gt;
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The most important limitation of G-mode is that doors cannot be opened, and shot, super, and power bomb blocks always act solid. Therefore, mobility with G-mode is difficult.&lt;br /&gt;
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=Major Speedrun Uses=&lt;br /&gt;
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Here, all major use cases of G-mode in speedrun categories is given. This includes esoteric categories, like low% RBO and RBO glitched.&lt;br /&gt;
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==Reverse Lower Norfair Entry==&lt;br /&gt;
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In G-mode, when PLMs are overloaded, Crumble blocks act like air. This allows entering Lower Norfair by going through the Crumble blocks in [[Single Chamber]]. This is frequently faster (and possibly easier) than going through [[Lava Dive Room]] and [[Worst Room In The Game]], especially in 14% categories.&lt;br /&gt;
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The standard method for this G-modes towards Bubble Mountain with 4 Energy in Reserves, uses a scroll PLM to overload the PLMs, and then cancels G-mode next to the door. If neither Varia or Gravity is collected (like in low% RBO), a [[Crystal Flash]] must be used with this method (before canceling G-mode). Here is an example use:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623701383}}&lt;br /&gt;
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This method, especially if done without a Crystal Flash, has the issue of dealing with the [[Three Musketeers' Room|Three Musketeers]].&lt;br /&gt;
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There are two modifications to this method. One is to G-mode with a blue suit, and use the blue suit to kill the Three Musketeers. Two is to use a full health G-mode, to avoid the need to Crystal Flash without Varia or Gravity. This second point probably requires at least 2+3 Energy+Reserve Tanks to survive the hellrun. Here is an example that does both of these modifications:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623704977}}&lt;br /&gt;
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If you want to do this without breaking the graphics, you should walljump outside of the morph tunnel a couple of times. This overloads the PLMs before entering the tunnel.&lt;br /&gt;
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==Entering Maridia from the top==&lt;br /&gt;
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In [[Red Tower Elevator Room]], one can cross the green gate into [[Red Fish Room]] by using indirect G-mode. This is used in any 14% category with X-Ray, to avoid having to climb [[Main Street]]. This has two main methods.&lt;br /&gt;
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The first is to use a [[Zero]] to G-mode into the Save Room, and then double back to Red Tower Elevator Room. This method is slower, but does not break the graphics.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623710250}}&lt;br /&gt;
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The second method is to use a [[Sidehopper]] in [[Beta Power Bomb Room]] or a [[Zebbo]] in [[Hellway]] to get direct G-mode in Red Tower Elevator Room. Then, ride the elevator up and back down to get indirect G-mode.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623712739}}&lt;br /&gt;
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The [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] takes a third option of G-moding downward in [[Crateria Kihunter Room]]. This is most likely not RTA viable.&lt;br /&gt;
&lt;br /&gt;
Some category applications, like [[14% xSpeed]] or [[14% xChargeless]], should perform this entry with a blue suit and then use the blue suit to spark to the top of [[Mt. Everest]]. Using [[X-Mode]] in [[Hellway]] would be the fastest method from the Save Room with Speed Booster, and is hence probably what should be used in category runs. This is done in this example, which also shows the Hellway G-mode method.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623716209}}&lt;br /&gt;
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As a final useless note, it is possible to enter Maridia without Morph by using [[G-Mode#G-mode Morph|G-mode Morph]]. This requires an indirect G-mode morph into the elevator room, some item to get boosted up to the hole, and then using the bugs to refill and doing another G-mode morph. This is pointless, outside of puzzles or plandos.&lt;br /&gt;
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==Crossing Botwoon Energy Tank Room==&lt;br /&gt;
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[[Botwoon Energy Tank Room]] requires an ability to jump up to the passage (if one does not have a way past the speed blocks). This can be done with L+R wall jumping, but without this cannot be done with no equipment. Also, avoiding the Energy Tank when going from left to right can be difficult suitless.&lt;br /&gt;
&lt;br /&gt;
G-mode can be used to pass through the blocks and sand. Entering the sand will instantly overload PLMs, and cause the sand and Speed blocks to act like air. This can be done in either direction. Left to right, a [[Puyo]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623719761}}&lt;br /&gt;
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Right to left, a [[Zoa]] may be used:&lt;br /&gt;
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{{#ev:vimeo|623721317}}&lt;br /&gt;
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==G-mode Ridley==&lt;br /&gt;
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In low% RBO, Ridley is quite problematic. The [https://www.youtube.com/watch?v=ux9QEKGVPgY&amp;amp;t=5040s current low% RBO run] uses G-mode to handle Ridley.&lt;br /&gt;
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The benefit of this is that there is no heat damage. This is taken further:  A Crystal Flash is performed, and then another power bomb is placed. This causes Ridley to permanently run away from this power bomb. Note after this is done, no further power bombs may be placed and X-Ray will not work.&lt;br /&gt;
&lt;br /&gt;
To end the fight, G-mode must be canceled. This must be done by automatically triggering Reserves. Jumping on top of Ridley in a particular location will cause this to happen, and allow Ridley to immediately grab Samus. All of the particulars of the set-ups can be found in the low% RBO run linked above.&lt;br /&gt;
&lt;br /&gt;
Theoretically, this can be done without the need to Crystal Flash. This requires a very low health fight (a full health G-mode with one hit from Ridley is maximum health possible). Additionally, all flames produced by Ridley will be invisible and stay wherever they spawned. Thus as the fight progesses, jumping becomes more and more dangerous. Additionally, having enough time to be able to collect Ridley's drops may require a number of tanks. This is far from viable in runs, but is possible.&lt;br /&gt;
&lt;br /&gt;
As a final note, the [[R-Mode#R-mode Ridley|R-mode Ridley]] method will also work, since direct G-mode is also R-mode. Both methods may not be done simultaneously.&lt;br /&gt;
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==G-Mode Save Station==&lt;br /&gt;
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Main article with technical explanation: [[G-Mode Save Station]]&lt;br /&gt;
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G-Mode can also be used to cause save stations to execute a different PLM than normal, including giving Samus items. Once Samus steps onto the Save Station, it starts cycling through through the available PLMs. Once G-Mode is disabled by activating X-Ray again, it executes the currently-selected PLM.&lt;br /&gt;
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The current major use is [https://www.speedrun.com/super_metroid_category_extensions#RBO_glitched RBO Glitched]. The [https://www.youtube.com/watch?v=-DBaboq0YMs&amp;amp;t=950s current route] uses this to collect [[Gravity Suit]] before Ridley, by disabling G-Mode on a specific frame after landing on the save station.&lt;br /&gt;
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TODO: Get a more detailed description of what is possible in general.&lt;br /&gt;
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=Unusual Uses=&lt;br /&gt;
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Here, some general principles for G-mode applications are given with an example use.&lt;br /&gt;
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First, note that the above examples already show passing through Crumble blocks and crossing gates.&lt;br /&gt;
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==G-mode Morph==&lt;br /&gt;
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Also called &amp;quot;morph without morph&amp;quot;. G-mode allows morphing without the [[Morphing Ball]]. This is only useful in puzzles, randomizers, or potentially hacks that for some reason don't give Morph for a long time.&lt;br /&gt;
&lt;br /&gt;
This is done by pressing backwards during the knockback that initially knocks Samus out of [[G-Mode#G-mode Immobile|G-mode immobile]]. The backwards press must be during the knockback frames, so is a five frame window. If done way too early, Samus will turn around and then be hit; if done slightly too early, Samus will turn-around kago the hit; if done too late, Samus will turn around after the knockback frames.&lt;br /&gt;
