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Super Metroid Physics Compendium, Version 1, by Aran;Jaeger

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  1. Disposition for the Super Metroid Physics Compendium:
  2.  
  3. A. Beam-Specials
  4. B1. Input and Settings
  5. B2. GT.-Code
  6. C. Shinesparks (Shsp.)
  7. D. ?
  8. E1. Jump-through-ceiling-glitches
  9. E2. X-Ray-Climb
  10. {F1. Bosses, not even partially done yet}
  11. {F2. Details regarding Creatures, not even partially done yet}
  12. G1. Running and Echoes
  13. G2. Deceleration
  14. H. Charged Ball and Bombspread
  15. I. Beams and Pseudo-ScrewAttack
  16. J. Blue-Suit
  17. K. Shinespark-Suit (Shsp.-Suit)
  18. L. Bombs, Powerbombs and Chainsaw-Powerbombs (PB., Chsw-PB.)
  19. M0. Other Grapple-Effects
  20. M1. Grapple-Aviation and Grapple-Hanging
  21. M2. Infinite Grapple-Jumps (IGJ.)
  22. M3. Grapple-Bombjump-Jump (G.-BJ.-J.)
  23. N. Spinjumps and SpaceJump-Jumps
  24. O. Long jumps and High jumps
  25. P. Crystal Flash (CF.)
  26. Q. Audible and Visual Bugs
  27. R. ?
  28. S. Hover-Mode
  29. T. X-Mode
  30. U. Falling and Sinking
  31. V. Energy, Damage and Reserve-Transfer
  32. W. Items, Drops and Ammunition
  33. X. Saving, Stucks and Freezes
  34. Y. Moving through solid objects and narrow obstacles
  35. Z. Bomb-Grapple-Hanging and Grapple-ruptur
  36. I.. vertical infinite bombjump (IBJ.)
  37. II.. IBJ.-Sinking
  38. III.. diagonal and horizontal Bombjumps
  39. IV.. diagonal and horizontal IBJ.
  40. {V.. Shooting through solid Objects, not even partially done yet}
  41. {VI.. Mockball, Speedball, not even partially done yet}
  42. {VII.. Rolling, Knockback in Ball form, not even partially done yet}
  43. {VIII.. Springball-Jumps, not even partially done yet}
  44. IX.. Walljump-Climbing
  45. X.. Special Walljumps
  46. XI.. Mid-Air-Springball-Jumps and infinite Springball-Jumps (ISJ.)
  47.  
  48. [ ] … corresponding ideas;
  49. * … interesting/non-trivial (for players that have at least some experience regarding the game, it is recommended to maybe just look at those things, to cut off time reading things they already know. Note that these "highlighting" symbols are not done for every part yet.)
  50. (All typos are intended…   Lappa)
  51.  
  52. A. Beam-Specials:  
  53.  
  54. Act(A):
  55. Activation of Beam-Specials possible:
  56. 1. Beam-Specials can be activated
  57. - while Draygon, Metroids, Yapping Maws and/or Beetoms are attached to Samus
  58. *- shortly before activating a CF. [to have both effects at the same time for example for protection against creatures during the CF.]
  59. [https://www.youtube.com/watch?v=ItaseeTNhWI&list=UU5M90zTdMDWQpxnCgcIuoRA; part 17]
  60.  
  61. - while down-backing
  62. *- while Murder-Beam-Orbs are active [and therefore Murder-Beam-Orbs do not hinder the activation of Beam-Specials. But inversely the activation of Beam-Specials ends active Murder-Beam-Orbs.]
  63. [https://www.youtube.com/watch?v=ItaseeTNhWI&list=UU5M90zTdMDWQpxnCgcIuoRA; part 16]
  64.  
  65. - during a loose elevator trip [for protection during the trip for example if there are creatures within the elevator in a Super Metroid hack]
  66. - while Moon-walking
  67. 2. To be able to use a Beam-Special Charge is needed, exactly one Beam-Upgrade has to be active and PB.s have to be turned on. Then the Beam has to be charged while PB.s are turned on [and turning PB.s off shortly before activating the Beam-Special or simultaneously has no special effect].
  68. *3. If a CF. is used in such a way that the PB.-counter reaches 00 while PB.s are turned on during and after the CF. then it is still possible to activate a Beam-Special [and if one does this in such a way then the PB.-counter will be turned off and stays 00] but one cannot lay another PB.. If the (Super)Missile-counter reaches 00 while (Super)Missiles are turned on during and after the CF. then one cannot shoot (Super)Missiles as long as the counter stays 00 [although (Super)Missiles are turned on].
  69. [https://www.youtube.com/watch?v=6ZtlFqVyQ3s; part 2]
  70.  
  71. 4. If one charges a Beam to activate a Beam-Special and
  72. - presses Start (multiple times) before the Beam-Special is activated then this will not delay the activation of the Beam-Special (even if one changes the single activated Beam-Upgrade to another one then a different Beam-Special will be activated but there is no delay].
  73. - activates a door-transition shortly before the Beam-Special is activated then the activation of the Beam-Special will not be delayed in the next room [such that one can use the Beam-Special in the next room immediately after entering it].
  74. - gets into a Reserve-Transfer shortly before the Beam-Special is activated then the Beam-Special will be activated after the Reserve-Transfer [and therefore Beam-Specials cannot be activated during a Reserve-Transfer].
  75.  
  76. Activation of Beam-Specials not possible:
  77. 5. Beam-Specials cannot be activated
  78. - as long as a Beam-Special is active [and therefore there can only be at most one Beam-Special active at a given time]
  79. - during a Pseudo-ScrewAttack-Spinjump [and therefore one can use Pseudo-ScrewAttack-Spinjumps to delay the activation of a Beam-Special].
  80. *- during a Damage-Boost (but one can activate a Damage-Boost while a Beam-Special is already active).
  81. - while Ridley is attached to Samus
  82. - if Hyper-Beam is used for it (even if one has PB.-ammunition)
  83. *6. It is not possible use the Stand-Up-Glitch during the fight with MB.2 to activate a Beam-Special shortly before one obtains Hyper-Beam to obtain a Beam-Special with Hyper-Beam-Particles [because one has to get hit at least one time by MB.2´s Rainbow-Beam and therefore one loses all the PB.-ammunition except if one activates a CF. at the right time before getting hit by the Rainbow-Beam such that this Beam hits Samus while the CF. consumes PB.-ammunition. But then one has too much Energy (even if Varia was turned off during the Rainbow-Beam) which causes MB.2 to hit Samus with another Rainbow-Beam such that one loses all the PB.-ammunition].
  84.  
  85. Eff(A):
  86. 1. As long as a Beam-Special is active
  87. - one cannot use Missiles, SuperMissiles or Beam-Shots (or load a charged shot)
  88. - one can still use Grapple, X-Ray, Bombs and PB.s (but at most one Bomb or PB. at a time).
  89. 2. Beam-Specials cannot hit/open solid blocks, Items (with or without capsule), doors, gates or shot-blocks.
  90. 3. There are some creatures that can get hit by a Beam-Special (e.g. Beetoms) and there are some creatures that cannot get hit by Beam-Specials (e.g. Draygon) while they are attached to Samus.
  91. 4. There are also some creatures that cannot get hit by Beam-Specials (e.g. Eye-doors or Sparks in Wrecked Ship)
  92. *5. One can hit and destroy a Grapple-Creature (e.g. Puus) with a Beam-Special while hanging on that creature using Grapple. But such an event causes no special effects.
  93. [clip fertig, hier einfügen]
  94.  
  95. 6. Creatures do not freeze if they get hit by an Ice-Special while Ice-Beam is turned off.
  96. 7. The movement of Ice-Special-Particles and Plasma-Special-Particles is clockwise if the corresponding Beam-Specials are activated while Samus is facing right. Otherwise the particles move counter-clockwise.
  97. *8. If a Beam-Special is active and one turns on an arbitrary beam-combination including Spazer and Plasma (such that the game usually freezes if one uses such a beam) then the game will not freeze if the particles of that Beam-Special hit creatures.
  98. 9. Getting hit by MB.2´s Rainbow-Beam while a Beam-Special is active causes some lag.
  99.  
  100. Stab(A):
  101. Stability Zone of Beam-Specials:
  102. 1. Beam-Specials do not stop moving
  103. - while saving, while using the Wrecked-Ship-Statue or the SpaceJump-Statue
  104. - while using a Refill-Station or a CF. or while the glass-tube breaks
  105. - during a Reserve-Transfer.
  106. 2. If a Wave-Special is active and one uses a Shsp.-flight to get far away from its particles then the Wave-Special will still continue (and one will see copies of those particles).
  107.  
  108. Instability Zone of Beam-Specials:
  109. 3. Collecting an item or getting into X-Mode only interrupt Beam-Specials but room-transitions, riding an elevator and Samus´ death end a Beam-Special immediately.
  110.  
  111. B1. Input and Settings:
  112.  
  113. Act(B1):
  114. Buttons do not work, have no effect or cannot be used:
  115. 1. During the Cut-Scene before fighting MB.3 (if the Stand-Up-Glitch was not used) or during a Reserve-Transfer or during a room-transition or during the Cut-Scene directly after Samus collects Gravity or Varia no buttons can be used.
  116. 2. While collecting an item, saving, riding an elevator, respawning, dying or while Ridley is attached to Samus or while MB.2 attacks Samus with the Rainbow-Beam no buttons can be used.
  117. 3. If Samus is in a centered position (after saving or riding an elevator) then only the buttons Left, Right and Start work.
  118. 4. During a Shsp.-flight only the buttons Select, Cancel and Start work.
  119. 5. During Scan-Mode only the buttons Dash, Left, Right, Select and Cancel work.
  120. 6. During Grapple-Walljump-Mode only the buttons Shot, Start, Select, Cancel and Jump work.
  121. 7. L, R and the Start button do not work while the Map-Screen or the Equipment-Screen is on if those buttons are pressed only for a short time.
  122. 8. In the Controller Setting Mode before starting a game one can turn off the L and/or the R button such that they cannot be used in the game.
  123. *9. If one holds Down or Up during Grapple-Walljump-Mode and jumps off the wall (while still holding Down/Up) then the spinjump will not be interrupted [although Down/Up is pressed]. Within such a walljump one can press Up multiple times without causing an end to the spinjump.
  124. 10. In rooms within Ceres-Station Start does not work [since there is no map of Ceres].
  125. 11. If one presses Start to get into the Map-Screen then X-Ray cannot be used while the screen is fading out and if one presses Start to get out of the Menu then X-Ray cannot be used for a short time.
  126. *12. If one does not have HighJump, SpaceJump, Speedbooster and Springball but one possesses ScrewAttack and at least one further item within the Equipment-Screen then ScrewAttack cannot be turned on (if it is turned off)/turned off (if it is turned on).
