G-Mode
G-mode (short for Grey mode or God mode) is one of the three X-Ray Scope glitched modes, the other two being X-Mode and R-Mode. It is possibly the most powerful with the weirdest effects.
G-mode requires X-Ray Scope and at least one Reserve Tank. It has some very powerful effects, many of which require specific setups and are limited to certain scenarios. Some of these include: convert some blocks and sand tiles to behave like air; prevent gates from spawning; prevent taking heat damage; prevent a door from closing behind Samus on room entry; and even morph without the Morphing Ball item.
For speedrun purposes, G-mode is mostly a time save for low% categories. It is used in all optimal routes of 14% categories that collect X-Ray: 14% xIce, 14% xChargeless, 14% xSpeed, and 14% xAmmo. In addition to simply being a faster method, in 14% xChargeless, 14% xPb and a theoretical PAL-only route of 14% xSpeed, it is required to avoid L+R Walljumping. Note that L+R cannot be avoided in 14% xAmmo.
G-mode would also be helpful in low% version of other categories. It is used multiple times in the current low% RBO run. In low% Map Completion, this would allow collecting Speed-locked map squares without Speed Booster, a flash suit, or a blue suit.
The reason why G-mode isn't useful in more categories is because of the time needed to humanly set it up. However, for example, the current 100% TAS uses G-mode to enter Maridia (much faster than the RTA method).
Given its strength, G-mode is very powerful in puzzles, challenges, hacks, and randomizers (or more commonly "plandos"). 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.
The first, 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.
The next section, 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.
The final section, Non-Examples, gives some situations where G-mode does not work and explains why.
Contents
Entering G-Mode
Entering G-mode is basically a more precise version of entering R-mode, so most of this description holds. To keep information on G-mode centralized, this will be repeated below.
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:
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.
2) Enter the transition while in a pose that X-Ray can be used.
3) Be hit by the enemy during the transition.
4) Hold dash during the transition, so X-Ray is used on the first frame.
5) Continue to hold dash while Reserves fill.
6) Release dash in a small frame window when Reserves are about to finish filling.
The only difference from R-mode is this last step.
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 Effects to figure out how to determine it was successful in other cases).
With 5 or more Energy in Reserves, G-mode Immobile will be entered. Because of this, it is generally optimal to have 4 Energy in Reserves. See the below sections for a discussion on this.
G-mode Immobile
When G-mode is activated, Samus will be unable to move until knockback frames...knock her back.
Since knockback from an enemy lasts 5 frames, if Energy in Reserves is less than 5 then this happens automatically.
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 until an enemy hits Samus.
While immobile, Samus is only able to rotate in place and shoot. The options for getting hit by an enemy include waiting for an enemy on-screen to hit Samus or waiting for a global enemy to reach her. Shooting a Super can be used to knock an enemy off a wall or platform to reach Samus.
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.
Note that using an enemy that does not provide knockback frames to set up G-mode will force G-mode immobile. These enemies can also not be used to regain mobility once in G-mode immobile. This includes Beetoms, Mochtroids, and Metroids.
The Frame Window
The frame window is dependent on the amount of Energy in Reserves.
- If the amount of Energy in Reserves is less than 5, then the frame window is equal to the amount of Energy in Reserves.
- 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.
- If the amount of Energy in Reserves is greater than 11, then the frame window is equal to 3.
Where the frame window is also depends upon the amount of Energy in Reserves.
- 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.
- 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. This includes the frame when Samus first hits the final amount of Energy that she will end with, and either one or two frames earlier.
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.
The "optimal" amount of Energy in Reserves can be defined in several different ways:
- If it is possible to perform the needed actions at 4 Energy, it is generally optimal to have 4 Energy in Reserves: This way, Samus may move immediately, and the frame window is maximized.
- If there is an enemy that can re-mobilize Samus and that enemy can deal less than 11 damage, then having 11 Energy in Reserves will significantly increase the frame window at the cost of being slower.
- If the the actions require having a larger amount of Energy, it is generally optimal to have full Reserve Energy, but Samus will be immobile and require an enemy to hit Samus.