&lt;br /&gt;
If the fast G-mode method is done, with less than 5 Energy in Reserves, then the frame window for entering G-mode interacts with the frame window for pressing backwards. With n health in reserves, the number of frames that backwards can be pressed is 8-n. There must also be a short pause between X-Ray release and pressing backwards. The frame window for pushing backwards is always in the same spot (no matter when X-Ray is released), and is always 1 frame after the last frame that X-Ray can be released (if backwards is pressed during this 1 frame instead, then Samus turn-around kagos the knockback). In other words, the following are the valid input patterns after the transition (with D meaning dash must be pressed, d meaning dash may be pressed, &amp;lt; meaning backwards must be pressed on one of these frames, and _ meaning an empty frame):&lt;br /&gt;
* 4 Energy in Reserves:  Dddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 3 Energy in Reserves:  Ddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 2 Energy in Reserves:  Dd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 1 Energy in Reserves:  D_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The variable number of frames that one must wait dependent on X-Ray release can make this obnoxious for timing purposes. If used to entering G-mode, usually 2 Energy feels the easiest, where the window for pressing backwards (6 frames) is much longer than the waiting period (1 or 2 frames).&lt;br /&gt;
&lt;br /&gt;
This is a one time Morph:  As soon as Samus unmorphs, the trick would have to be done again to be able to Morph. While in this morphed state, Bombs, Power Bombs, and Spring Ball may be used. It is still G-mode, so in order to break Power Bomb blocks one must lay a power bomb, unmorph, and then cancel G-mode.&lt;br /&gt;
&lt;br /&gt;
With this technique, without going [[Out of Bounds]], and in the usual Super Metroid layout, 62 items may be collected RTA without Morph. An additional 13 may be collected with immediately softlocking if the item is not Morph.&lt;br /&gt;
&lt;br /&gt;
An example use case, getting down to [[Bomb Torizo]] without Morph using G-mode immobile:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623723573}}&lt;br /&gt;
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And getting to the same location using the low Energy method with different items:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623726525}}&lt;br /&gt;
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==Remote Acquiry==&lt;br /&gt;
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In G-mode, items behave as air and are PLMs so may be used to overload PLMs.&lt;br /&gt;
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If an item is passed through before PLMs are overloaded, and then G-mode is canceled, the item is collected. This allows collecting items from very far away. Note this must be done in direct G-mode.&lt;br /&gt;
&lt;br /&gt;
This becomes even more powerful when combined with G-mode Morph above, allowing the collection of Morph-locked items without getting softlocked. Here is an example collecting [[List of Missiles#Brinstar 2|Beta Missiles]] using Spring Ball:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623728616}}&lt;br /&gt;
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==Passing through Speed Blocks==&lt;br /&gt;
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One example of this was given above, passing through Botwoon Energy Tank Room.&lt;br /&gt;
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This may additionally be used wherever else there are Speed blocks. In particular, X-Ray and a Reserve Tank may access all Speed-locked map tiles in [[Map Completion]]]. This will be much slower, but opens up other possibilities in low% consideration.&lt;br /&gt;
&lt;br /&gt;
One more frequently done example is G-moding to access the [[Aqueduct]] items. This requires either Bombs or Grapple, to overload PLMs. It is also an alternative to the much harder suitless right side [[X-Ray Climb]]. Here is an example:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623732097}}&lt;br /&gt;
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==(Very) Deep Stuck X-Ray Climbing==&lt;br /&gt;
&lt;br /&gt;
Since the door does not close behind Samus when G-mode is initially entered, she may walk very deep into the door and cancel G-mode. The door closes on Samus while she is in standing position, so she may [[X-Ray Climb]] from here.&lt;br /&gt;
&lt;br /&gt;
This allows getting very deep in doors. Thus, it allows x-ray climbing past door shells lying above this door. Here is an example, x-ray climbing past the top right green door shell in [[Bubble Mountain]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623735183}}&lt;br /&gt;
&lt;br /&gt;
==X-Ray Climbing from Strange Positions==&lt;br /&gt;
&lt;br /&gt;
When PLMs are overloaded in G-mode, various blocks act as air. However, they are still there. If G-mode is canceled while Samus is standing in these blocks, then she may begin to [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
If done in conjunction with a G-mode forced stand, this can allow X-Ray climbing from very strange positions. Here is one example in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623738489}}&lt;br /&gt;
&lt;br /&gt;
==Crossing Sandy Rooms==&lt;br /&gt;
&lt;br /&gt;
Sand is a PLM, so will not effect Samus in G-mode. This allows crossing sandy rooms with fewer items. Here is an example, that crosses [[East Sand Hall]] with only X-Ray and a Reserve Tank:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|614708300}}&lt;br /&gt;
&lt;br /&gt;
This example is also notable as an RTA viable downward G-mode.&lt;br /&gt;
&lt;br /&gt;
=Non-Examples=&lt;br /&gt;
&lt;br /&gt;
Here, some examples that do not work, with a description of why, are given. Non-examples should always be studied if attempting to learn.&lt;br /&gt;
&lt;br /&gt;
Only a couple of examples are given, specifically chosen as ideas that have been asked about before.&lt;br /&gt;
&lt;br /&gt;
==GT Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass through the crumble blocks to collect [[List of Missiles#Norfair 12|GT Missiles]] without [[Space Jump]].&lt;br /&gt;
&lt;br /&gt;
This does not work, because there is no way to G-mode into [[Golden Torizo's Room|GT's room]] from the [[Screw Attack Room|bottom right]] (and GT falls too late to be able to G-mode out of the room and then get indirect G-mode in the room).&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode from the [[Acid Statue Room|top left]]. By using the Missiles to overload the PLMs, the crumble blocks can be pass through. However, the [[List of Super Missiles#Norfair 1|Supers]] for two reasons:&lt;br /&gt;
&lt;br /&gt;
1) PLMs have been overloaded, so items cannot be collected without canceling G-mode;&lt;br /&gt;
&lt;br /&gt;
2) The supers are hidden by a shot block, which cannot be broken without canceling G-mode.&lt;br /&gt;
&lt;br /&gt;
Note the Supers may be collected without killing GT by performing an [[R-Mode#R-mode clips|R-mode clip]] past the crumbles.&lt;br /&gt;
&lt;br /&gt;
==Cathedral Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode Morph to collect [[List of Missiles#Norfair 10|Cathedral Missiles]] without Morph.&lt;br /&gt;
&lt;br /&gt;
This does not work because the item is hidden by a shot block, which can never be broken in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Waterway Energy Tank==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass the Speed blocks to collect [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]].&lt;br /&gt;
&lt;br /&gt;
This actually does work:  Use a [[Zero]] to get indirect G-mode in the [[Waterway Energy Tank Room|room]]. Then use Bombs on the Speed blocks until they act like air.&lt;br /&gt;
&lt;br /&gt;
However, G-mode must be canceled in order to collect the item, since PLMs have been overloaded to pass the Speed blocks. Once G-mode is canceled, Samus is locked in the tiny area back here. This could potentially be useful if the only goal is the collect the map square (like in [[Map Completion]]), if it is a puzzle that ends upon collection of this Energy Tank, or in a multiworld where this item belongs to somebody else.&lt;br /&gt;
&lt;br /&gt;
As a major glitch note, it is possible to do 1-frame G-mode steps into the Speed blocks and [[X-Ray Climb]] to [[Out of Bounds]]. From there, escape might be possible. Note that there are also major glitch methods to collect this item without power bombs, which would avoid the need for G-mode as well.&lt;br /&gt;
&lt;br /&gt;
==Going up the back of Gauntlet==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode into [[Green Pirates Shaft]] and then go up to the back of Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The issue is that there are shot blocks. Shot blocks always act as solid in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Wrecked Ship Reserve==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode to access the [[List of Reserve Tanks#Wrecked Ship 1|Wrecked Ship Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
The issue is there is no way to G-mode into the bottom of this room:  No enemy allows this to happen. There are [[Workrobots]], but they only damage Samus via projectiles which will not work to activate G-mode.&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode into the top of this room by using a [[Zeb]], but this does not help.&lt;br /&gt;