  127.  
  128. Crouch Lock:
  129. 13. If one is in a crouching position, presses Start to get into the Menu, presses Start again to get out of the Menu and presses (and holds) backwards shortly after pressing Start for the second time then Samus will stay in that crouching position without moving. The same thing is achieved by umorphing and pressing (and holding) backwards shortly after umorphing or by turning around while crouching and pressing and holding backwards shortly after turning around.
  130.  
  131. Morphingball Lock:
  132. 14. If one is in Morphingball form, gets hit by a bomb and presses (and holds) Up shortly after getting hit then Samus will not unmorph [although Up is held].
  133. 15. If one is in Morphingball form, presses Start to get into the Menu, presses Start again to get out of the Menu and presses (and holds) Up shortly after pressing Start for the second time then Samus will stay in Morphingball form. If one morphs and presses (and holds) Up shortly after morphing then Samus will not unmorph.
  134.  
  135. 16. As long as Samus is in a spinjump and Jump and forward is held, one cannot use Up, L or R.
  136. 17. If one only possesses beams within the Equipment-Screen (including Charge) and at least one Suit-Upgrade then one can only switch between these two parts of the Equipment-Screen if Up and Right/Down and Left is pressed at the same time [so one can still turn them on or off].
  137. 18. If Start is pressed to get into the Map-Screen then one can still use an elevator before the screen fades out.
  138. 19. If one jumps, holds Jump lands on the ground and morphs then Samus will stay on the ground even if Springball is turned on as long as one does not fall while being in Morphingball form.
  139. *20. As long as one collects ScrewAttack while using a spinjump (and stays above the ground using SpaceJump-jumps) and does not turn around after collecting the item, ScrewAttack still stays inactive.
  140. *21. If one collects Springball while being in Morphingball form and only uses Right, Left, Down, Shot, Select, Cancel, L and/or R after collecting the item then Samus will unmorph if Jump is pressed [instead of jumping in Morphingball form]. But as soon as Up or Start is pressed, Samus will jump in Morphingball form if Jump is pressed.
  141. 22. It seems that the only input-combination that works for activating a CF. is Shot+Down+L+R.
  142. The following input-combinations do not work [S = Shot, C = Cancel, D = Dash, J = Jump, d = Down, u = Up]:
  143. LRS+Left/LRS+Right (while Samus is next to a wall), LRSu,
  144. JCSD, JCSDd,     LRJC, LRJCd,   LRJS, LRJSd,   LRJD, LRJDd,   LRCS, LRCSd,
  145. LRCD, LRCDd,  LRSD, LRSDd,
  146. LRS,                    LRC, LRCd,   LRD, LRDd,   JCS, JCSd,   JCD, JCDd,   JSD, JSDd,   CSD, CSDd
  147. *23. Since X-Ray cannot be used for a short time after unpausing, one can use Start while X-Ray is equipped, unpause and hold forward aswell as Dash while unpausing to move forward a normalized length on the ground before X-Ray activates. [Useful for moving offscreen in a controlled manner or to control the rolling pattern in PAL for crumble-block-bridges.]
  148.  
  149. Eff(B1):
  150. *1. One can still beat the game (without using GT.-Code, out of room travel and/or Space-Time-Beam) if the restriction that for each single frame (while playing the game) at most two arbitrary buttons are allowed to be pressed has to be satisfied [if one wants to minimize that number such that one can still beat the game]. If one is restricted to at most one pressed (arbitrary) button for each frame (with the same ruleset) then the game is not beatable anymore since Speedbooster cannot be used (because Dash and a direction has to be pressed at the same time to activate the Echoes) and Ice cannot be collected if at most one pressed button is allowed during the whole playthrough (because of the second Speed-Gate in the room that leads to Ice). Furthermore either Ice or Speedbooster or Blue-Suit or Shsp.-Suit or a Ceiling-CF. is needed to get to Draygon using the route through pre-Botwoon-room or the route that skips Botwoon and the Shsp.-Suit cannot be obtained before getting to Draygon, the Blue-Suit cannot be obtained because Echoes cannot be activated (and they are needed for loading a Shsp.) and a (Ceiling-)CF. would require too much pressed buttons at the same frame. As a sidenote: Even if GT.-Code is allowed then it would also require four pressed buttons at the same time and without out of room travel Space-Time-Beam could therefore only be used after Draygon.
  151. [Maybe I will make a corresponding 2-buttons-at-most-per-frame playthrough, but that does not seem to be interesting enough.]
  152. *2. If one holds Cancel and turns on Missiles/SuperMissiles/PB.s/Grapple/X-Ray using Select then the chosen item will automatically be turned off after using it once.
  153. 3. If one hits the Glasstube with a PB. then it will break if Dash, Left, Right, Shot, Jump or Cancel is pressed. It will not break if Start, L, R, Up, Down or Select is pressed or if Samus turns around while being in Scan-Mode using X-Ray.
  154. 4. If one presses Start to get out of the Menu while using Reserve-Energy manually then the process of refilling Energy ends and one will get out of the Menu.
  155. 5. If one switches ICON CANCEL to AUTO in the SPECIAL SETTING MODE before playing the game then items that are turned on by pressing Select will automatically be turned off after door-transitions. And if one turns on X-Ray, gets into a door-transition and holds Dash during and after the transition (such that Samus usually would get into Scan-Mode immediately after entering the other room) then X-Ray will still automatically be turned off before Samus gets into Scan-Mode in the other room.
  156. *6. In principle, one can use appropriate SpaceJump-jumps or Damage-Boosts to travel diagonally from one Map-Square to another one without entering the Map-Squares next to those two Map-Squares (which can be seen in the mini-map in the upper right corner of the screen).
  157. [vid fertig, hier einfügen]
  158.  
  159. *7. If one waits for an extremely long time (about 21.5*10^6 frames) while playing the game then the in-game-timer will reach 99:59 and will stay like that [and in particular the timer will not jump back to 00:00] and after the timer reaches this value Samus will not have Echoes anymore when running with Speedbooster (but one can still run though Speed-blocks and load Shsp.s and everything sles seems to stay normal].
  160. 8. The acid in the last room within Tourian in the escape will not start rising until one moves to the right side after falling down the long, thin shaft within this room.
  161. 9. There are three different endings. These depend on the in-game-timer after completing the game and are divided into
  162. 00:00 - 02:59, 03:00 - 04:59 and 05:00 - 99:59. The ending also depends on the fact if the animals were saved (by visiting bomb-torizo´s room during the escape).
  163. 10. In some rooms the existence or movement of a fluid within such a room depends on the door that was used to visit the room (e.g. the SpaceJump-Statue´s room).
  164. *11. As long as Samus has 00 Energy, the in-game-timer will stop counting [such that one can use Pause Abuse in a tool-assisted speedrun for a game-completion with a low in-game-time since the in-game-timer also stops as long as one is in the Menu].
  165. 12. If one presses Start to get into the Menu, collects Varia/Gravity before the screen fades out, turns off Varia/Gravity in the Menu and presses Start again then Varia/Gravity will be turned on automatically during the Cut-Scene in which Samus obtains the suit.
  166. 13. If one delays obtaining a map from a map-station by pausing, one can unpause and pause again appropriately to force pausing shortly after unpausing (which is usually not possible).
  167. 14. One cannot use a Missile-station as long as one has full Missile ammunition and the same holds analogously for Energy-stations and Energy (neglecting Reserve-Energy, which Energy-stations do not refill).
  168.  
  169. Stab(B1):
  170.  
  171. B2. GT.-Code:
  172.  
  173. Act(B2):
  174. GT.-Code can be activated:
  175. *1. If one holds Dash, Cancel, Jump and Shot during a door-transition into GT.´s room while GT. is still alive then the GT.-Code will be activated and one obtains Grapple, X-Ray, all items in the Equipment-Screen except ScrewAttack and one Reserve-Tank, 7 Energy-Tanks (such that one has a maximum of 700 Energy instead of 799 Energy), 100 portable Missiles, 20 portable SuperMissiles and 20 portable PB.s (independent of the previous equipment).
  176. [https://www.youtube.com/watch?v=g_ZyC0mflU4]
  177.  
  178. *2. The GT.-Code can be used multiple times if one activates the code using the left door into GT.´s room (and leaves the room using the same door).
  179.  
  180. GT.-Code cannot be activated:
  181. 3. There seems to be no other room and/or another input-combination to activate a code similar to the GT.-Code.
  182.  
  183. Eff(B2):
  184. 1. If one gets into a door-transition leading to GT.´s room while being in a spinjump with ScrewAttack, activates GT.-Code, stays above the ground (using SpaceJump-jumps) and does not turn around or press Start then ScrewAttack will still stay active.
  185. *2. If one beats the game using GT.-Code and does not collect further items after activating the code then the game will be completed with 53% [53 = 7 (Energy-Tanks) + 20 (Missile-packs) + 4 (SuperMisile-packs) + 4 (PB.-packs) + 1 (Grapple) + 1 (X-Ray) + 3 (Reserve-Tanks) + 14 (key-items) - 1 (ScrewAttack)]. If GT.-Code is used in a playthrough (multiple times) then the game will be completed with (k + a)% where k stands for the number of key-items within the Equipment-Screen shortly before completing the game and a stands for the portable ammunition (consisting of Energy-Tanks, Reserve-Tanks, Missile-packs, SuperMissile-packs and PB.-packs) [and therefore collecting for example Gravity after activating the code will not add 1% but collecting for example a Missile-pack after GT.-Code would add 1%].
  186.  
  187. Stab(B2):
  188.  
  189. C. Shinesparks:
  190.  
  191. Act(C):
  192. Activating a Shsp.-flight is possible:
  193. 1. Shsp.-flights can be activated
  194. - vertically, horizontally or diagonally forwards while standing on the ground
  195. *- during a Damage-Boost
  196. [https://www.youtube.com/watch?v=ItaseeTNhWI; part 21]
  197.  
  198. *- while sitting on the ground provided that one is able to jump at that position
  199. [hier noch video mit dem clip "d-boost mit grapple, d-boost im sitzen" einfügen]
  200.  
  201. - with Shsp.-Retardation on the ground or while jumping (but horizontal and diagonal Shsp.-flights can only be executed forwards)
  202. *- directly after Grapple-Hanging during Grapple-Aviation or during Bomb-Grapple-Hanging or during a loose elevator trip
  203. *- directly after getting hit by a PB./bomb in an unmorphed state (even above the ground)
  204. [https://www.youtube.com/watch?v=HApX6zKSXc0; video mit clip "shsp mit grapple-hang bzw. bombjump" hier einfügen]
  205.  
  206. - directly after loading a Shsp. in X-Mode (in NTSC-Version) and releasing the X-Mode
  207. [https://www.youtube.com/watch?v=I6MFeq6S-Ac]
  208.  