Effects
The most significant 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.
Some examples:
- The door behind Samus upon entering G-mode will not close;
- Doors and gates cannot be opened;
- Scroll PLMs will not work, which sometimes leads to graphical glitches (like the screen not following Samus);
- Bombs and power bombs will not break blocks;
- Shot blocks and super blocks cannot be broken;
- Crumble blocks will not crumble;
- Treadmills will not push Samus;
- Sand will only effect Samus for a very short time (less than a second);
- 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);
- Items cannot be collected (and act like air);
- Drops from enemies will not spawn;
- Projectiles from enemies will not be visible, and will not move (they can still damage Samus);
- Heat will not damage Samus (other environmental damage, like lava and acid, will);
- Samus can not stop interacting with map stations, Energy, and Missile refill stations (resulting in a soft lock).
Additionally, some behaviors will overloads PLMs and the behavior of blocks will return to some "default" state. This is the same behavior that makes Reverse Frog Speedway work. This default state is:
- Shot, Super, and Power Bomb blocks act solid;
- Crumble blocks act like air (only if they haven't been stepped on before).
- Bomb blocks act like air (only if they haven't been bombed or power bombed before).
- Speed blocks act like air.
Overloading PLMs is discussed below.
Other than these basic effects, there are effects that depend upon which room Samus is in.
Direct and Indirect G-mode
The state of G-mode when first entering G-mode, is Direct G-mode. Transitioning to another room, is Indirect G-mode.
Direct G-mode is a particular example of R-mode, so it has the effects of both G-mode and R-mode. This includes R-mode forced standup, power bomb effects, and graphical glitches (which may look different). Note that since drops do not spawn, a forced stand would require a Crystal Flash or ship refill.
In addition, there are other specific features of Direct G-mode:
- The door behind Samus won't close. This allows her to return through the door or exit G-mode while in the door to get deep stuck and X-Ray climb. (There are three doors that don't have a closing animation and will instantly be closed.)
- Items appear but can't be collected. (It is sometimes possible to collect them remotely after exiting G-mode.)
Direct G-mode will be changed into Indirect G-mode when transitioning to another room, and the R-mode effects will be lost. This can be done through the open door, through sand pits or elevators, or by clipping past a door shell.
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.
In addition, there are other specific features of Indirect G-mode:
- The door behind Samus will instantly be closed.
- Items do not appear and can't be collected.
- Blue and green gates will not appear and can be freely walked through.
Overloading PLMs
As mentioned above, some behaviors will spawn too many PLMS and overload them, which has the following effects:
- Crumble blocks act like air (only if they haven't been stepped on before).
- Bomb blocks act like air (only if they haven't been bombed or power bombed before).
- Speed blocks act like air.
This notably allows passing through Crumble blocks from below, and allows passing through Speed blocks without Speed Booster, a flash suit, or a blue suit.
Remember that shot, Super, and Power Bomb blocks always act solid.
A maximum of 40 PLMs can spawn (a small number may already spawn on room load). Examples of ways to spawn more include:
- Passing through a Scroll PLM (every frame), these are frequently found in secret paths and tunnels;
- Touching sand (every frame);
- Grappling a grapple block (every frame);
- Destroying enough different bomb blocks with Screw Attack, a shinespark, or a blue suit (once per block);
- Bombing blocks such that normally bombing them would reveal what type of block it is (once per bomb; Bombing a Crumble block that has been stepped on will not work);
- Bombing a Bomb block (once per block, and it remains solid permanently);
- Stepping on enough different Crumble blocks (once per block).
Spawning PLMs in Direct G-mode:
- Passing through an uncollected item (every frame);
- Bombing an uncollected Chozo Ball item (once per bomb);
- Power Bombing an uncollected item or Chozo Ball item (1-35 times per bomb, depending on the distance between the item and Power Bomb);
- Shooting the vertical part of a closed gate (every frame if shooting vertically against it);
- Shoot or Bomb a locked Door (every frame if shooting vertically against it).