&lt;br /&gt;
=Old Description=&lt;br /&gt;
&lt;br /&gt;
This is maintained for historical reasons.&lt;br /&gt;
&lt;br /&gt;
From the text at [http://tasvideos.org/5833S.html TASVideos]:&lt;br /&gt;
&lt;br /&gt;
''Discovered by EternisedDragon in 2015. Running out of energy during a door transition does not trigger the R-Tank's &amp;quot;Auto&amp;quot; feature before the next room is fully loaded. When the next room finishes loading, there is one frame of game play before the R-Tank activates.''&lt;br /&gt;
&lt;br /&gt;
''This frame can be used to activate X-Ray, and although doing so would normally cause the less-useful &amp;quot;R-Mode&amp;quot;, found many years ago by Kejardon, G-Mode can be achieved instead if the input used for activating X-Ray is released within a ~3 frame window, while the R-Tank finishes refilling Samus's energy.''&lt;br /&gt;
&lt;br /&gt;
''This enables control over Samus, but leaves some properties of X-Ray active - for example, the game is unable to execute any PLMs, such as crumble blocks or screen scroll controllers (which is the reason the camera doesn't follow Samus during this mode), meaning activating too many PLMs will cause the queue to fill up and make most of them nonsolid. Thus, through G-Mode, Lower Norfair is easily accessible through [[Single Chamber|what is normally its exit]] by jumping through the nonsolid pillars and crumble blocks.''&lt;br /&gt;
&lt;br /&gt;
''The mode is disabled whenever X-Ray is activated again, and since doors are also PLMs, they will not open while the mode is active (excluding the initial door, which stays open when the mode is first activated, allowing the mode to persist into the room you were originally in).''&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8328</id>
		<title>G-Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode&amp;diff=8328"/>
				<updated>2024-04-12T10:06:57Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* G-Mode Save Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;G-mode (Grey mode or God mode) is one of the three X-Ray Scope glitched modes, the other two being [[X-Mode]] and [[R-Mode]]. It is possibly the most powerful with the weirdest effects.&lt;br /&gt;
&lt;br /&gt;
G-mode requires [[X-Ray Scope]] and at least one [[Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
For speedrun purposes, G-mode is mostly a time save for low% categories. It is used in all optimal routes of 14% categories that collect X-Ray:  [[14% xIce]], [[14% xChargeless]], [[14% xSpeed]], and [[14% xAmmo]]. It would additionally be used in the theoretical [[14% xPb]].&lt;br /&gt;
&lt;br /&gt;
In addition to simply being a faster method, it can be helpful in 14% categories to avoid the use of L+R. G-mode is required to avoid L+R wall jumping in [[14% xChargeless]], a theoretical PAL-only route of [[14% xSpeed]], and the theoretical [[14% xPb]]. Note L+R wall jumping cannot be avoided in [[14% xAmmo]].&lt;br /&gt;
&lt;br /&gt;
G-mode would also be helpful in low% version of other categories. It is used multiple times in the [https://www.youtube.com/watch?v=ux9QEKGVPgY current low% RBO run]. In low% [[Map Completion]], this would allow collecting Speed-locked map squares without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
The reason why G-mode isn't useful in more categories is because of the time needed to set it up. For example, the [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] uses G-mode to enter Maridia (much faster than the RTA method).&lt;br /&gt;
&lt;br /&gt;
Given its strength, G-mode is very powerful in puzzles, challenges, hacks, and randomizers (or more commonly &amp;quot;plandos&amp;quot;). Since it is so strong, a discussion of all of its applications would be way too long. Therefore, after a somewhat thorough discussion of entry conditions and limitations, this article has three main sections.&lt;br /&gt;
&lt;br /&gt;
The first, [[G-Mode#Major Speedrun Uses|Major Speedrun Uses]], discusses the major uses of G-mode in speedrun categories. This section is all that needs to be understood in order to use G-mode in any of the current routes of categories for vanilla Super Metroid.&lt;br /&gt;
&lt;br /&gt;
The next section, [[G-Mode#Unusual Uses|Unusual Uses]], gives some broader principles with use examples. This section would be good to review if one is trying to develop new G-mode strategies, or is attemping G-mode applications to a hack, randomizer, or puzzle.&lt;br /&gt;
&lt;br /&gt;
The final section, [[G-Mode#Non-Examples|Non-Examples]], gives some situations where G-mode does not work and explains why.&lt;br /&gt;
&lt;br /&gt;
=Entering G-Mode=&lt;br /&gt;
&lt;br /&gt;
Entering G-mode is basically a more precise version of entering [[R-Mode#Entering R-Mode|R-mode]], so most of this description holds. To keep information on G-mode centralized, this will be repeated below.&lt;br /&gt;
&lt;br /&gt;
G-mode is activated by entering a transition, having Samus' Energy deplete to 0 during the transition, using X-Ray on the first frame after the transition while Reserves automatically trigger, and releasing X-Ray in a specific frame window around when Reserves finish filling. This leads to the following steps:&lt;br /&gt;
&lt;br /&gt;
1) Have Reserves set to automatic, X-Ray selected, an enemy positioned so it will hit Samus during the transition, and a small enough amount of Energy such that the enemy will damage Samus down to 0 Energy.&lt;br /&gt;
&lt;br /&gt;
2) Enter the transition while in a pose that X-Ray can be used.&lt;br /&gt;
&lt;br /&gt;
3) Be hit by the enemy during the transition.&lt;br /&gt;
&lt;br /&gt;
4) Hold dash during the transition, so X-Ray is used on the first frame.&lt;br /&gt;
&lt;br /&gt;
5) Continue to hold dash while Reserves fill.&lt;br /&gt;
&lt;br /&gt;
6) Release dash in a small frame window when Reserves are about to finish filling.&lt;br /&gt;
&lt;br /&gt;
The only difference from R-mode is this last step.&lt;br /&gt;
&lt;br /&gt;
If dash is released very early, nothing notable will happen. If dash is released late, then instead R-mode will be activated. If successful, the door will not close behind Samus (if at a transition where there is not a door, see [[G-Mode#Effects|Effects]] to figure out how to determine it was successful in other cases).&lt;br /&gt;
&lt;br /&gt;
Based off the above description, it is fastest to enter G-mode with a very small amount of Energy in Reserves. For most applications, it is usually optimal to have 4 Energy in Reserves. See the below sections for a discussion on this.&lt;br /&gt;
&lt;br /&gt;
==The Frame Window==&lt;br /&gt;
&lt;br /&gt;
The frame window is dependent on the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 5, then the frame window is equal to the amount of Energy in Reserves.&lt;br /&gt;
* If the amount of Energy in Reserves is between 5 and 11, then the frame window is equal to the amount of Energy in Reserves plus 3.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is equal to 3.&lt;br /&gt;
&lt;br /&gt;
Where the frame window is also depends upon the amount of Energy in Reserves.&lt;br /&gt;
&lt;br /&gt;
* If the amount of Energy in Reserves is less than 12, then the frame window is as soon as you have control over Samus after the transition. Thus, if X-Ray is released too early, it will simply never be used.&lt;br /&gt;
* If the amount of Energy in Reserves is greater than 11, then the frame window is the last 3 frames of health entering Samus' Energy Tanks. If we let n be the amount of health entering her tanks (so n is the minimum of Energy in Reserves, and the total of 99 + 100 * # of Energy Tanks), then the first frame where dash can be no longer held is when Samus' Energy is n-2, n-1, or the first frame when her Energy is n.&lt;br /&gt;
&lt;br /&gt;
Note dependent on input lag, when X-Ray must be released could appear to be different. Visually, for entering G-mode when Energy in Reserves exceeds 11, the X-Ray Scope re-widens after the Reserves have finished deploying. The three frame window is immediately before this happens.&lt;br /&gt;
&lt;br /&gt;
From this discussion, it sounds like an optimal amount of Energy in Reserves is 11, where the frame window is at a maximum of 14 frames. However, due to the next section on G-mode immobile, most applications of G-mode have 4 Energy in Reserves (with a 4 frame window) and the remaining applications have full Energy in Reserves (with a 3 frame window).&lt;br /&gt;
&lt;br /&gt;
==G-mode Immobile==&lt;br /&gt;
&lt;br /&gt;
When G-mode is activated, Samus will be unable to move until knockback frames...knock her back.&lt;br /&gt;
&lt;br /&gt;
Since knockback from an enemy lasts 5 frames, if Energy in Reserves is less than 5 then this happens automatically.&lt;br /&gt;
&lt;br /&gt;
If Energy in Reserves is at least 5, though, then Samus will be unable to move until an enemy hits her (or G-mode is canceled by using X-Ray). Thus, one must wait around until an enemy hits Samus.&lt;br /&gt;
&lt;br /&gt;
Therefore, in cases where it is possible to perform the needed actions at 4 Energy, it is optimal to have only 4 Energy in Reserves:  This way, Samus may move immediately, and the frame window is maximized.&lt;br /&gt;
&lt;br /&gt;
In any other case, the actions require having a larger amount of health. Thus, usually a full health G-mode would be performed instead. Then one must wait for a (usually global) enemy to hit Samus.&lt;br /&gt;
&lt;br /&gt;