  209. - while a Beetom, a Metroid or the big Metroid is attached to Samus
  210. [https://www.youtube.com/watch?v=ItaseeTNhWI; part 18]
  211.  
  212. - diagonally while being in Grapple-Walljump-Mode by holding R and pressing Jump
  213. 2. If the big Metroid is attached to Samus one can still load a Shsp. and activate a Shsp.-flight which will be slowed down.
  214. 3. If one jumps with Shsp.-Charge and presses Up or R then a Shsp.-flight will automatically be activated independently of the current active equipment [such that one cannot aim up during a jump with Shsp.-Charge to shoot upwards and destroy a block that is in the way of the desired Shsp.-flight].
  215. 4. One cannot execute a jump with Shsp.-Charge while holding L, press R during the jump to face and shoot upwards without activating a Shsp.-flight.
  216. *5. If Samus has Shsp.-Charge and is completely surrounded by (Speed-)blocks while standing on the ground (for example if the blocks respawn in Samus and around her) then one can still activate a (delayed) vertical/diagonal/horizontal Shsp.-flight. But this does not work if Samus is in a crouching position.
  217. 6. If one runs with Echoes on top of a Crumble-block-bridge then it is possible to load a Shsp. there and execute a spinjump or a stationary jump while holding L on the bridge without falling.
  218. [https://www.youtube.com/watch?v=ItaseeTNhWI; part 19]
  219.  
  220. Activating a Shsp.-flight is not possible or can be avoided:
  221. 7. Shsp.-flights cannot be activated
  222. *- after getting knockback (without a Damage-Boost) within a jump
  223. - while falling (by walking off a platform or jumping and morphing above the ground)
  224. *- while holding L and jumping (if one does not press Up or R during the jump)
  225. - if one gets into Hover-Mode with Shsp.-Charge within a 2-tunnel, turns around to get out of the tunnel and Samus starts falling (if there is no ground next to it)
  226. - during a CF. or if Samus is in a centered position (by riding an elevator or saving)
  227. 8. One can execute spinjumps and walljumps while having Shsp.-Charge without activating a Shsp.-flight.
  228. *9. It is possible to perform IGJ.s while having Shsp.-Charge (or Shsp.-Suit) without activating a Shsp.-flight by holding forward while jumping.
  229. [https://www.youtube.com/watch?v=ceYZGbN_ICg&list=PL5If8zSOO37YMjfMXiv6-DTozOqgD1gN7&index=33]
  230.  
  231. 10. It is not possible to activate a Shsp.-flight and shoot a Grapple-block with Grapple simultaneously [such that Samus would start flying while Grapple-Hanging]
  232. 11. If one has the permanent Gunk-Deceleration and Shsp.-Suit or Shsp.-Charge, aligns Samus to a wall and executes a stationary jump while holding forward then the Shsp.-flight will not activate and one can even turn around or use a Damage-Boost during such a jump without activating it.
  233. 12. It seems to be impossible to have Shsp.-Charge, run to a ledge, do a Flatley-turnaround, shoot upwards during this turnaround and activate a vertical Shsp.-flight directly afterwards before falling when the turnaround ends.
  234. *13. During a (long) jump with Shsp.-Charge one can still shoot horizontally or diagonally downwards without activating a Shsp.-flight and then activate it later during the jump.
  235.  
  236. Eff(C):
  237. 1. It is possible to get grabbed by a yapping maw during a Shsp.-flight such that Samus gets pushed into a door-transition to fly within the other room (without causing a freeze).
  238. *2. The angle of a diagonal Shsp.-flight stays always the same during such a Shsp.-flight [even if Samus gets out of the media that caused that angle during the flight].
  239. *3. The horizontal velocity of horizontal or diagonal Shsp.-flights within lava is decreased (if Speedbooster is turned on or off) and the vertical velocity of diagonal or vertical Shsp.-flights within lava stays the same but if one leaves the Menu while Speedbooster is turned off (or has not been collected and the Shsp.-Suit was used for the Shsp.) during such a horizontal or diagonal flight then Samus will accelerate within the lava. The mechanism goes the same way within bright sand with the only difference that horizontal or diagonal flights cannot be accelerated or changed by (de)equipping items within the Menu. The deceleration of such Shsp.-flights within bright sand does not depend on how deep Samus is in the sand while flying.
  240. [https://www.youtube.com/watch?v=IpM4CNn2YlQ;]
  241.  
  242. 4. Water will decelerate the horizontal velocity of horizontal or diagonal Shsp.-flights if Gravity is turned off and water can also be combined with bright sand for a stronger deceleration.
  243. 5. Shinesparks cannot destroy Shot-blocks.
  244. 6. The transparent copies of Samus shortly after a Shsp.-Crash-Animation always fly away in an orthogonal direction compared to the direction of the Shsp.-flight and they will appear if the flight stopped because of low health (29 Energy), too. They also can hurt creatures multiple times (like Plasma) if X-Ray is used appropriately.
  245. *7. With spinjumps into 2-tunnels (while having Shsp.-Charge) and horizontal Shsp.-flights within such a tunnel directly next to 2*1-Speed-blocks one can destroy these blocks.
  246. [video mit dem clip "2-tunnel speedblöcke zerstören" hier einfügen]
  247.  
  248. 8. One cannot destroy a 1*1-Speed-block within a wall with horizontal Shsp.-flights if that block is just one block-height above the ground.
  249. 9. The movement of a Shsp.-flight cannot be changed by laying a PB./bomb right before activating the flight and flying through the explosion appropriately (even if the bomb hits Samus during a Shsp.-Retardation).
  250. 10. If one uses a Shsp.-flight, gets into the Shsp.-Crash-Animation, turns on X-Ray and gets hit by a creature appropriately before the animation ends such that the Reserve-Transfer activates then one can use X-Ray above the ground directly after the transfer before falling back to the ground.
  251. [video mit dem clip "shsp mit x-ray und reserve-übergang" hier einfügen]
  252.  
  253. *11. During a Shsp.-flight (without a Shsp.-Retardation) Samus cannot get hit by certain projectiles.
  254. 12. If one activates a Shsp.-flight leading into GT.´s room with less than 30 Energy and activates the GT.-Code during the transition then the flight will stop immediately after entering the other room [although Samus has enough Energy for the flight again].
  255. 13. If one activates a horizontal Shsp.-flight leading into MB.1 (without the glass) then Samus will stay at the same position all the time until the flight ends because of low Energy.
  256. *14. If one collects Varia/Gravity during a Shsp. then the flight will be continued and
  257. - Samus will fly horizontally to the right side if one collects the suit during a horizontal Shsp.
  258. - Samus will fly diagonally to the right side if one collects the suit during a diagonal Shsp.
  259. - Samus will fly vertically if one collects the suit during a vertical Shsp.
  260. 15. It does not seem to be possible to activate a horizontal or diagonal Shsp. with Gravity under water and turn off Gravity appropriately during the process to accelerate the flight (the same way as one would do a Gravity-Jump).
  261. 16. If one gets into the long vertical Maridian tube during a Shsp., during Shsp.-Crash-Animation or while delaying a Shsp., then Samus will be moved to the horizontal center of the tube and the movement will continue normally afterwards. The same holds if one enters the tube with temp. Blue-Suit.
  262. *17. If one loads a Shsp. and presses R appropriately during a spinjump shortly before touching Varia (or Gravity) then Samus´ state will change for a short time in such a way that Samus cannot move horizontally by pressing Left or Right the normal way, but by Arm Pumping (like during infinite Grapple-Jumps) and Samus will hover above the ground in this state (like in X-Mode) for a short time before a Shsp. will activate automatically and if one crouches, stands up, morphs or turns around appropriately shortly before the Shsp. activates then Samus will do the Shsp. during these animations, in which one can still shoot or lay a PB./bomb and, one will still have Shsp.-Charge during such an Auto-Shsp. and hence one can activate another Shsp. during that Shsp., but one can also execute a stationary jump or a spinjump during that Auto-Shsp.. And, if one shoots with Grapple against a Grapple-block in that state before the Auto-Shsp. activates and does not release Grapple-Hanging (if one executed a spinjump before shooting at the Grapple-block) then the Auto-Shsp. will be executed during Grapple-Hanging at Samus´ position during Grapple-Hanging.
  263. [ https://www.youtube.com/watch?v=LQBmrOYJJ-c&list=PL5If8zSOO37YMjfMXiv6-DTozOqgD1gN7&index=3; https://www.youtube.com/watch?v=aDLCItTy4zc; part 1]
  264.  
  265.  
  266. Stab(C):
  267. Stability Zone of Shinespark-Charge and Shinespark-flights:
  268. 1. One cannot lose Shsp.-Charge earlier by (de)equipping arbitrary items (even Speedbooster) within the Menu.
  269. *2. During a Shsp.-flight one can use Reserve-Energy manually to potentially increase the length of the flight.
  270. *3. With diagonal Shsp.-flights one can slide along walls or frozen/solid creatures.
  271. *4. Horizontal Shsp.-flights can be pushed vertically by diagonal slopes (without causing an end to the flight).
  272. *5. One will not lose Shsp.-Charge by entering a door or riding an elevator.
  273. *6. A Reserve-Transfer does not stop all the actions within the game (for example the respawn-timer of destroyed respawning blocks does not stop during the transfer) and therefore one can keep the Shsp.-Charge for a longer time (compared to actions that do not stop during a transfer) if a Reserve-Transfer activates while having Shsp.-Charge.
  274. 7. One will not lose Shsp.-Charge if one saves or uses Moonwalk while being charged.
  275. 8. Shsp.-Charge cannot be stopped by charging a beam, morphing and cancelling the Bombspread-Charge [and therefore Bombspread-Charge and Shsp.-Charge are separated things].
  276. *9. One will not lose Shsp.-Charge if one runs to activate Echoes while having Shsp.-Charge.
  277.  
  278. Instability Zone of Shinespark-Charge and Shinespark-flights:
  279. 10. It is not possible to have more than one Shsp.-Charge at a given time [therefore charging a Shsp. while still having Shsp.-Charge will stop the first charge (and activate a new one)].
  280. *11. Shsp.-Charge ends immediately if one uses X-Ray.
  281. *12. As long as a Beam-Special is active (preferably the Ice-Special) and at least one Shsp.-flight has been executed while the Beam-Special was active, further Shsp.-flights will have a shorter Shsp.-Crash-Animation. The same effect can be achieved if multiple (at most 5) Murder-Beam-Orbs are active during the crash-animation.
  282. [video mit dem clip "kurze shsp crash animation" hier einfügen]
  283.  
  284. 13. It is not possible to avoid the end of a Shsp.-flight if one reaches 29 Energy by (de)equipping arbitrary items within the Menu (except by using Reserve-Energy manually).
  285. 14. Solid snails can stop Shsp.-flights.