Spawning PLMs in Indirect G-mode:
- Shoot or Bomb a locked Door (every frame if shooting vertically against it);
- Shoot or Bomb a door that was ever locked, but isn't the door Samus just came through (every frame if shooting vertically against it).
Note that using a Power Bomb to interact with an item is better the closer to the item as possible, but falls off rapidly: one pixel from the item spawns 22 PLMs, but two tiles away only spawns 5. This drops off until 16 tiles away, which increases again to 35, but note that one tile closer only spawns 1, and one tile further spawns 0. This is similar when measuring the vertical distance, although slightly compressed - the maximum distance, which spawns 35, is 12 tiles above or below the item.
Limitations
G-mode is canceled when Reserves automatically trigger (when in direct G-mode) or X-Ray is used.
The most evident limitation of G-mode is required enemy positioning for entering it, as the damage taken must be from an enemy. Projectiles will not work (they do not move during transitions, so will always damage Samus before the transition is triggered), nor will environmental damage (e.g., heat). Dependent on if one wants direct or indirect G-mode, a set-up either has to exist in the desired room or in a neighboring room (dependent on if transitions in the desired room have doors).
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).
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.
Downward transitions are also similar to R-mode, and are hence incredibly problematic. See below for an example. The current 100% TAS does this, which is discussed in Entering Maridia from the top.
The most important limitation of operating in G-mode is that doors cannot be opened, and shot, super, and power bomb blocks always act solid. Therefore, mobility with G-mode is difficult.
Major Speedrun Uses
Here, all major use cases of G-mode in speedrun categories is given. This includes esoteric categories, like low% RBO and RBO glitched.
Reverse Lower Norfair Entry
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.
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:
This method, especially if done without a Crystal Flash, has the issue of needing to deal with the Three Musketeers.
There are two modifications to this method. One is to G-mode with a blue suit, and use the blue suit to kill the Three Musketeers. The other is to use a full health G-mode, to avoid the need to Crystal Flash without Varia or Gravity. This second method probably requires at least 2+3 Energy+Reserve Tanks to survive the hellrun. Here is an example that does both of these modifications:
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.
Entering Maridia from the top
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.
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.
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.
The current 100% TAS takes a third option of G-moding downward in Crateria Kihunter Room. This is most likely not RTA viable.
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.
As a final useless note, it is possible to enter Maridia without Morph by using 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.
Crossing Botwoon Energy Tank Room
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.
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:
Right to left, a Zoa may be used:
G-mode Ridley
In low% RBO, Ridley is quite problematic. The current low% RBO run uses G-mode to handle Ridley.
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.
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.
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.
As a final note, the R-mode Ridley method will also work, since direct G-mode is also R-mode. Both methods may not be done simultaneously.
G-Mode Save Station
Main article with technical explanation: G-Mode Save Station
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.
The current major use is RBO Glitched. The current route uses this to collect Gravity Suit before Ridley, by disabling G-Mode on a specific frame after landing on the save station.
TODO: Get a more detailed description of what is possible in general.
Unusual Uses
Here, some general principles for G-mode applications are given with an example use.
First, note that the above examples already show passing through Crumble blocks and crossing gates.
G-mode Morph
Also called "morph without morph". 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.
This is done by pressing backwards during the knockback that initially knocks Samus out of 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.
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, < meaning backwards must be pressed on one of these frames, and _ meaning an empty frame):
- 4 Energy in Reserves: Dddd_<<<<
- 3 Energy in Reserves: Ddd_<<<<<
- 2 Energy in Reserves: Dd_<<<<<<
- 1 Energy in Reserves: D_<<<<<<<
The variable number of frames that one must wait dependent on X-Ray release can make this inconvenient for timing purposes. If one is practiced at entering G-mode, 2 Energy may feel the easiest, where the window for pressing backwards (6 frames) is much longer than the waiting period (1 or 2 frames).
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 Bomb or Power Bomb blocks or open Power Bomb doors, one must lay a bomb or power bomb, unmorph, and then cancel G-mode before the explosion, if PLMs have already been overloaded.