The maximized frame window at 11 Energy in Reserves is more of a curiosity. If this is used, then it is the worst case:  Samus has very low Energy, and she cannot move until she gets hit by an enemy.&lt;br /&gt;
&lt;br /&gt;
When getting knocked out of G-mode immobile, do not hold forwards. This will cause a downwards knockback which may immediately ground Samus and she may still be immobile. This applies to both the low health version (with the automatic knockback), and when waiting for an enemy.&lt;br /&gt;
&lt;br /&gt;
=Effects=&lt;br /&gt;
&lt;br /&gt;
Most of the effects of G-mode can be summarized as PLMs (Post Load Modifications) not behaving properly. They will fail to update:  The game is sort of acting like X-Ray is constantly in use.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* The door behind Samus upon entering G-mode will not close;&lt;br /&gt;
* Doors and gates cannot be opened;&lt;br /&gt;
* Scroll PLMs will not work, which leads to graphical glitches (like the screen not following Samus);&lt;br /&gt;
* Bombs and power bombs will not break blocks;&lt;br /&gt;
* Shot blocks and super blocks cannot be broken;&lt;br /&gt;
* Crumble blocks will not crumble;&lt;br /&gt;
* Treadmills will not push Samus;&lt;br /&gt;
* Sand will only effect Samus for a very short time (less than a second);&lt;br /&gt;
* Grapple can only interact with grapple blocks for a very short time (less than a second) and will then simply shoot through grapple blocks (they are still solid to Samus);&lt;br /&gt;
* Items cannot be collected (and act like air);&lt;br /&gt;
* Drops from enemies will not spawn;&lt;br /&gt;
* Projectiles from enemies will not be visible, and will not move (they can still damage Samus);&lt;br /&gt;
* Heat will not damage Samus (other environmental damage, like lava and acid, will).&lt;br /&gt;
&lt;br /&gt;
Additionally, if too many PLMs are interacted with, this overloads PLMs and the behavior of blocks will return to some &amp;quot;default&amp;quot; state. This is the same behavior that makes [[Frog Speedway#Randomizer|Reverse Frog Speedway]] work. This default state is:&lt;br /&gt;
* Shot, Super, and Power Bomb blocks act solid;&lt;br /&gt;
* Crumble, Bomb, and Speed blocks act like air (one qualm:  If a Bomb block is (power) bombed or if a Crumble block is stepped on before PLMs are overloaded, then it will instead act solid).&lt;br /&gt;
&lt;br /&gt;
This notably allows passing through Crumble blocks from below, and allows passing through Speed blocks without [[Speed Booster]], a [[Yellow Suit Glitch|flash suit]], or a [[Blue Suit Glitch|blue suit]].&lt;br /&gt;
&lt;br /&gt;
Overloading PLMs can be done by interacting with enough PLMs, possibly the same one multiple times. Some example methods:&lt;br /&gt;
* Passing through a Scroll PLM (frequently found in secret paths or tunnels);&lt;br /&gt;
* Passing through an item;&lt;br /&gt;
* Entering sand;&lt;br /&gt;
* Grappling a grapple block until grapple stops interacting with it;&lt;br /&gt;
* Destroying bomb blocks with Screw Attack, a shinespark, or a blue suit;&lt;br /&gt;
* Bombing blocks such that normally bombing them would reveal what type of block it is (One note: Bombing a Crumble block that has been stepped on will not work);&lt;br /&gt;
* Stepping on enough different Crumble blocks.&lt;br /&gt;
&lt;br /&gt;
Other than these basic effects, there are effects that depend upon which room Samus is in.&lt;br /&gt;
&lt;br /&gt;
==Direct G-mode==&lt;br /&gt;
&lt;br /&gt;
Direct G-mode is before any transition tiles are interacted with in G-mode.&lt;br /&gt;
&lt;br /&gt;
Direct G-mode is a particular example of [[R-Mode|R-mode]], so will have the same effects. This includes graphical glitches, forced stand, and the power bomb effects. The graphical glitches may look different.&lt;br /&gt;
&lt;br /&gt;
A note about G-mode forced stand:  Since drops do not spawn, this requires a [[Crystal Flash]].&lt;br /&gt;
&lt;br /&gt;
Direct G-mode will be canceled when entering a transition tile, just like R-mode is lost when entering a new room. It will become:&lt;br /&gt;
&lt;br /&gt;
==Indirect G-mode==&lt;br /&gt;
&lt;br /&gt;
This is the state of G-mode after triggering a transition tile. Note since the door does not close behind Samus when initially entering G-mode, this room can usually be entered. Also, after entering this room, the door will now close behind Samus (or more accurately be instantly closed).&lt;br /&gt;
&lt;br /&gt;
Other transitions also work, like elevators or sand pits.&lt;br /&gt;
&lt;br /&gt;
In indirect G-mode, the screen will return to the normal dimness level. Door shell colors will not appear but they are there: it is purely graphical. The pause screen will look normal again.&lt;br /&gt;
&lt;br /&gt;
The most important effect of indirect G-mode is that wave and super gates will not spawn. Therefore, these gates can be passed and G-mode can be canceled on the other side, to allow crossing them without opening. In particular, this allows getting past gates that face the wrong direction.&lt;br /&gt;
&lt;br /&gt;
=Limitations=&lt;br /&gt;
&lt;br /&gt;
G-mode is canceled when Reserves automatically trigger (when in direct G-mode) or X-Ray is used.&lt;br /&gt;
&lt;br /&gt;
The most evident limitation is the enemy positioning needed to enter G-mode. Note that the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered). Additionally environmental damage (e.g., heat) will not work. Dependent on if one want direct or indirect G-mode, this set-up either has to exist in the desired room or in a neighboring room (dependent upon if transitions in the desired room have doors).&lt;br /&gt;
&lt;br /&gt;
Another limitation is that G-mode requires using X-Ray, so activation will cancel a shinespark suit. G-mode can be activated with a blue suit, although requires a 1 frame movement (i.e., Samus must be one pixel away from the transition tile).&lt;br /&gt;
&lt;br /&gt;
G-mode requires triggering a transition while in a pose that X-Ray can be used. This isn't a problem for horizontal transitions, where Samus can simply walk into the transition. For vertical transitions, this an issue. Upward transitions can be handled similarly to [[R-Mode|R-mode]].&lt;br /&gt;
&lt;br /&gt;
Downward transitions are also similar to R-mode, and are hence incredibly problematic. See [[G-Mode#Crossing Sandy Rooms|below]] for an example. The current 100% TAS does this, which is discussed in [[G-Mode#Entering Maridia from the top|Entering Maridia from the top]].&lt;br /&gt;
&lt;br /&gt;
The most important limitation of G-mode is that doors cannot be opened, and shot, super, and power bomb blocks always act solid. Therefore, mobility with G-mode is difficult.&lt;br /&gt;
&lt;br /&gt;
=Major Speedrun Uses=&lt;br /&gt;
&lt;br /&gt;
Here, all major use cases of G-mode in speedrun categories is given. This includes esoteric categories, like low% RBO and RBO glitched.&lt;br /&gt;
&lt;br /&gt;
==Reverse Lower Norfair Entry==&lt;br /&gt;
&lt;br /&gt;
In G-mode, when PLMs are overloaded, Crumble blocks act like air. This allows entering Lower Norfair by going through the Crumble blocks in [[Single Chamber]]. This is frequently faster (and possibly easier) than going through [[Lava Dive Room]] and [[Worst Room In The Game]], especially in 14% categories.&lt;br /&gt;
&lt;br /&gt;
The standard method for this G-modes towards Bubble Mountain with 4 Energy in Reserves, uses a scroll PLM to overload the PLMs, and then cancels G-mode next to the door. If neither Varia or Gravity is collected (like in low% RBO), a [[Crystal Flash]] must be used with this method (before canceling G-mode). Here is an example use:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623701383}}&lt;br /&gt;
&lt;br /&gt;
This method, especially if done without a Crystal Flash, has the issue of dealing with the [[Three Musketeers' Room|Three Musketeers]].&lt;br /&gt;
&lt;br /&gt;
There are two modifications to this method. One is to G-mode with a blue suit, and use the blue suit to kill the Three Musketeers. Two is to use a full health G-mode, to avoid the need to Crystal Flash without Varia or Gravity. This second point probably requires at least 2+3 Energy+Reserve Tanks to survive the hellrun. Here is an example that does both of these modifications:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623704977}}&lt;br /&gt;
&lt;br /&gt;
If you want to do this without breaking the graphics, you should walljump outside of the morph tunnel a couple of times. This overloads the PLMs before entering the tunnel.&lt;br /&gt;
&lt;br /&gt;
==Entering Maridia from the top==&lt;br /&gt;
&lt;br /&gt;
In [[Red Tower Elevator Room]], one can cross the green gate into [[Red Fish Room]] by using indirect G-mode. This is used in any 14% category with X-Ray, to avoid having to climb [[Main Street]]. This has two main methods.&lt;br /&gt;
&lt;br /&gt;
The first is to use a [[Zero]] to G-mode into the Save Room, and then double back to Red Tower Elevator Room. This method is slower, but does not break the graphics.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623710250}}&lt;br /&gt;
&lt;br /&gt;
The second method is to use a [[Sidehopper]] in [[Beta Power Bomb Room]] or a [[Zebbo]] in [[Hellway]] to get direct G-mode in Red Tower Elevator Room. Then, ride the elevator up and back down to get indirect G-mode.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623712739}}&lt;br /&gt;
&lt;br /&gt;
The [https://www.youtube.com/watch?v=OKMa8QP45Ew&amp;amp;t=2385s current 100% TAS] takes a third option of G-moding downward in [[Crateria Kihunter Room]]. This is most likely not RTA viable.&lt;br /&gt;