  286. 15. If one has the Blue-Suit and loads a Shsp. shortly before activating a CF. then Samus will lose the Shsp.-Charge before the CF. ends (but if one does this then the CF. can look differently compared to a normal CF.).
  287. 16. It is possible to activate a Reserve-Transfer during a Shsp.-flight (without Shsp.-Retardation) by flying into spikes with low Energy.
  288. *17. Shsp.-Charge will not end immediately if one gets into X-Mode while having Shsp.-Charge and therefore one can use a Shsp.-flight while being in X-Mode to change Samus vertical position in the X-Mode once (in a controlled manner if one has appropriate amount of Energy to stop the flight without hitting a ceiling). The game will not freeze if one hits a ceiling with such a Shsp.-flight but it will freeze if one tries to move horizontally (except turning around) after hitting the ceiling.
  289. [https://www.youtube.com/watch?v=-tim1wGKmuk; (If I would not have released Dash for X-Ray during that shinespark, then Samus would stay in X-Mode after the position is changed)]
  290.  
  291. E1. Jump-through-ceiling-glitches:
  292.  
  293. Act(E1):
  294. Jump-through-ceiling-glitch is possible:
  295. *1. With Shsp.-Charge within a fluid without Gravity it is possible to jump appropriately into a 2-tunnel such that Samus is in a vertically shifted crouching position and activate a Shsp.-flight to get through a one block thick ceiling.
  296. *2. If one freezes a creature at exactly the right height below a ceiling-slope (such that Samus is within the frozen creature) and jumps while holding Down then one will sit on the creature partially within the slope and one can get through the slope by turning around. This also works within a fluid.
  297. *3. If one freezes a creature appropriately (using Wave or an Ice-Special) slightly below the ground within a 2-tunnel, morphs and rolls onto the frozen creature such that the Morphingball sinks a little bit into the ground then one can unmorph and jump through a one block thick ceiling.
  298. 4. If one jumps appropriately onto a respawning block which is two block heights below a one block thick ceiling then one can turn around while crouching such that Samus gets through the ceiling.
  299. *5. [Force-Stand] If Samus is crouching and one can use X-Ray then it is possible to force Samus to stand up by pressing backwards while holding Dash and release Dash immediately afterwards [for X-Ray-Climb or a Jump-through-ceiling-glitch].
  300. *6. During IGJ. it is also possible (even within a fluid) to jump through a 1/2 block thick ceiling using a crouch jump. That will also work if one flies horizontally in Morphingball form during an IGJ., unmorphs and jumps while Samus is sitting slightly below such a ceiling.
  301. 7. A Jump-through-ceiling-glitch can be executed using a PB.-block wall beneath a one block thick ceiling by laying a PB. high enough such that the PB.-blocks will vanish one after another starting with the blocks on top and jumping appropriately such that Samus sits within a 2-tunnel that is created that way (which will disappear quite fast) and jumping fast enough after that again to get through the ceiling, too.
  302. *8. It is possible to get through 3/2 block thick ceilings (or even ceiling-slopes) using a C.F. slightly below the ceiling, too. If Samus gets into a transition block that way then the transition will not activate and thus, one can get through transition blocks using a C.F. and jumping afterwards.
  303. *9. A Jump-through-ceiling-glitch also works with horizontal door-shells or item-capsules or the bottom of frozen creatures instead of ceilings.
  304. *10. One can jump through a one block thick ceiling using an appropriate crouch jump within a 2-tunnel even if the ground consists of crumble-blocks.
  305.  
  306. Jump-through-ceiling-glitch is not possible:
  307. 11. It is not possible to destroy a crumble-block by jumping against it from below, turning around appropriately while holding L and pressing Down (to rise a little).
  308. 12. It seems to be impossible to freeze a creature slightly above a ceiling to jump through that ceiling somehow (but then, one can execute walljumps at that spot in the ceiling).
  309. 13. It is not possible to freeze a creature appropriately slightly above (the bottom of) a crumble-block in the ceiling such that one can jump against that spot in the ceiling, lay a bomb there, jump up again, get a little into the crumble-block in Morphingball form, get hit by the bomb and destroy the crumble-block like that.
  310. 14. It is not possible to use G.-BJ.-J. to jump through ceilings.
  311. 15. It seems to be impossible to freeze a creature appropriately slightly above the ceiling of a 1-tunnel to be able to unmorph below that spot. That also does not work if one additionally freezes a creature appropriately slightly below the ground at the same place (to sink a little bit into the ground when rolling into the tunnel). It is also impossible to freeze a creature appropriately slightly above the ceiling of a 2-tunnel to be able to stand up below that spot.
  312. *16. Using a Ceiling-C.F., one can also get through one block thick ceilings if one shoots downwards with Grapple shortly afterwards (which is not necessary to destroy a crumble-block in the ceiling). But it is impossible to get onto a crumble-block in the ceiling with a Ceiling-C.F. and jump off the crumble-block without falling back to the ground again if one does not use Grapple.
  313. 17. One cannot jump through a ceiling-slope using an appropriate crouch jump within a 2-tunnel.
  314.  
  315. Eff(E1):
  316. 1. It seems to be impossible to jump through a ceiling (using a vertically shifted crouch jump within a 2-tunnel or using an appropriately high frozen creature) while having temporary Blue-Suit without losing the Echoes.
  317. 2. It is also possible to turn around while jumping through a ceiling using a vertically shifted crouch jump within a 2-tunnel.
  318. 3. If one freezes one creature appropriately below another frozen creature and jumps into the space between them appropriately while aiming downwards then Samus will stuck between those creatures during the falling animation.
  319.  
  320. Stab(E1):
  321. *1. It is possible to continue travelling using vertically shifted crouch jumps in 2-tunnels if one jumps from one such tunnel into another one.
  322.  
  323. E2. X-Ray-Climb:
  324.  
  325. Act(E2):
  326. X-Ray-Climb can be activated or used:
  327. 1. Samus can start a X-Ray-Climb
  328. *- using a CF. in a respawning SuperMissile-/Crumble-Grapple-block in the ceiling
  329. *- if one stucks inside a wall in a crouching position (and cannot use X-Ray) and kills a creature with Grapple (while being stuck in the wall)
  330. *- if one freezes a creature slightly behind a wall (such that it is completely inside the wall) and getting knocked backwards into this position (while not being in Morphingball form) or if one runs/walks against that position (to get into the wall) or [if there is no ground to walk on next to the frozen creature] if one jumps against that spot and uses a CF. there (inside the wall)
  331. - if one is in a crouching position within a respawning 2*1-block inside a wall (shortly before the block respawns)
  332. *- if a Blue-Gate, Red-Gate, Yellow-Gate or a Green-Gate (but not a Speed-Gate) closes such that Samus stands/sits slightly inside the closing gate (without causing the gate to open again)
  333. *- using an appropriate knockback/Damage-Boost during a door transition to get knocked back into a door-shell on the other side
  334. *- if one gets pushed into the spikewall by Crocomire in Crocomire´s room
  335. *- using a step-spinjump next to a door while facing away from the door (which faces left or right) and triggering the transition with the walljump-check to get stuck in a red/green/grey door-shell on the other side to use a CF. there (blue-shells would be opened by a CF. such that a X-Ray-Climb would be impossible, but if Samus is just slightly within the door-shell such that Samus is almost out of the shell then blue doors will not open if one uses a CF. there)
  336. *2. If one loads a Shsp., does a step-spinjump next to a door while facing away from the door and presses R and forward at the same time appropriately to trigger the transition while activating a Shsp.-flight above the ground and holds forward and Jump during the transition (for a horizontal Shsp.-flight but a diagonal Shsp.-flight sometimes works, too) to stuck inside a door-shell on the other side then one can use this method to execute an X-Ray-Climb starting deep within the door with which one can even climb past slopes in the ceiling next to the door. This method works with doors facing right and doors facing left.
  337. 3. If one turns on X-Ray using Select, walks into a door-transition and holds Dash (during and) after the transition, turns around in the other room and does an appropriate spinjump towards the door shortly after releasing X-Ray then one can stuck inside a door-shell in a crouching position using this method. This method works with doors facing left and doors facing right. The same thing can be done without X-Ray if one uses Moonwalk to trigger the door-transition while facing away from the door and does an appropriate spinjump immediately after entering the other room (which works with doors facing left or right, too).
  338. *4. X-Ray-Climb can be executed using a step-spinjump and the walljump-check while facing away from a door to climb in doors facing laft, too, by triggering the transition at an appropriate height, holding forward (during and) after the transition and pressing Down additionally at the right time after entering the other room (and this method works without using Dash, too, if one has the Blue-Suit for example). This method works with and without HighJump, too.
  339. *5. It is possible to use a Damage-Boost-Mockball to trigger a door-transition while moving backwards above the ground and start moving forward immediately after entering the other room to get stuck in a door-shell (and this methods works with doors facing right and doors facing left).
  340. *6. Theoretically it is possible to execute an appropriate Mockball (even without Speedbooster), trigger a door-transition during the Mockball and press backwards for a short time and then hold forward appropriately during the process and unmorph in the other room such that Samus stucks inside a door-shell in crouching position and is able to use X-Ray-Climb there.
  341. *7. If one does a long jump, goes in Morphingball form during that long jump without losing horizontal speed and moves towards a spot in a wall where a creature is frozen appropriately slightly behind it and one unmorphs while hitting and getting slightly into the wall then one can use X-Ray-Climb there (even without using a CF. or killing a creature with Grapple).
  342. *8. If one gets into Grapple-Aviation by releasing Grapple-Hanging while gaining high horizontal speed (while holding Dash), morphs without losing horizontal speed and gets into a door-transition then one can mirror the horizontal speed shortly after the transition appropriately and unmorph in such a way that Samus will sit within the door-shell on the other side and one is able to start X-Ray-Climb there (even without using a CF. or killing a creature with Grapple). One can also get stuck deep within the shell with that method.
  343. *9. If one executes a horizontal Shsp. against an active Workrobot that stands closely next to Samus while Samus´ back is aligned to a wall, then, after the Shsp.-Crash-Animation, Samus will stuck within the wall behind her in a standing position which allowes using X-Ray-Climb there.
  344.  
  345. X-Ray-Climb cannot be activated or used:
  346. 10. It seems to be impossible to execute a Ceiling-CF. directly below the edge of a wall (without ground at its bottom) and use Grapple appropriately to get stuck within the wall without falling.
  347. 11. It is not possible to start X-Ray-Climb directly in a wall using two creature that cannot move through solid blocks by freezing one of them appropriately slightly behind the wall and the other creature as close as possible below the wall (with no ground at its bottom) to stand on that creature, walk into the wall and get pushed upwards into the wall while crouching there.