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.
An example use case, getting down to Bomb Torizo without Morph using G-mode immobile:
And getting to the same location using the low Energy method with different items:
Remote Acquiry
In G-mode, items behave as air and are PLMs so may be used to overload PLMs.
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 far away. Note this must be done in direct G-mode, as items do not spawn in indirect G-mode, and only for items that are not normally in a Chozo Ball or Shot block.
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 Beta Missiles using Spring Ball:
Passing through Speed Blocks
One example of this was given above, passing through Botwoon Energy Tank Room.
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.
One more frequently done example is G-moding to access the Aqueduct items. This requires either Bombs, Grapple, or using the bottom left door to overload PLMs. It is also an alternative to the much harder suitless right side X-Ray Climb. Here is an example:
(Very) Deep Stuck X-Ray Climbing
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.
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:
X-Ray Climbing from Strange Positions
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.
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:
Crossing Sandy Rooms
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:
This example is also notable as an RTA viable downward G-mode.
Low Energy G-Mode With Heat
Heat damage will not apply to Samus while in G-mode. This often requires G-mode Immobile to have sufficient Energy to leave a room after cancelling G-mode. It is possible to have low Energy applications in heated room without heat protection or a Crystal Flash a few ways, although it is only useful in puzzles, randomizers, or hacks:
- Bypass the door shell, to prevent leaving G-mode in the heated room;
- Remote acquire an item while next to the transition in an open door (likely the one which was entered from), cancel G-mode and touch the transition before the door closes (1 Energy loss);
- Collect an Energy drop from an enemy just after canceling G-mode, before leaving (with a pause abuse).
Note that enemy drops will only spawn when exiting G-mode if they have not yet been overloaded. This is not the same as overloading PLMs. There are 18 spaces available and one is used for each enemy projectile that is spawned and one is used for each enemy drop.
There may also be some niche use where overloading drops is beneficial, such as letting an enemy spawn 18 projectiles to then prevent other enemies from spawning projectiles that may be in a more impactful locations.
Non-Examples
Here, some examples that do not work, with a description of why, are given. Non-examples should always be studied if attempting to learn.
Only a couple of examples are given, specifically chosen as ideas that have been asked about before.
GT Missiles
The idea is to use G-mode to pass through the crumble blocks to collect GT Missiles without Space Jump.
This does not work, because there is no way to G-mode into GT's room from the 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).
It is possible to G-mode from the top left. By using the Missiles to overload the PLMs, the crumble blocks can be pass through. However, the Supers for two reasons:
1) PLMs have been overloaded, so items cannot be collected without canceling G-mode;
2) The supers are hidden by a shot block, which cannot be broken without canceling G-mode.
Note the Supers may be collected without killing GT by performing an R-mode clip past the crumbles.
Cathedral Missiles
The idea is to use G-mode Morph to collect Cathedral Missiles without Morph.
This does not work because the item is hidden by a shot block, which can never be broken in G-mode.
Waterway Energy Tank
The idea is to use G-mode to pass the Speed blocks to collect Waterway Energy Tank.
This actually does work: Use a Zero to get indirect G-mode in the room. Then use Bombs on the Speed blocks until they act like air.
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.
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.
Going up the back of Gauntlet
The idea is to G-mode into Green Pirates Shaft and then go up to the back of Gauntlet.
The issue is that there are shot blocks. Shot blocks always act as solid in G-mode.
Wrecked Ship Reserve
The idea is to G-mode to access the Wrecked Ship Reserve Tank.
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.
It is possible to G-mode into the top of this room by using a Zeb, but this does not help.
Old Description
This is maintained for historical reasons.
From the text at TASVideos:
Discovered by EternisedDragon in 2015. Running out of energy during a door transition does not trigger the R-Tank's "Auto" 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.
This frame can be used to activate X-Ray, and although doing so would normally cause the less-useful "R-Mode", 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.
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 what is normally its exit by jumping through the nonsolid pillars and crumble blocks.
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).