&lt;br /&gt;
Some category applications, like [[14% xSpeed]] or [[14% xChargeless]], should perform this entry with a blue suit and then use the blue suit to spark to the top of [[Mt. Everest]]. Using [[X-Mode]] in [[Hellway]] would be the fastest method from the Save Room with Speed Booster, and is hence probably what should be used in category runs. This is done in this example, which also shows the Hellway G-mode method.&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623716209}}&lt;br /&gt;
&lt;br /&gt;
As a final useless note, it is possible to enter Maridia without Morph by using [[G-Mode#G-mode Morph|G-mode Morph]]. This requires an indirect G-mode morph into the elevator room, some item to get boosted up to the hole, and then using the bugs to refill and doing another G-mode morph. This is pointless, outside of puzzles or plandos.&lt;br /&gt;
&lt;br /&gt;
==Crossing Botwoon Energy Tank Room==&lt;br /&gt;
&lt;br /&gt;
[[Botwoon Energy Tank Room]] requires an ability to jump up to the passage (if one does not have a way past the speed blocks). This can be done with L+R wall jumping, but without this cannot be done with no equipment. Also, avoiding the Energy Tank when going from left to right can be difficult suitless.&lt;br /&gt;
&lt;br /&gt;
G-mode can be used to pass through the blocks and sand. Entering the sand will instantly overload PLMs, and cause the sand and Speed blocks to act like air. This can be done in either direction. Left to right, a [[Puyo]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623719761}}&lt;br /&gt;
&lt;br /&gt;
Right to left, a [[Zoa]] may be used:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623721317}}&lt;br /&gt;
&lt;br /&gt;
==G-mode Ridley==&lt;br /&gt;
&lt;br /&gt;
In low% RBO, Ridley is quite problematic. The [https://www.youtube.com/watch?v=ux9QEKGVPgY&amp;amp;t=5040s current low% RBO run] uses G-mode to handle Ridley.&lt;br /&gt;
&lt;br /&gt;
The benefit of this is that there is no heat damage. This is taken further:  A Crystal Flash is performed, and then another power bomb is placed. This causes Ridley to permanently run away from this power bomb. Note after this is done, no further power bombs may be placed and X-Ray will not work.&lt;br /&gt;
&lt;br /&gt;
To end the fight, G-mode must be canceled. This must be done by automatically triggering Reserves. Jumping on top of Ridley in a particular location will cause this to happen, and allow Ridley to immediately grab Samus. All of the particulars of the set-ups can be found in the low% RBO run linked above.&lt;br /&gt;
&lt;br /&gt;
Theoretically, this can be done without the need to Crystal Flash. This requires a very low health fight (a full health G-mode with one hit from Ridley is maximum health possible). Additionally, all flames produced by Ridley will be invisible and stay wherever they spawned. Thus as the fight progesses, jumping becomes more and more dangerous. Additionally, having enough time to be able to collect Ridley's drops may require a number of tanks. This is far from viable in runs, but is possible.&lt;br /&gt;
&lt;br /&gt;
As a final note, the [[R-Mode#R-mode Ridley|R-mode Ridley]] method will also work, since direct G-mode is also R-mode. Both methods may not be done simultaneously.&lt;br /&gt;
&lt;br /&gt;
==G-Mode Save Station==&lt;br /&gt;
&lt;br /&gt;
Main article with technical explanation: [[G-Mode Save Station]]&lt;br /&gt;
&lt;br /&gt;
G-Mode can also be used to cause save stations to execute a different PLM than normal, including giving Samus items. Once Samus steps onto the Save Station, it starts cycling through through the available PLMs. Once G-Mode is disabled by activating X-Ray again, it executes the currently-selected PLM.&lt;br /&gt;
&lt;br /&gt;
The current major use is [https://www.speedrun.com/super_metroid_category_extensions#RBO_glitched RBO Glitched]. The [https://www.youtube.com/watch?v=-DBaboq0YMs&amp;amp;t=950s current route] uses this to collect [[Gravity Suit]] before Ridley, by disabling G-Mode on a specific frame after landing on the save station.&lt;br /&gt;
[https://youtu.be/SK9f3uXvFjs?si=5mQgMiJYsJdOojDA]&lt;br /&gt;
&lt;br /&gt;
TODO: Get a more detailed description of what is possible in general.&lt;br /&gt;
&lt;br /&gt;
=Unusual Uses=&lt;br /&gt;
&lt;br /&gt;
Here, some general principles for G-mode applications are given with an example use.&lt;br /&gt;
&lt;br /&gt;
First, note that the above examples already show passing through Crumble blocks and crossing gates.&lt;br /&gt;
&lt;br /&gt;
==G-mode Morph==&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;morph without morph&amp;quot;. G-mode allows morphing without the [[Morphing Ball]]. This is only useful in puzzles, randomizers, or potentially hacks that for some reason don't give Morph for a long time.&lt;br /&gt;
&lt;br /&gt;
This is done by pressing backwards during the knockback that initially knocks Samus out of [[G-Mode#G-mode Immobile|G-mode immobile]]. The backwards press must be during the knockback frames, so is a five frame window. If done way too early, Samus will turn around and then be hit; if done slightly too early, Samus will turn-around kago the hit; if done too late, Samus will turn around after the knockback frames.&lt;br /&gt;
&lt;br /&gt;
If the fast G-mode method is done, with less than 5 Energy in Reserves, then the frame window for entering G-mode interacts with the frame window for pressing backwards. With n health in reserves, the number of frames that backwards can be pressed is 8-n. There must also be a short pause between X-Ray release and pressing backwards. The frame window for pushing backwards is always in the same spot (no matter when X-Ray is released), and is always 1 frame after the last frame that X-Ray can be released (if backwards is pressed during this 1 frame instead, then Samus turn-around kagos the knockback). In other words, the following are the valid input patterns after the transition (with D meaning dash must be pressed, d meaning dash may be pressed, &amp;lt; meaning backwards must be pressed on one of these frames, and _ meaning an empty frame):&lt;br /&gt;
* 4 Energy in Reserves:  Dddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 3 Energy in Reserves:  Ddd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 2 Energy in Reserves:  Dd_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
* 1 Energy in Reserves:  D_&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&amp;lt;&lt;br /&gt;
&lt;br /&gt;
The variable number of frames that one must wait dependent on X-Ray release can make this obnoxious for timing purposes. If used to entering G-mode, usually 2 Energy feels the easiest, where the window for pressing backwards (6 frames) is much longer than the waiting period (1 or 2 frames).&lt;br /&gt;
&lt;br /&gt;
This is a one time Morph:  As soon as Samus unmorphs, the trick would have to be done again to be able to Morph. While in this morphed state, Bombs, Power Bombs, and Spring Ball may be used. It is still G-mode, so in order to break Power Bomb blocks one must lay a power bomb, unmorph, and then cancel G-mode.&lt;br /&gt;
&lt;br /&gt;
With this technique, without going [[Out of Bounds]], and in the usual Super Metroid layout, 62 items may be collected RTA without Morph. An additional 13 may be collected with immediately softlocking if the item is not Morph.&lt;br /&gt;
&lt;br /&gt;
An example use case, getting down to [[Bomb Torizo]] without Morph using G-mode immobile:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623723573}}&lt;br /&gt;
&lt;br /&gt;
And getting to the same location using the low Energy method with different items:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623726525}}&lt;br /&gt;
&lt;br /&gt;
==Remote Acquiry==&lt;br /&gt;
&lt;br /&gt;
In G-mode, items behave as air and are PLMs so may be used to overload PLMs.&lt;br /&gt;
&lt;br /&gt;
If an item is passed through before PLMs are overloaded, and then G-mode is canceled, the item is collected. This allows collecting items from very far away. Note this must be done in direct G-mode.&lt;br /&gt;
&lt;br /&gt;
This becomes even more powerful when combined with G-mode Morph above, allowing the collection of Morph-locked items without getting softlocked. Here is an example collecting [[List of Missiles#Brinstar 2|Beta Missiles]] using Spring Ball:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623728616}}&lt;br /&gt;
&lt;br /&gt;
==Passing through Speed Blocks==&lt;br /&gt;
&lt;br /&gt;
One example of this was given above, passing through Botwoon Energy Tank Room.&lt;br /&gt;
&lt;br /&gt;
This may additionally be used wherever else there are Speed blocks. In particular, X-Ray and a Reserve Tank may access all Speed-locked map tiles in [[Map Completion]]]. This will be much slower, but opens up other possibilities in low% consideration.&lt;br /&gt;
&lt;br /&gt;
One more frequently done example is G-moding to access the [[Aqueduct]] items. This requires either Bombs or Grapple, to overload PLMs. It is also an alternative to the much harder suitless right side [[X-Ray Climb]]. Here is an example:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623732097}}&lt;br /&gt;
&lt;br /&gt;
==(Very) Deep Stuck X-Ray Climbing==&lt;br /&gt;
&lt;br /&gt;
Since the door does not close behind Samus when G-mode is initially entered, she may walk very deep into the door and cancel G-mode. The door closes on Samus while she is in standing position, so she may [[X-Ray Climb]] from here.&lt;br /&gt;