  348. 12. If Samus is in a 1-shaft and a Beetom is attached to Samus then it is impossible to freeze that Beetom appropriately within the wall (after it jumps into it) to move against that wall appropriately to get stuck in that wall.
  349. 13. It seems to be impossible to load a Shsp., trigger a door-transition with Moonwalk while facing away from the door and use a diagonal Shsp.-flight immediately after entering the other room appropriately to get stuck in a door-shell.
  350. 14. It seems to be impossible to freeze a creature (that cannot move through solid blocks) next to a wall in such a way that there is slightly too less space between the wall and the frozen creature such that one cannot get between the creature and the wall by jumping onto the creature and walking towards the wall, getting into the creature using Kagoball, aligning Samus to the wall (while facing away from the wall using X-Ray while turning around) and getting knockback by another creature in such a way that Samus gets slightly into the wall [since Samus new position after the knockback could be aligned to the frozen creature instead of the wall].
  351. 15. Even if Samus is deep within a door-shell and a Beetom jumps onto Samus such that it is attached to Samus then it is still impossible to freeze that Beetom within the shell in such a way that one can move into the room (and out of the shell) and move towards that shell (with the frozen Beetom in it) appropriately such that one stucks within the shell again.
  352.  
  353. Eff(E2):
  354.  
  355. Stab(E2):
  356. *1. If one uses X-Ray-Climb and there is a horizontal ceiling-slope above Samus within the wall then one can use a jump while pressing Down at the same time appropriately directly below that slope to get stuck in a crouching position as close as possible below the slope, morph and use a CF. to get pushed through the slope but as soon as one wants to continue climbing (starting with pressing Down since Samus will stand in the wall after the CF.) Samus will get pushed below the slope again such that one cannot get past that slope using X-Ray-Climb (but with some different slopes one can continue the climb through those slopes). However, if one uses this procedure and loses Energy after the CF. appropriately (while still being in a standing position because of the CF.) maybe because of heat/lava/acid and executes such a jump and a CF. again then one can get past that slope and continue the X-Ray-Climb.
  357. *2. X-Ray-Climb can be executed easier if one turns off Morphingball (such that Samus cannot get stuck within a wall in Morphingball form by pressing Down).
  358. 3. If Samus faces right and stucks within a door that faces left in a crouching position then one can hold L or R, turn around and immediately press L or R to face left while stucking in the shell without getting pushed out of the shell and fall.
  359. *4. If one climbs up with X-Ray while Samus is partially within a wall then Samus can get knocked out of the wall if she gets hit by creatures or projectiles while standing in the wall, but that is not possible if Samus gets hit while crouching.
  360.  
  361. G1. Running and Echoes:
  362.  
  363. Act(G1):
  364. Echoes can be activated earlier or faster or Samus is able to run faster:
  365. *1. [Arm pumping:] If one mashes L, R or Up while running then Samus will be pushed forward by one pixel each time when pressing one of those buttons (such that Samus will run faster).
  366. *2. If one starts running with Speedbooster above water or acid and gets into such a fluid while still running (because of a transition or slopes that lead downwards) then one can obtain the Echoes within the fluid (even if Gravity is turned off) and load a Shsp. (but it will not work with lava).
  367. *3. One can start running on spikes and continue running on the ground by using temp. Invincibility given by the spikes.
  368. *4. If one starts running (for a short time, on the ground or for example on spikes), jumps, morphs, flies horizontally in Morphingball form, lands on spikes for the first time (such that the Morphingball bounces) and unmorphs at the right time while falling back to the spikes then it is possible to continue running to activate Echoes as if one did not stop running. This can be executed multiple times in a row to obtain Echoes (and load a Shsp.) even on a floor filled with spikes.
  369. *5. Using a running start with Dash and Speedbooster and morphing during a long jump to get into X-Mode one can obtain Echoes while being in X-Mode.
  370. 6. If the top part of a frozen creature is at the exact same height as the ground then one can continue running on the ground without a break after running on that frozen creature.
  371. 7. It is also possible to start running within a solid or frozen creature and continue running outside of that creature without a break (but not the other way around).
  372. *8. If one uses Kagoball on top of an active or inactive Workrobot (without temporary invincibility) and gets pushed against a solid object because of that, then one can start running against such a robot to obtain Echoes while moving very slowly forwards. And the same works without using Kagoball by running against an active Workrobot which moves towards Samus, too.
  373. *9. If Samus is running against a creature and one freezes the creature exactly while touching it (while still running) then one can continue running through the creature without a break.
  374. 10. A C.F. at the edge of a 1-tunnel on the ground next to a platform, a few crouch jumps with vertically shifted position into a 2-tunnel, or by getting into a wall a little bit by running against a slightly behind a wall frozen creature (and turning around while X-Ray is active) can be used to have a little more space on a platform to strart running [for Echoes or sufficient horizontal speed e.g. for a GGG].
  375. 11. If one starts running within water without Speedbooster, but with Gravity, presses Start while running and equips Speedbooster and de-equips Gravity, presses Start again and continues running then it is still possible to obtain Echoes [although there was not even a single frame in which Samus was running with both, Speedbooster and Gravity].
  376. *12. If Samus is in Hover-Mode and one starts running to obtain Echoes then, if one crouches while running with Echoes, Samus will execute a diagonal stationary jump with both, Echoes and Shsp.-Charge. It is also possible to have Echoes and Shsp.-Charge simultaneously if one starts running on a platform, crouches while having Echoes slightly before Samus reaches the edge of that platform and keeps holding Down while falling (and by pausing and unpausing aswell as pressing Down and forwards appropriately while unpausing while falling one can morph while falling without losing the Ehoes, which works in general while falling with Echoes, too).
  377. *13. With a very fast Speedball [such that Samus will get knocked back by spikes further to the ground than with lower speed] within a 3-tunnel with spike ceiling, doing a Springball-jump while unmorphing appropriately while touching the spike ceiling and still holding forward, one can switch back from the Speedball to running with Echoes again (and then one can for example load a Shsp.). In principle, this also works with the X-Mode method.
  378. 14. It is possible to obtain Echoes (and load a Shsp.) while killing M.B.1 by obtaining temp. Invincibility shortly before hitting M.B.1 for the last time, facing right while standing on the edge of M.B.1´s platform and holding Jump, Dash and Left as soon as the moment comes in which one cannot move (in which one should lose the temp. Invincibility) to execute a Damage-Boost automatically and then continue running to the left side into M.B.1.
  379.  
  380. Echoes cannot be activated (earlier or faster):
  381. 15. One cannot obtain Echoes by running within lava with Speedbooster.
  382. *16. If one starts running to obtain Echoes then Samus will obtain those in the fourth magic-frame while running in which both, Dash and forward, was held [which means that one can run with full speed without having Echoes if one does not hold Dash during those magic-frames].
  383. 17. It is not possible to obtain Echoes within a shorter distance by running with Speedbooster if Metroids and/or Beetoms are attached to Samus [since those creatures do not decelerate Samus].
  384. 18. If the activation of Echoes is hindered while running without Gravity and Varia within a heated room then one cannot obtain the Echoes by continue running (even if one equips Gravity or Varia). The Echoes will be hindered while running in a heated room if the damage sound caused by the heat comes at the same time as the frame in which the Echoes would usually appear.
  385. 19. If one de-equips Speedbooster before obtaining Echoes while running then one cannot obtain them anymore if one continues running, and if one equips Speedbooster again, then all four magic-frames will be needed again to obtain Echoes.
  386. 20. It is not possible to continue running on appropriate ground after running above the ground during an IGJ. without a break.
  387. 21. It is not possible to obtain Echoes if one starts running on a platform above water without Gravity, turns around at the edge of that platform (to execute a Flatley-turnaround), sinks into the water and immediately starts running towards the opposite direction after sinking and landing on the ground within the water without the falling animation.
  388. 22. It is not possible to turn around while falling down next to a platform while holding L to touch the platform above a fluid and start running immediately (with Speedbooster) within a fluid to obtain Echoes in the fluid without Gravity.
  389. 23. It is not possible to activate Echoes earlier while running if one collects an item, activates a Reserve-Transfer, enters a door or a text box of a Map-/Missile-/Energy-station appears  exactly at a magic-frame [because a magic-frame does not count twice that way].
  390. 24. It seems to be impossible to start running with Speedbooster on ground or slopes with appropriate height while being in Bomb-Grapple-Hanging to obtain Echoes [even though it sometimes looks like Samus is running].
  391. 25. It seems to be impossible to continue running without a break after running against a door where the bottom block of the door is a solid block (instead of a transition block) [such that Samus hits the solid block before activating the transition].
  392. 26. One does not have more time to run above the ground (to obtain Echoes) if Samus gets caught by a Yapping Maw while running during an IGJ..
  393.  
  394. Temp. Blue-Suit can be activated:
  395. *26. One can obtain the temp. Blue-Suit by
  396. - running with Echoes and crouching while holding R or L (even though one will not see the Echoes while Samus is crouching until the Shsp.-Charge ends)
  397. - unmorphing during a Speedball while holding R or L
  398. - falling with a Speedball and unmorphing while landing on the ground while holding L or R
  399. 27. It is possible to unmorph in a 1-tunnel connecting to a 1-shaft (with ground) within the shaft directly after a preferably slow Speedball to obtain temp. Blue-Suit in the shaft.
  400. 28. It is possible to do a stationary jump with temp. Blue-Suit immediately after landing on the ground after falling during a Speedball by pressing Jump two times in a fast manner while landing if Springball is turned off.
  401.  
  402. Eff(G1):
  403. 1. As long as one has Echoes, Samus is able to move through Speed-blocks and bomb-blocks (which will destroy those blocks).
  404. *2. If Speedbooster is turned on while moving within lava then Samus´ horizontal velocity will be slower compared to moving within lava without Speedbooster.
  405. *3. As long as Samus has Echoes (even with Blue-Suit), one can roll/walk/run on the surface of bright sand without sinking into the sand.
  406. *4. If one is in X-Mode, one can move through Speed-blocks during X-Mode and those blocks will be destroyed immediately and at the same time after X-Mode is released.
  407. 5. Samus cannot stand on snails as long as Samus has temp. Blue-Suit.
  408. 6. If Samus is crouching on the ground and has temp. Blue-Suit then Samus can get pushed to the side by wind on the ground without losing the Echoes (and Speed-blocks will still be destroyed if Samus touches them while getting pushed to the side).
  409. 7. If one touches a creature which can be killed with Echoes but cannot be killed with Pseudo-ScrewAttack while doing a spinjump with Pseudo-ScrewAttack and Echoes then the creature will be destroyed [instead of knocking Samus away].
  410. 8. If one has temp. Blue-Suit then it is possible to lay a bomb/PB. above the ground, turn around while sitting on the ground using X-Ray and get hit above the ground by the bomb while being in Morphingball form after morphing during a jump and still having Echoes.
  411. 9. During Falling-Sand-Deceleration, Samus will continue walking/running automatically after pressing forward and Dash for a short time (as long as Samus is within the falling sand).
  412. 10. It is possible to destroy 2*1-Speed-blocks in a wall by running against the wall with Echoes and crouching shortly before touching the Speed-blocks in the wall.
  413. 11. If Samus is rolling with Speedball and one turns off Speedbooster then Samus´ horizontal velocity will be decreased (such that Samus will fall down from a Crumble-block-bridge).
  414. 12. If Samus is running with Echoes then the Echoes will disappear as long as one uses Grapple while running although one can still run through Speed-blocks and load a Shsp..
  415.  
  416. Stab(G1):
  417. Stability Zone of running or Echoes:
  418. *1. If there are (even horizontal) ground-slopes on and above the ground with a structure like a stair then it is possible to continue running from the ground onto these slopes without a break.
  419. 2. A Reserve-Transfer while running (to obtain Echoes) will not increase the minimal space on the ground needed to obtain the Echoes.
  420. 3. One can travel with temp. Blue-Suit
  421. *- past a spike floor by getting knocked upwards while landing in Morphingball form to get temp. Invincibility and unmorphing appropriately (and holding R or L) while falling back to the floor again and continue with the next crouch jump
  422. *- with crouch jumps and morphing early or late during the jump (and holding forward afterwards)
  423. *- with low jumps by holding Jump, additionally hold Down, release Jump for a short time, release Down and morph and unmorph appropriately while landing on the ground
  424. *- with Springball-jumps to travel into 1-tunnels
  425. - backwards under water into a 1-tunnel without Gravity with wind directed against Samus by morphing appropriately while jumping
  426. *- and change the direction towards which Samus travels by using X-Ray (even if one lands on a crumble-block then one can unmorph appropriately, use X-Ray to turn around and jump off the crumble-block without falling).
  427. 4. The only possibility to turn around with temp. Blue-Suit without losing it is using X-Ray while crouching on the ground.
  428. *5. It is possible to execute a Damage-Boost using spikes while having temp. Blue-Suit without losing it.
  429. *6. It is possible to continue running on the ground without a break (to obtain Echoes) if some single blocks within the ground are missing appropriately or are exchanged by spikes, provided that one runs fast enough.
  430. *7. It is possible to run (or use Speedball to get) through 1/2-block-thick walls with Speedbooster and sufficient speed.
  431. *8. It is possible to obtain Echoes (and load a Shsp.) while running with Speedbooster on a ground consisting of Speed-blocks and jump off the ground without falling through the blocks.
  432. *9. If one starts running within a nom-nom-plant appropriately with Speedbooster then one can obtain Echoes within the plant and jump out of the plant with high speed and Echoes (or one can load a Shsp. within the plant).
  433. 10. It is possible to continue travelling with temp. Blue-Suit without losing the Echoes if one has to get through a respawning crumble-block (downwards), by landing on that block in Morphingball form and unmorphing while landing and holding R (or L) (and executing a little vertical jump to be able to morph while falling without losing the Echoes).
  434. *11. One will not lose Echoes if one uses a Back-Down above the ground (while having Echoes).
  435. 12. If one gets into a 2-tunnel with Speedball and unmorphs there while holding L, R or forward then Samus will still stay there in a crouching position without losing the Echoes.
  436. *13. If there are two platforms connected together with one step in between with height of 1/2-block size and if there are creatures at the right height that can be frozen such that the top part of the first frozen creature is one pixel lower than the upper platform and frozen at the ledge of it and the next creature is frozen the same way a little lower next to the previous creature such that they form a slope together leading downwards onto the lower platform appropriately then it is possible to continue running from the upper platform to the lower platform without a break, so one can continue running. But it will not work the other way, from the lower platform onto the upper platform like that.
  437. *14. Without Gravity under water, with appropriate timing it is actually possible to have temporary Blue-Suit in crouching position (while holding R or L), jump, morph while jumping and unmorph while holding R while landing on bright sand and jump again to execute a jump with Echoes on bright sand without losing the Echoes.
  438. *15. If one has Echoes in X-Mode then it is possible to turn around in X-Mode or walk through bright sand without losing the Echoes.
  439.  
  440. Continuous Speedball:
  441. *16. If Samus is falling during a Speedball and one presses Start at the right time before landing on the ground and switches Springball once in the Menu (turn it off if it was turned on and vice versa) before continue playing then the Speedball can be continued on the ground without a break.
  442. 17. If one rolls slowly in Speedball form into a 1-tunnel with a 2-shaft at its end that is filled with Speed-blocks, then it is possible to unmorph before touching the wall in Morphingball form and fall down through the Speed-blocks with Echoes. But this will not work if it is a 1-shaft at the end of that tunnel.
  443. *18. If one has temporary Blue-Suit in a crouching position, then one can press Start, unpause and hold backwards shortly after unpausing such that Samus will stay crouching with Echoes. And, if one gets hit by a creature (e.g. by letting a creature fall from the ceiling by shooting a SuperMissile) while jumping appropriately, shortly before one gets hit, then it is possible to execute a Damage-Boost off the creature (even if it gets destroyed at the same time) without losing the Echoes and after that, one could theoretically get into crouching position again with temp. Blue-Suit. Such Damage-Boosts with temp. Blue-Suit without losing the Echoes can be executed by jumping into spikes, too.
  444. *19. Executing a Springball-Jump during a Speedball and unmorphing while rising can be used to fly high vertically with Echoes (such that the previously existing horizontal speed gets cancelled) within thin shafts (without touching a wall which would cancel the Echoes).
  445. *20. If one runs with Echoes, jumps, morphs and unmorphs while rising during the jump then one can execute a high vertical jump with Echoes using this method (without using Springball).
  446.  
  447. Instability Zone of running or Echoes:
  448. 21. If one has temp. Blue-Suit or just Echoes (while running) and activates a Shsp.-flight then Samus will lose the Echoes.
  449. 22. If one runs sufficiently fast on diagonal slopes leading downwards and mashes L and/or R appropriately then Samus will lose contact with the ground and fall.
  450. 23. If one touches lava while having temp. Blue-Suit then Samus will lose it immediately.
  451. 24. If one has Echoes (while running) or temp. Blue-Suit and turns off Speedbooster then Samus will lose the Echoes immediately and Samus will not get the Echoes back even if one turns Speedbooster immediately on again.
  452. 25. It is not possible to mirror the horizontal speed during a long jump in Morphingball form (by pressing backwards for a short time) without losing the Echoes.
  453. *26. If one has Echoes or temp. Blue-Suit and kills a creature using a horizontal/diagonal/upwards vertical Grapple-shot (even during a jump) then Samus will lose the Echoes. Samus will not lose the Echoes if one uses a downwards vertical Grapple-shot to kill that creature.
  454. 27. If one has Echoes or temp. Blue-Suit and gets into Grapple-Hanging then Samus will lose the Echoes immediately.
  455. 28. Samus will lose the Echoes immediately if one uses Moonwalk directly after being in a crouching position with temp. Blue-Suit or while running with Echoes.
  456. 29. If Samus is in a crouching position with temp. Blue-Suit (facing left or right) then one will lose the Echoes immediately if one presses backwards for a very short time and releases R (or L, respectively) for a short time while turning around (such that the turning animation will be interrupted and Samus faces the same direction she was facing earlier again, but with a slightly different position pushed to the right side [Hoandizi-turnaround for short]). One will also lose the temp. Blue-Suit if one shoots at a Grapple-block with Grapple (while jumping, falling or sitting on the ground).
  457. 30. If one collects Varia or Gravity while having temp. Blue-Suit then Samus will lose the Echoes immediately.
  458. *31. If one runs sufficiently fast with Speedbooster on slopes (preferably using the PAL version or turning around while running on slopes) then it is possible that Samus will sink into/through the slope within the ground.
  459.  
  460. G2. Deceleration:
  461.  
  462. Act(G2):
  463. Air-Fool-X-Ray-Deceleration:
  464. *1. If Gravity is turned off and Samus moves (jumps) out of a fluid (water/lava/acid) while Samus is surrounded by Air-Fool-X-Ray-blocks during and after the process then Samus´ movement will be decelerated as if Samus was still within the fluid.
  465.  
  466. permanent Gunk-Deceleration:
  467. *2. The deceleration that is caused when Draygon´s gunk gets attached to Samus can be obtained permanently if one lays a PB. and jumps into Draygon´s mouth while Draygon is spitting gunk and the PB.-Explosion is overlapping the mouth without getting hit by gunk during the whole process.
  468. The intensity of this deceleration does not depend on the fact if Gravity is turned on or off during the process.
  469.  
  470. Dark-Sand-Deceleration:
  471. *3. The Dark-Sand-Deceleration can be obtained if one walks in bright sand within a fluid (without horizontal movement during the transition it will not work and it will not work if one is in Morphingball form during the transition, too) without Gravity while triggering a door-transition leading into a room filled with dark sand (such that Samus spawns within the sand).
  472.  
  473. Floaty-Mode:
  474. *4. If one travels from a room that is filled with a fluid (such that Samus is in the fluid during the door-transition) into a room that is filled with spores (like in the background of some rooms in Brinstar) while Gravity is turned off then Samus´ movement will be slowed down.
  475. 5. This effect cannot be avoided by flying through into the door-transition using a Shsp. or by rolling into the transition.
  476. 6. One will obtain the Floaty-Mode, too, if one rides an elevator leading upwards within a room filled with a fluid and gets into a room with spores. But it will not happen if one uses an elevator leading downwards into a room with spores.
  477.  
  478. Big-Metroid-Deceleration:
  479. *7. If one activates a door-transition while the big Metroid is attached to Samus then Samus´ movement will be decelerated.
  480.  
  481. Falling-Sand-Deceleration:
  482. *8.  The Falling-Sand-Deceleration can be obtained if one turns on Gravity while Samus is completely within a fluid (water/lava/acid) and falling sand.
  483.  
  484. Eff(G2):
  485. Effects of the permanent Gunk-Deceleration:
  486. *1. The horizontal velocity of Samus´movement will be slowed down (even in Morphingball form such that e.g. diagonal IBJ. can be executed easier) but the vertical velocity will stay the same.
  487. 2. Damage-Boosts will be slowed down.
  488. *3. If one activates a Walljump-Check while falling down (or jumping upwards) next to a wall using a spinjump with sufficient low horizontal speed then Samus will stop moving horizontally during this spinjump as long as the Walljump-Check is kept (even if one presses and holds left or respectively right to get away from that wall).
  489. *4. Fluids (water/lava/acid) will increase the intensity of that deceleration (as long as Samus stays within the fluid).