&lt;br /&gt;
This allows getting very deep in doors. Thus, it allows x-ray climbing past door shells lying above this door. Here is an example, x-ray climbing past the top right green door shell in [[Bubble Mountain]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623735183}}&lt;br /&gt;
&lt;br /&gt;
==X-Ray Climbing from Strange Positions==&lt;br /&gt;
&lt;br /&gt;
When PLMs are overloaded in G-mode, various blocks act as air. However, they are still there. If G-mode is canceled while Samus is standing in these blocks, then she may begin to [[X-Ray Climb]].&lt;br /&gt;
&lt;br /&gt;
If done in conjunction with a G-mode forced stand, this can allow X-Ray climbing from very strange positions. Here is one example in [[Big Pink]]:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|623738489}}&lt;br /&gt;
&lt;br /&gt;
==Crossing Sandy Rooms==&lt;br /&gt;
&lt;br /&gt;
Sand is a PLM, so will not effect Samus in G-mode. This allows crossing sandy rooms with fewer items. Here is an example, that crosses [[East Sand Hall]] with only X-Ray and a Reserve Tank:&lt;br /&gt;
&lt;br /&gt;
{{#ev:vimeo|614708300}}&lt;br /&gt;
&lt;br /&gt;
This example is also notable as an RTA viable downward G-mode.&lt;br /&gt;
&lt;br /&gt;
=Non-Examples=&lt;br /&gt;
&lt;br /&gt;
Here, some examples that do not work, with a description of why, are given. Non-examples should always be studied if attempting to learn.&lt;br /&gt;
&lt;br /&gt;
Only a couple of examples are given, specifically chosen as ideas that have been asked about before.&lt;br /&gt;
&lt;br /&gt;
==GT Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass through the crumble blocks to collect [[List of Missiles#Norfair 12|GT Missiles]] without [[Space Jump]].&lt;br /&gt;
&lt;br /&gt;
This does not work, because there is no way to G-mode into [[Golden Torizo's Room|GT's room]] from the [[Screw Attack Room|bottom right]] (and GT falls too late to be able to G-mode out of the room and then get indirect G-mode in the room).&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode from the [[Acid Statue Room|top left]]. By using the Missiles to overload the PLMs, the crumble blocks can be pass through. However, the [[List of Super Missiles#Norfair 1|Supers]] for two reasons:&lt;br /&gt;
&lt;br /&gt;
1) PLMs have been overloaded, so items cannot be collected without canceling G-mode;&lt;br /&gt;
&lt;br /&gt;
2) The supers are hidden by a shot block, which cannot be broken without canceling G-mode.&lt;br /&gt;
&lt;br /&gt;
Note the Supers may be collected without killing GT by performing an [[R-Mode#R-mode clips|R-mode clip]] past the crumbles.&lt;br /&gt;
&lt;br /&gt;
==Cathedral Missiles==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode Morph to collect [[List of Missiles#Norfair 10|Cathedral Missiles]] without Morph.&lt;br /&gt;
&lt;br /&gt;
This does not work because the item is hidden by a shot block, which can never be broken in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Waterway Energy Tank==&lt;br /&gt;
&lt;br /&gt;
The idea is to use G-mode to pass the Speed blocks to collect [[List of Energy Tanks#Brinstar 5|Waterway Energy Tank]].&lt;br /&gt;
&lt;br /&gt;
This actually does work:  Use a [[Zero]] to get indirect G-mode in the [[Waterway Energy Tank Room|room]]. Then use Bombs on the Speed blocks until they act like air.&lt;br /&gt;
&lt;br /&gt;
However, G-mode must be canceled in order to collect the item, since PLMs have been overloaded to pass the Speed blocks. Once G-mode is canceled, Samus is locked in the tiny area back here. This could potentially be useful if the only goal is the collect the map square (like in [[Map Completion]]), if it is a puzzle that ends upon collection of this Energy Tank, or in a multiworld where this item belongs to somebody else.&lt;br /&gt;
&lt;br /&gt;
As a major glitch note, it is possible to do 1-frame G-mode steps into the Speed blocks and [[X-Ray Climb]] to [[Out of Bounds]]. From there, escape might be possible. Note that there are also major glitch methods to collect this item without power bombs, which would avoid the need for G-mode as well.&lt;br /&gt;
&lt;br /&gt;
==Going up the back of Gauntlet==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode into [[Green Pirates Shaft]] and then go up to the back of Gauntlet.&lt;br /&gt;
&lt;br /&gt;
The issue is that there are shot blocks. Shot blocks always act as solid in G-mode.&lt;br /&gt;
&lt;br /&gt;
==Wrecked Ship Reserve==&lt;br /&gt;
&lt;br /&gt;
The idea is to G-mode to access the [[List of Reserve Tanks#Wrecked Ship 1|Wrecked Ship Reserve Tank]].&lt;br /&gt;
&lt;br /&gt;
The issue is there is no way to G-mode into the bottom of this room:  No enemy allows this to happen. There are [[Workrobots]], but they only damage Samus via projectiles which will not work to activate G-mode.&lt;br /&gt;
&lt;br /&gt;
It is possible to G-mode into the top of this room by using a [[Zeb]], but this does not help.&lt;br /&gt;
&lt;br /&gt;
=Old Description=&lt;br /&gt;
&lt;br /&gt;
This is maintained for historical reasons.&lt;br /&gt;
&lt;br /&gt;
From the text at [http://tasvideos.org/5833S.html TASVideos]:&lt;br /&gt;
&lt;br /&gt;
''Discovered by EternisedDragon in 2015. Running out of energy during a door transition does not trigger the R-Tank's &amp;quot;Auto&amp;quot; feature before the next room is fully loaded. When the next room finishes loading, there is one frame of game play before the R-Tank activates.''&lt;br /&gt;
&lt;br /&gt;
''This frame can be used to activate X-Ray, and although doing so would normally cause the less-useful &amp;quot;R-Mode&amp;quot;, found many years ago by Kejardon, G-Mode can be achieved instead if the input used for activating X-Ray is released within a ~3 frame window, while the R-Tank finishes refilling Samus's energy.''&lt;br /&gt;
&lt;br /&gt;
''This enables control over Samus, but leaves some properties of X-Ray active - for example, the game is unable to execute any PLMs, such as crumble blocks or screen scroll controllers (which is the reason the camera doesn't follow Samus during this mode), meaning activating too many PLMs will cause the queue to fill up and make most of them nonsolid. Thus, through G-Mode, Lower Norfair is easily accessible through [[Single Chamber|what is normally its exit]] by jumping through the nonsolid pillars and crumble blocks.''&lt;br /&gt;
&lt;br /&gt;
''The mode is disabled whenever X-Ray is activated again, and since doors are also PLMs, they will not open while the mode is active (excluding the initial door, which stays open when the mode is first activated, allowing the mode to persist into the room you were originally in).''&lt;br /&gt;
&lt;br /&gt;
[[Category:X-Ray Scope Glitches]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8327</id>
		<title>G-Mode Save Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8327"/>
				<updated>2024-04-12T10:02:05Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[G-Mode]], the game behaves in some ways as though X-ray scope were still active. The most noticeable are that the game does not process PLMs or projectiles. Stepping on a save station in G-Mode, and subsequently activating X-Ray to leave G-Mode, can execute a wide amount of code, most often crashing the game if done blindly, but can grant Samus any item in the game. This is used in the [[Glitched RBO]] world record route to obtain Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
== Functioning ==&lt;br /&gt;
&lt;br /&gt;
The game stores lists for each PLM, located in bank $84, of pointers to functions, and arguments for those functions. These are called instruction lists. There is a section of RAM from $1D27 through $1D76 where the game loads these pointers for running functions related to processing PLMs. For the save station, the pointer is loaded into $1D75 (the game starts at the top of this range and works downwards. Since save rooms have two PLMs that are processed when entering the room: first the door, and then the save station). In G-Mode PLMs aren't processed, and when Samus steps on the save station, $1D75 starts increasing by $02 every other frame, starting with whatever PLM instruction the game was last trying to execute. When entering a save room, $1D75 will contain $AFEC, which is a pointer to a sleep instruction (save station does nothing until Samus attempts to interact with it).&lt;br /&gt;
&lt;br /&gt;
After stepping on a save station in G-Mode, and X-Ray is activated, and G-Mode left, the game will look at whatever value is in $1D75, and interpret those two bytes as a location of a pointer in bank $84. For collecting items, you'll need to stop on a correct byte in order to be granted the item (see list below). Every item in the game has three variants: normal, hidden, and in a chozo orb; and either of these will work for obtaining the item. However, the instruction lists for these variants are so far apart in the ROM that it is irrelevant. Therefore, using the one that appears first in the ROM (the normal, not hidden or orb variant) makes the most sense. The game will either crash or do something else unexpected if X-Ray is not pressed in the two-frame window. It can also matter how long the dash button is held down to activate X-Ray.&lt;br /&gt;
&lt;br /&gt;
It is also possible to spawn energy refill and map stations (though unusable as they will spawn too close to the floor, on the left tile of the bottom of the save station), Samus Eaters (Vileplumes), shot blocks, door caps, and basically any other PLM. It is also possible to execute a lot of other code, with mostly unknown or undocumented results (or most likely, a crash).&lt;br /&gt;