  490. *5. As soon as the permanent Gunk-Deceleration is obtained, Draygon will not spit gunk anymore [because Dragon thinks that there is already gunk attached to Samus] and will try to catch Samus instead of spitting gunk (even if one leaves that room and comes back later). This can be used to escape Draygon´s room during the fight by positioning Samus next to the door on the right side while Draygon is facing left and wants to catch Samus and jumping appropriately such that Draygon gets attached to Samus during the jump and pushes Samus into the door. Then one only has to mash different direction buttons to get out of that grab and trigger the door-transition (and the boss-music will still be playing in the other room). (That way, the permanent Gunk-Deceleration (and the Blue-Suit) can be obtained infinitely often as long as Draygon is alive but the intensity of that deceleration will not increase if it is obtained multiple times).
  491.  
  492. 6. The movement  with Dark-Sand-Deceleration within dark sand has its own mechanics (with high gravitation).
  493. *7. The effects of the Big-Metroid-Deceleration are quite similar to the effects of the permanent Gunk-Deceleration.
  494.  
  495. Stab(G2):
  496. Stability Zone of Decelerations:
  497. 1. One does not lose the permanent Gunk-Deceleration
  498. - if Draygon gets attached to Samus (after obtaining the decelerated state)
  499. *- after saving, door-transitions, Shsp.-flights, getting knockback or damage, (de)equipping arbitrary items within the Menu, using Grapple (e.g. for Grapple-blocks), using a Refill-Station, using a CF., getting into falling/bright/dark sand or fluids, using X-Ray or elevators
  500. 2. One does not lose the Dark-Sand-Deceleration
  501. - if Samus gets hit by creatures within the dark sand or if Samus moves within the dark sand in an arbitrary way (rolling, jumping, turning around,…)
  502. - if one uses Shsp.-flights that are completely within the dark sand or if one uses Grapple within the sand or if one turns on/off arbitrary items within the Menu
  503. - if one uses a CF. while being above the edge of a platform (such that Samus will fall down if one moves Samus a few pixels away from the platform)
  504. 3. One does not lose the Floaty-Mode
  505. - after (de)equipping arbitrary items within the Menu or using a Shsp. or using a CF. or if Samus moves within the room with spores in the background in an arbitrary way (rolling, jumping, turning around,…)
  506. - by using X-Ray or activating a Reserve-Transfer
  507. *4. The stability of the Big-Metroid-Deceleration is similar to the stability of the permanent Gunk-Deceleration.
  508.  
  509. Instability Zone of Decelerations:
  510. 3. One will lose the Dark-Sand-Deceleration as soon as Samus leaves the area that is filled with dark sand or if Samus dies or if one turns off the game and starts it again or if one uses a CF. on the ground.
  511. 4. One will lose permanent Gunk-Deceleration if Samus dies or if one turns off the game and starts it again.
  512. *5. One will lose the Floaty-Mode if Samus dies or if one turns off the game and starts it again or if one enters a room that is not filled with spores.
  513. 6. One will lose the Big-Metroid-Deceleration if Samus dies or if one turns off the game and starts it again.
  514. *7. One will lose the Falling-Sand-Deceleration as soon as Samus leaves the area that is filled with falling sand or if Samus dies or if one turns off the game and starts it again.
  515.  
  516. H. charged Ball and Bombspread:
  517.  
  518. Act(H):
  519. Morphingball can be charged or Bombspread can be used:
  520. *1. If Samus morphs while being above the ground directly after a walljump with Pseudo-ScrewAttack then one can obtain a charged Morphingball during the jump if one does not turn around before morphing.
  521. *2. One can obtain a charged Morphingball above the ground by charging the beam and turning around while holding L or Down and backwards and pressing Down again at the right time shortly after Samus stops turning while jumping, falling (even within a fluid, falling sand or wind) or using an IGJ..
  522. *3. One can obtain a charged Mockball/Speedball by charging the beam, running and jumping, pressing Down above the ground once (such that Samus faces the ground), pressing Start appropriately such that Samus almost lands on the ground before the screen totally faded out, pressing Start again and morphing (while still holding Shot). This works using a door-transition instead of the pause screen, too, but it will not work if one uses a Refill-Station in a delayed manner (by pressing Start appropriately).
  523. *4. One can execute a Mockball/Speedball while the Morphingball is charged by using a CWJ. with Pseudo-ScrewAttack and morphing appropriately while landing on the ground, too.
  524. *5. If Bombs are turned off then one can charge the Morphingball step by step by morphing and unmorphing multiple times.
  525. *6. In a 1-tunnel one can use a CF. to get into a crouching position to charge the Morphingball within the tunnel, too.
  526. 7. One can use a step-spinjump to get stuck in door-shells on the other side of door-transitions in a crouching position and charge the Morphingball there, too.
  527. *8. With Hyper-Beam one can activate Bombspreads immediately by holding Shot and morphing on or above the ground.
  528. 9. If one lays a PB. and lets PB.s turned on then one can get into a charged Morphingball and stay like that as long as the explosion caused by the PB. is active (but one will lose the charge after the explosion).
  529.  
  530. Morphingball cannot be charged or Bombspread cannot be used:
  531. 10. If one charges a beam and morphs while a Bombspread is still active then one will lose the charge immediately [such that there can only be at most one Bombspread active at a given time].
  532. 11. If Samus lands on a Crumble-block with a charged beam then it is not possible to morph on this block without losing the charge if one does not turn around or use Start.
  533. 12. One cannot activate a Bombspread as long as a PB.-explosion is active.
  534. 13. If one lets PB.s turned on and morphs with a charged beam when there is no PB.-explosion active then Samus will lose the charge immediately.
  535. 14. It is not possible to get into a charged Morphingball if Samus possesses Hyper-Beam.
  536.  
  537. Eff(H):
  538. 1. A Bombspread can destroy/open Shot-/Bomb-blocks, blue gates, blue doors, flashing grey doors and certain creatures.
  539. 2. A Bombspread will still have an effect on blocks if it explodes outside of the screen.
  540. *3. The velocity with which Bombspread-bombs are thrown away from the Morphingball increases monotonous in time as long as the Morphingball is charged.
  541. *4. If one turns on Gravity shortly after throwing Bombspread-bombs within a fluid then the bombs will start moving as if there was no fluid. But if one turns off Gravity shortly after throwing Bombspread-bombs within a fluid then the bombs will move very fast away from the Morphingball [since they keep the initial velocity and their deceleration (first derivative of their velocity with respect to time) will be small (and negative)] analogous to the Gravity-Jump.
  542. 5. The movement and speed of Bombspread-bombs can be changed if they are thrown away within a (fluctuating) fluid or a room with flood waves while Gravity is turned off.
  543. *6. Bombspread-bombs do not all explode at the same time [such that it is possible to use appropriate little Springball-Jumps with a charged Morphingball on top of Bomb-blocks that fill a 1-shaft to destroy three Bomb-blocks with a single Bombspread].
  544. 7. It is not possible to decrease the velocity with which Bombspread-bombs are thrown away while having a charged Morphingball by (de)equipping arbitrary items (except Bombs) within the Menu.
  545. 8. There are certain kinds of slopes that can stop the movement of Bombspread-bombs and some other kinds of slopes do not do that.
  546. 9. One can use Bombspread-bombs to let them jump over little gaps within 1-tunnels or to let them bounce off of walls to hit certain objects.
  547. 10. Bombspread-bombs cannot give knockback to Samus [such that it is in particular impossible to let such bombs fall into a shaft and fall into their explosion to start an IBJ.].
  548. *11. The movement of Bombspread-bombs can be influenced by solid blocks, transition-blocks and items (even without a capsule) but falling/bright/dark sand, frozen/solid creatures and wind or moving in Morphingball form while throwing the bombs cannot influence the movement of Bombspread-bombs.
  549.  
  550. Stab(H):
  551. Stability Zone of  the charged Morphingball:
  552. *1. With Springball one can execute jumps in charged Morphingball form without losing the charge.
  553. *2. If Samus is in charged Morphingball form and one turns off Bombs then Samus will not lose the charge but as long as Bombs are turned off one cannot activate a Bombspread.
  554. 3. One will not lose a charged Morphingball by getting knockback/damage or if one gets caught by the WS.-Statue or the SpaceJump-Statue.
  555. *4. If Samus is in charged Morphingball form and Bombs are turned off then one can unmorph without losing the charge (since one does not have to hold Down while being in Morphingball form).
  556. *5. If Samus is in charged Morphingball form and Springball is turned off then one can unmorph without losing the charge by pressing Jump (which does not work if Springball is turned on).
  557.  
  558. Instability Zone of the charged Morphingball:
  559. 6. If Samus is in charged Morphingball form and one turns off Charge or releases Shot or presses Cancel or Select or Samus gets hit by MB2.´s Rainbow-Beam then one will lose the charge immediately.
  560. 7. It is not possible to lay a PB./bomb without losing the charge while Samus is in charged Morphingball form.
  561. 8. A Bombspread will stop immediately if Samus starts riding an elevator but it will not stop if one uses a Refill-Station or saves.
  562.  
  563. I. Beams and Pseudo-ScrewAttack:
  564.  
  565. Act(I):
  566. Beam-shots or Pseudo-ScrewAttack can be used or activated:
  567. 1. If one shoots shortly, appropriately before getting into a door-transition using a beam then that beam-shot will activate immediately after entering the other room.
  568. *2. [Pseudo-shot:] If one cancels a Pseudo-ScrewAttack appropriately with L or R during a spinjump while hitting a creature with it then it is possible to hit the creature with it and shoot the charged shot. If one does this, then there can be audible bugs.
  569. 3. If one is in charged Morphingball form shortly before activating a C.F. and holds shot then Samus will have a charged shot when the C.F. ends.
  570. *4. One can create Murder-Beam-Orbs fast by morphing, laying a bomb and unmorph and hold Shot shortly after laying that bomb.
  571.  
  572. Beam-shots or Pseudo-ScrewAttack cannot be used or activated:
  573. *5. It is not possible to shoot a (charged) beam-shot while executing a Damage-Boost (but one can have a charged beam-shot during a Damage-Boost).
  574. 6. If one starts charging a beam and gets into a Reserve-Transfer then the beam will stop charging during the transfer and continue charging afterwards.
  575. *7. At an arbitrary point in time, the maximal number of beam-shots that can be within the screen is five.
  576. 8. If one fires an arbitrary beam-shot while Charge is turned on (it will not work if Charge is turned off) shortly before executing a spinjump (and does not interrupt the spinjump) then, when Samus lands on the ground, another  uncharged beam-shot will be shot automatically.
  577. 9. If Charge is turned off and one uses X-Ray and holds Shot while and after X-Ray is active, then a beam-shot will be fired after some delay [which means that one cannot shorten the cool-down of beam-shots artificially].
  578.  
  579. Eff(I):
  580. *1. With appropriate charged Wave-Plasma- or Wave-Spazer-shots, it is possible to open doors at the left side of a room by shooting diagonally to the right side towards the edge of the room.