&lt;br /&gt;
Because $1D75 increases by two every frame (or every other frame if standing half on the save station PLM) and starts on an even address, it is only possible to execute instructions whose pointers exist at an even address.&lt;br /&gt;
&lt;br /&gt;
== Executing ==&lt;br /&gt;
&lt;br /&gt;
The save station platform is made of 2 blocks, the one on the right is solid, while the one on the left is the PLM block. There are two ways to stand on the save station platform to make the PLM value change: &lt;br /&gt;
&lt;br /&gt;
# land solely on the left block to make the PLM value advance by 2 every frame: AFEC, AFEE, AFF0, AFF2, AFF4, AFF6, ... &lt;br /&gt;
# land in the middle of the platform, which makes the PLM value advance by 2 every 2 frames: AFEC, AFEE, AFEE, AFF0, AFF0, AFF2, AFF2, AFF4, AFF4, AFF6, AFF6, ...&lt;br /&gt;
&lt;br /&gt;
Given a certain wanted value, say E2F6, the number of values between that and AFEC is 330A, or 13066 in decimal. For 1), those values are covered twice per frame, so it takes 6533 frames to reach the address wanted, and it is a frame-perfect trick. For 2), it takes twice as long to reach that same value, 13066 frames, but it has a 2-frame window since the next frame would also have the same value. Landing in the proper position can be made easier using normalized movement, such as a buffered spin jump or using a bomb. &lt;br /&gt;
&lt;br /&gt;
To end G-mode and execute the value, X-ray must be activated. For case 1), the X-ray activation can be done right there on top of the block, and the correct value will be run provided the correct frame. For case 2), due to the collision oscillator and possibly other reasons, activating X-ray in the middle of the platform can execute the next value sometimes; therefore, it is recommended to jump out of the platform in the correct frame, and only then activate X-ray (alternatively, hold an angle in the correct frame, walk off the platform, and only then activate X-ray). To properly activate X-ray or jump, visual cues can be used, like auto-firing shots or using a timer; reaction time and input delay matter, which means going for some frames earlier. &lt;br /&gt;
&lt;br /&gt;
Activating X-ray for exactly 4 frames can have unintended consequences, like spawning extra (including bad-transition) blocks out of bounds. For most uses, it is recommended to activate X-ray for more than 4 frames.&lt;br /&gt;
&lt;br /&gt;
== Relevant Locations ==&lt;br /&gt;
&lt;br /&gt;
In RAM, $1D27 through $1D76 are related to this glitch, though $1D75 seems to be the more relevant address. After entering the room, its value stays at 'AFEC' (hexadecimal).&lt;br /&gt;
&lt;br /&gt;
=== Pointer locations for collecting items ===&lt;br /&gt;
&lt;br /&gt;
When watching $1D75 in RAMwatch, it should contain the following location in order to obtain the item&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Energy Tank     $E0B6&lt;br /&gt;
Missile	        $E0D6&lt;br /&gt;
Super Missile   $E100&lt;br /&gt;
Power Bomb      $E120&lt;br /&gt;
Bomb 		$E152&lt;br /&gt;
Charge Beam 	$E180&lt;br /&gt;
Ice Beam	$E1AE&lt;br /&gt;
Hi-Jump Boots 	$E1DC&lt;br /&gt;
Speed Booster	$E20A&lt;br /&gt;
Wave Beam	$E238&lt;br /&gt;
Spazer		$E266&lt;br /&gt;
Spring Ball	$E294&lt;br /&gt;
Varia Suit	$E2C8&lt;br /&gt;
Gravity Suit	$E2F6&lt;br /&gt;
Plasma Beam	$E358&lt;br /&gt;
Grapple Beam	$E386&lt;br /&gt;
Space Jump	$E3B8&lt;br /&gt;
Screw Attack	$E3E6&lt;br /&gt;
Morphing Ball	$E414&lt;br /&gt;
Reserve Tank	$E442&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of Bounds ===&lt;br /&gt;
&lt;br /&gt;
Some of the values will promote big &amp;quot;block-shuffles&amp;quot;, which effectively puts Samus OoB and spawns a bunch of different blocks. This can be used, for example, in [[Any% Glitched]]. Some of the earlier values that can be used for this are: B020, B022, and B024.&lt;br /&gt;
&lt;br /&gt;
TODO: add other pointer locations that are known to at least do something other than crash, or potentially could do something useful.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
[[https://patrickjohnston.org/bank/84 Bank log for $84]]&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/SK9f3uXvFjs?si=FaQ7GGX3kjyH99Y4/bank/G-MODE Save Station Tutorial - Get the Gravity Suit]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8326</id>
		<title>G-Mode Save Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8326"/>
				<updated>2024-04-12T10:01:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[G-Mode]], the game behaves in some ways as though X-ray scope were still active. The most noticeable are that the game does not process PLMs or projectiles. Stepping on a save station in G-Mode, and subsequently activating X-Ray to leave G-Mode, can execute a wide amount of code, most often crashing the game if done blindly, but can grant Samus any item in the game. This is used in the [[Glitched RBO]] world record route to obtain Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
== Functioning ==&lt;br /&gt;
&lt;br /&gt;
The game stores lists for each PLM, located in bank $84, of pointers to functions, and arguments for those functions. These are called instruction lists. There is a section of RAM from $1D27 through $1D76 where the game loads these pointers for running functions related to processing PLMs. For the save station, the pointer is loaded into $1D75 (the game starts at the top of this range and works downwards. Since save rooms have two PLMs that are processed when entering the room: first the door, and then the save station). In G-Mode PLMs aren't processed, and when Samus steps on the save station, $1D75 starts increasing by $02 every other frame, starting with whatever PLM instruction the game was last trying to execute. When entering a save room, $1D75 will contain $AFEC, which is a pointer to a sleep instruction (save station does nothing until Samus attempts to interact with it).&lt;br /&gt;
&lt;br /&gt;
After stepping on a save station in G-Mode, and X-Ray is activated, and G-Mode left, the game will look at whatever value is in $1D75, and interpret those two bytes as a location of a pointer in bank $84. For collecting items, you'll need to stop on a correct byte in order to be granted the item (see list below). Every item in the game has three variants: normal, hidden, and in a chozo orb; and either of these will work for obtaining the item. However, the instruction lists for these variants are so far apart in the ROM that it is irrelevant. Therefore, using the one that appears first in the ROM (the normal, not hidden or orb variant) makes the most sense. The game will either crash or do something else unexpected if X-Ray is not pressed in the two-frame window. It can also matter how long the dash button is held down to activate X-Ray.&lt;br /&gt;
&lt;br /&gt;
It is also possible to spawn energy refill and map stations (though unusable as they will spawn too close to the floor, on the left tile of the bottom of the save station), Samus Eaters (Vileplumes), shot blocks, door caps, and basically any other PLM. It is also possible to execute a lot of other code, with mostly unknown or undocumented results (or most likely, a crash).&lt;br /&gt;
&lt;br /&gt;
Because $1D75 increases by two every frame (or every other frame if standing half on the save station PLM) and starts on an even address, it is only possible to execute instructions whose pointers exist at an even address.&lt;br /&gt;
&lt;br /&gt;
== Executing ==&lt;br /&gt;
&lt;br /&gt;
The save station platform is made of 2 blocks, the one on the right is solid, while the one on the left is the PLM block. There are two ways to stand on the save station platform to make the PLM value change: &lt;br /&gt;
&lt;br /&gt;
# land solely on the left block to make the PLM value advance by 2 every frame: AFEC, AFEE, AFF0, AFF2, AFF4, AFF6, ... &lt;br /&gt;
# land in the middle of the platform, which makes the PLM value advance by 2 every 2 frames: AFEC, AFEE, AFEE, AFF0, AFF0, AFF2, AFF2, AFF4, AFF4, AFF6, AFF6, ...&lt;br /&gt;
&lt;br /&gt;
Given a certain wanted value, say E2F6, the number of values between that and AFEC is 330A, or 13066 in decimal. For 1), those values are covered twice per frame, so it takes 6533 frames to reach the address wanted, and it is a frame-perfect trick. For 2), it takes twice as long to reach that same value, 13066 frames, but it has a 2-frame window since the next frame would also have the same value. Landing in the proper position can be made easier using normalized movement, such as a buffered spin jump or using a bomb. &lt;br /&gt;
&lt;br /&gt;
To end G-mode and execute the value, X-ray must be activated. For case 1), the X-ray activation can be done right there on top of the block, and the correct value will be run provided the correct frame. For case 2), due to the collision oscillator and possibly other reasons, activating X-ray in the middle of the platform can execute the next value sometimes; therefore, it is recommended to jump out of the platform in the correct frame, and only then activate X-ray (alternatively, hold an angle in the correct frame, walk off the platform, and only then activate X-ray). To properly activate X-ray or jump, visual cues can be used, like auto-firing shots or using a timer; reaction time and input delay matter, which means going for some frames earlier. &lt;br /&gt;
&lt;br /&gt;
Activating X-ray for exactly 4 frames can have unintended consequences, like spawning extra (including bad-transition) blocks out of bounds. For most uses, it is recommended to activate X-ray for more than 4 frames.&lt;br /&gt;
&lt;br /&gt;
== Relevant Locations ==&lt;br /&gt;
&lt;br /&gt;
In RAM, $1D27 through $1D76 are related to this glitch, though $1D75 seems to be the more relevant address. After entering the room, its value stays at 'AFEC' (hexadecimal).&lt;br /&gt;
&lt;br /&gt;
=== Pointer locations for collecting items ===&lt;br /&gt;
&lt;br /&gt;
When watching $1D75 in RAMwatch, it should contain the following location in order to obtain the item&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Energy Tank     $E0B6&lt;br /&gt;
Missile	        $E0D6&lt;br /&gt;
Super Missile   $E100&lt;br /&gt;
Power Bomb      $E120&lt;br /&gt;
Bomb 		$E152&lt;br /&gt;
Charge Beam 	$E180&lt;br /&gt;
Ice Beam	$E1AE&lt;br /&gt;
Hi-Jump Boots 	$E1DC&lt;br /&gt;
Speed Booster	$E20A&lt;br /&gt;
Wave Beam	$E238&lt;br /&gt;
Spazer		$E266&lt;br /&gt;
Spring Ball	$E294&lt;br /&gt;
Varia Suit	$E2C8&lt;br /&gt;
Gravity Suit	$E2F6&lt;br /&gt;
Plasma Beam	$E358&lt;br /&gt;
Grapple Beam	$E386&lt;br /&gt;
Space Jump	$E3B8&lt;br /&gt;
Screw Attack	$E3E6&lt;br /&gt;
Morphing Ball	$E414&lt;br /&gt;
Reserve Tank	$E442&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of Bounds ===&lt;br /&gt;
&lt;br /&gt;
Some of the values will promote big &amp;quot;block-shuffles&amp;quot;, which effectively puts Samus OoB and spawns a bunch of different blocks. This can be used, for example, in [[Any% Glitched]]. Some of the earlier values that can be used for this are: B020, B022, and B024.&lt;br /&gt;
&lt;br /&gt;
TODO: add other pointer locations that are known to at least do something other than crash, or potentially could do something useful.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
[[https://patrickjohnston.org/bank/84 Bank log for $84]]&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/SK9f3uXvFjs?si=FaQ7GGX3kjyH99Y4/G-MDE Save Station Tutorial - Get the Gravity Suit]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	<entry>
		<id>https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8325</id>
		<title>G-Mode Save Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.supermetroid.run/index.php?title=G-Mode_Save_Station&amp;diff=8325"/>
				<updated>2024-04-12T10:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;Pyonkichi: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During [[G-Mode]], the game behaves in some ways as though X-ray scope were still active. The most noticeable are that the game does not process PLMs or projectiles. Stepping on a save station in G-Mode, and subsequently activating X-Ray to leave G-Mode, can execute a wide amount of code, most often crashing the game if done blindly, but can grant Samus any item in the game. This is used in the [[Glitched RBO]] world record route to obtain Gravity Suit.&lt;br /&gt;
&lt;br /&gt;
== Functioning ==&lt;br /&gt;
&lt;br /&gt;
The game stores lists for each PLM, located in bank $84, of pointers to functions, and arguments for those functions. These are called instruction lists. There is a section of RAM from $1D27 through $1D76 where the game loads these pointers for running functions related to processing PLMs. For the save station, the pointer is loaded into $1D75 (the game starts at the top of this range and works downwards. Since save rooms have two PLMs that are processed when entering the room: first the door, and then the save station). In G-Mode PLMs aren't processed, and when Samus steps on the save station, $1D75 starts increasing by $02 every other frame, starting with whatever PLM instruction the game was last trying to execute. When entering a save room, $1D75 will contain $AFEC, which is a pointer to a sleep instruction (save station does nothing until Samus attempts to interact with it).&lt;br /&gt;
&lt;br /&gt;
After stepping on a save station in G-Mode, and X-Ray is activated, and G-Mode left, the game will look at whatever value is in $1D75, and interpret those two bytes as a location of a pointer in bank $84. For collecting items, you'll need to stop on a correct byte in order to be granted the item (see list below). Every item in the game has three variants: normal, hidden, and in a chozo orb; and either of these will work for obtaining the item. However, the instruction lists for these variants are so far apart in the ROM that it is irrelevant. Therefore, using the one that appears first in the ROM (the normal, not hidden or orb variant) makes the most sense. The game will either crash or do something else unexpected if X-Ray is not pressed in the two-frame window. It can also matter how long the dash button is held down to activate X-Ray.&lt;br /&gt;
&lt;br /&gt;
It is also possible to spawn energy refill and map stations (though unusable as they will spawn too close to the floor, on the left tile of the bottom of the save station), Samus Eaters (Vileplumes), shot blocks, door caps, and basically any other PLM. It is also possible to execute a lot of other code, with mostly unknown or undocumented results (or most likely, a crash).&lt;br /&gt;
&lt;br /&gt;
Because $1D75 increases by two every frame (or every other frame if standing half on the save station PLM) and starts on an even address, it is only possible to execute instructions whose pointers exist at an even address.&lt;br /&gt;
&lt;br /&gt;
== Executing ==&lt;br /&gt;
&lt;br /&gt;
The save station platform is made of 2 blocks, the one on the right is solid, while the one on the left is the PLM block. There are two ways to stand on the save station platform to make the PLM value change: &lt;br /&gt;
&lt;br /&gt;
# land solely on the left block to make the PLM value advance by 2 every frame: AFEC, AFEE, AFF0, AFF2, AFF4, AFF6, ... &lt;br /&gt;
# land in the middle of the platform, which makes the PLM value advance by 2 every 2 frames: AFEC, AFEE, AFEE, AFF0, AFF0, AFF2, AFF2, AFF4, AFF4, AFF6, AFF6, ...&lt;br /&gt;
&lt;br /&gt;
Given a certain wanted value, say E2F6, the number of values between that and AFEC is 330A, or 13066 in decimal. For 1), those values are covered twice per frame, so it takes 6533 frames to reach the address wanted, and it is a frame-perfect trick. For 2), it takes twice as long to reach that same value, 13066 frames, but it has a 2-frame window since the next frame would also have the same value. Landing in the proper position can be made easier using normalized movement, such as a buffered spin jump or using a bomb. &lt;br /&gt;
&lt;br /&gt;
To end G-mode and execute the value, X-ray must be activated. For case 1), the X-ray activation can be done right there on top of the block, and the correct value will be run provided the correct frame. For case 2), due to the collision oscillator and possibly other reasons, activating X-ray in the middle of the platform can execute the next value sometimes; therefore, it is recommended to jump out of the platform in the correct frame, and only then activate X-ray (alternatively, hold an angle in the correct frame, walk off the platform, and only then activate X-ray). To properly activate X-ray or jump, visual cues can be used, like auto-firing shots or using a timer; reaction time and input delay matter, which means going for some frames earlier. &lt;br /&gt;
&lt;br /&gt;
Activating X-ray for exactly 4 frames can have unintended consequences, like spawning extra (including bad-transition) blocks out of bounds. For most uses, it is recommended to activate X-ray for more than 4 frames.&lt;br /&gt;
&lt;br /&gt;
== Relevant Locations ==&lt;br /&gt;
&lt;br /&gt;
In RAM, $1D27 through $1D76 are related to this glitch, though $1D75 seems to be the more relevant address. After entering the room, its value stays at 'AFEC' (hexadecimal).&lt;br /&gt;
&lt;br /&gt;
=== Pointer locations for collecting items ===&lt;br /&gt;
&lt;br /&gt;
When watching $1D75 in RAMwatch, it should contain the following location in order to obtain the item&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
Energy Tank     $E0B6&lt;br /&gt;
Missile	        $E0D6&lt;br /&gt;
Super Missile   $E100&lt;br /&gt;
Power Bomb      $E120&lt;br /&gt;
Bomb 		$E152&lt;br /&gt;
Charge Beam 	$E180&lt;br /&gt;
Ice Beam	$E1AE&lt;br /&gt;
Hi-Jump Boots 	$E1DC&lt;br /&gt;
Speed Booster	$E20A&lt;br /&gt;
Wave Beam	$E238&lt;br /&gt;
Spazer		$E266&lt;br /&gt;
Spring Ball	$E294&lt;br /&gt;
Varia Suit	$E2C8&lt;br /&gt;
Gravity Suit	$E2F6&lt;br /&gt;
Plasma Beam	$E358&lt;br /&gt;
Grapple Beam	$E386&lt;br /&gt;
Space Jump	$E3B8&lt;br /&gt;
Screw Attack	$E3E6&lt;br /&gt;
Morphing Ball	$E414&lt;br /&gt;
Reserve Tank	$E442&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Out of Bounds ===&lt;br /&gt;
&lt;br /&gt;
Some of the values will promote big &amp;quot;block-shuffles&amp;quot;, which effectively puts Samus OoB and spawns a bunch of different blocks. This can be used, for example, in [[Any% Glitched]]. Some of the earlier values that can be used for this are: B020, B022, and B024.&lt;br /&gt;
&lt;br /&gt;
TODO: add other pointer locations that are known to at least do something other than crash, or potentially could do something useful.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
[[https://patrickjohnston.org/bank/84 Bank log for $84]]&lt;br /&gt;
&lt;br /&gt;
[[https://youtu.be/SK9f3uXvFjs?si=FaQ7GGX3kjyH99Y4/bank/G-MDE Save Station Tutorial - Get the Gravity Suit]]&lt;/div&gt;</summary>
		<author><name>Pyonkichi</name></author>	</entry>

	</feed>