  581. 2. With beam-shots (preferably Spazer) it is possible to destroy multiple shot-blocks with just one shot if one hits them just barely.
  582. *3. If one fires a beam-shot and switches beams in the Menu to an arbitrary combination while the shot is still within the screen then neither the height nor the length of the hit-box of that beam-shot will change.
  583. 4. The hit-box (and not just the particle that can be seen) of an uncharged Wave-shot does not move linear but in a waved form.
  584. 5. There are creatures whose frozen state can be extended by shooting with Ice at them when they are frozen, but there are also creatures for which this will not work (even if they do not die by the Ice-shot when they are frozen) like for example: Metroids.
  585. *6. If a beam-shot that includes Ice hits a creature while Ice is turned off then the creature will not freeze (even though the corresponding sound can be heard).
  586. 7. The features of Wave-shots aswell as Plasma-shots (continue flying through walls or certain creatures respectively) cannot be changed by switching the active beams within the Menu while the particle is still within the screen.
  587. 8. Charged and uncharged beam-shot (even without Wave) go through item capsules (and open them) when shooting at them.
  588. 9. Wave-shots can destroy multiple shot-blocks even if one does not hit them just barely.
  589. 10. If one fires a charged beam-shot during moonwalk while wind pushes Samus backwards, then such beam-shots will not move that much slower than normal shots.
  590.  
  591. Shifting Samus´ screen:
  592. *11. One can shift Samus´ screen forwards in front of Samus by moonwalking backwards or interrupting spinjumps against walls appropriately.
  593. *12. If one freezes a creature appropriately high above the ground, rolls below it, executes a Springball-Jump and unmorphs (to get into Hover-Mode) and turns around multiple times while holding L, one can shift the screen upwards a little.
  594. 13. By doing a bombjump at the ground, unmorphing and morphing during that bombjump above the ground and unmorphing again when Samus touches the ground such that Samus is in crouching position, one can shift the screen upwards a little bit.
  595. 14. One can also shift the screen a little bit upwards by using little Springball-Jumps and unmorphing to crouch on the ground.
  596. 15. With multiple little stationary jumps on the ground, one can shift the screen a little downwards. This will also work more effectively with one full stationary jump while holding Down during such a jump. It seems that one can shift Samus´ screen vertically by activating a C.F., too
  597.  
  598. 16. The velocity of charged beam-shots is lower than the velocity of uncharged beam-shots at the beginning.
  599. *17. If one wants to charge a beam-shot without shooting an uncharged beam-shot then this can be done by
  600. - holding Shot while X-Ray is active and releasing X-Ray
  601. - laying a bomb and unmorphing and holding Shot shortly afterwards
  602.  
  603. Stab(I):
  604. Stability Zone of charged Beam-shots or Pseudo-ScrewAttack:
  605. *1. If one has Pseudo-ScrewAttack during a spinjump, then one can interrupt Pseudo-ScrewAttack without firing a beam-shot by turning off Charge, pressing Select or pressing and holding Shot appropriately when Samus lands on the ground (while turning around when Samus lands on the ground, which would make it easier). And only if one uses the latter method then Samus will still have the charged beam-shot afterwards.
  606.  
  607. Instability Zone of charged Beam-shots or Pseudo-ScrewAttack:
  608. 2. A charged beam-shot will be cancelled
  609. - if one uses X-Ray or saves (using a savestation or the ship)
  610. - if one activates a Shsp. or rides an elevator
  611. - uses a Missile-/Energy-/Map-refill-station or presses Select
  612. *3. As soon as a beam-shot leaves a certain, fix, little area that surrounds Samus´ screen, the projectile will disappear (such that it will not hit enemies off-screen) even if one starts moving fast towards that projectile (e.g. using a Shsp.) when the projectile leaves the screen.
  613. 4. If one holds Shot for a charged beam-shot then that beam will be fired if one presses Cancel.
  614. 5. If one has Pseudo-ScrewAttack and presses Select or Cancel then this will cancel the Speudo-ScrewAttack.
  615.  
  616. J. Blue-Suit:
  617.  
  618. Act(J):
  619. Blue-Suit can be activated:
  620. *1. The Blue-Suit can be obtained by using a Crystal Spark (even if Speedbooster is turned off during the Crystal Spark). A Crystal Spark is executed by laying a PB. at a position above the ground shortly after loading a Shsp. and getting into the Shsp.-Retardation such that the center of Samus is exactly (with respect to the pixels) at the same position as the PB. while holding L, R, Shot and Down to activate a CF. before the Shsp.-Retardation ends [and therefore a Crystal Spark can be used further above the ground, too].
  621. *2. One can obtain the Blue-Suit by killing Draygon using a Shsp. or if Draygon gets attached to Samus while being in Shsp.-Retardation or if Samus gets hit by MB.2´s Rainbow-Beam while being in Shsp.-Retardation.
  622. *3. One can obtain the Blue-Suit by loading a Shsp. while the big Metroid is attached to Samus and reaching 01 Energy while being in Shsp.-Retardation, too. But if Samus is already flying while the big Metroid stops absorbing Energy then one does not obtain the Blue-Suit and Samus will not be able to move anymore except if one uses X-Ray and there will be copies of Samus which will disappear if one uses Grapple.
  623. *4. One can obtain the Blue-Suit by using a Shsp.-flight into the transition of an elevator without activating the elevator.
  624. *5. If one gets into X-Mode while having Shsp.-Charge and executes a Shsp.-flight in X-Mode and releases the X-Mode (to stop the flight) during the flight then Samus will obtain the Blue-Suit.
  625. *6. [Suit-Upgrade-Blue-Suit method] If one loads a Shsp., presses R at the right time during a spinjump shortly before touching Varia or Gravity and uses X-Ray afterwards before a shinespark will activate automatically, then one will obtain the Blue-Suit. One would also obtain the Blue-Suit if one shoots with Grapple against a Grapple-block and releases Grapple-Hanging before the Auto-Shsp. activates (such that the Auto-Shsp. will be cancelled).
  626. *7. All those methods to obtain the Blue-Suit work too, if one uses the Shsp. provided by the Shsp.-Suit even if one does not have Speedbooster.
  627.  
  628. Blue-Suit cannot be activated:
  629. 8. One does not obtain the Blue-Suit if Samus gets pushed away by Kraid while using a CF. or if one collects Varia/Gravity while having temp. Blue-Suit or if a Shsp.-flight gets stopped by respawning blocks while Samus is within those blocks.
  630. 9. If one activates an elevator ride while having Shsp.-Charge and gets into a loose elevator trip to fly into the transition of the elevator using a Shsp.-flight then the flight will be continued in the next room but Samus will not obtain the Blue-Suit.
  631. 10. One cannot obtain the Blue-Suit by loading a Shsp. and activating a Shsp.-flight in such a way that Shot-blocks respawn around Samus while being in Shsp.-Retardation such that the flight stops immediately or if the Reserve-Transfer activates during the Shsp.-Retardation.
  632. 11. It is not possible to get into a savestation with temp. Blue-Suit and move appropriately within the savestation to save there while still having temp. Blue-Suit to obtain the Blue-Suit.
  633. 12. It seems to be impossible to move in such a way within a savestation or above Samus´ ship with Shsp.-Charge that one activates a Shsp.-Retardation (and a Shsp.-flight) and saves at the same time (to change Samus´ movement immediately) to get the Blue-Suit.
  634.  
  635. Eff(J):
  636. *1. Samus cannot get hit by certain projectiles, creatures/bosses as long as Samus has the Blue-Suit and moves appropriately horizontally, jumps (using a spinjump, a Springball-Jump or a stationary jump) or falls while not being in Morphingball form (but Beetoms can still get attached to Samus and reduce health as long as Samus does not move, Metroids cannot get attached to Samus as long as Samus moves aswell as the big Metroid until the big Metroid tries to get attached to Samus [if one moves too far to the left side within the room]).
  637. 2. One can get hit by creatures or projectiles if Samus has the Blue-Suit during an IBJ. or while Samus is not moving or while Samus morphs/unmorphs or while being in Morphingball form after jumping without Springball and morphing above the ground.
  638. *3. Spikes will hit Samus earlier than normal after Samus got hit by a spike while having Blue-Suit [because the Blue-Suit cancels the temporary invincibility].
  639. 4. Samus can still stand on snails if Samus has the Blue-Suit.
  640. 5. If Samus has the Blue-Suit then it is not possible to jump, morph above the ground and unmorph appropriately on Speed-blocks (and activate X-Ray there) or to use the turning animation while landing on Speed-blocks to jump off Speed-blocks on the ground without falling through them.
  641. *6. If Samus has the Blue-Suit then it is not possible to get hit by a bomb/PB. above the ground during a Springball-Jump as long as Springball is turned on (but if one executes a Springball-jump, turns off Springball and lays a bomb above the ground then Samus can get hit by such a bomb). But, if Samus starts an IBJ. on the ground (or gets hit by a bomb on the ground under water without Gravity and executes a Springball-jump at the same time) [such that the first bomb hits the Morphingball while Samus is on the ground] then one can get hit by bombs above the ground during a Springball-jump. As long as one has the Blue-Suit and holds forwards or backwards in ball form, one cannot get knockback by bombs/PB.s (even if Samus is aligned to a wall).
  642. 7. As long as one has the Blue-Suit, ScrewAttack will have no effect on creatures.
  643.  
  644. Stab(J):
  645. Stability Zone of the Blue-Suit:
  646. *1. One will not lose the Blue-Suit
  647. - if one uses Grapple (e.g. for Grapple-blocks), a CF., Moonwalk, X-Ray
  648. - if one rides an elevator, saves (without turning the game off) or collects an arbitrary item
  649. - if Samus gets hit by creatures, spikes or projectiles (in particular MB.2´s Rainbow-Beam)
  650. - even if one holds Dash
  651. + while running within an arbitrary fluid without Gravity (even if Speedbooster is turned on)
  652. + during a Damage-Boost
  653. + while standing/sitting on the ground or turning around or using an Auto-Turnaround-Spinjump
  654. + during Grapple-Hanging or using X-Ray
  655. + while using SpaceJump-Jumps (even while turning around above the ground) or vertical jumps or, in a more general sense, while Samus is above the ground (excluding IGJ.s)
  656. + while Samus is in Morphingball form
  657.  
  658. Instability Zone of the Blue-Suit:
  659. *2. One will lose the Blue-Suit immediately if one leaves the Pause Screen with turned off Speedbooster (even if one turns it on again shortly after turning it off) or if one uses a Shsp..
  660. *3. One will lose the Blue-Suit if Samus sinks into bright sand (if Samus does not walk on the sand) independently of the way how Samus sinks into it.
  661.  
  662. K. Shinespark-Suit:
  663.  
  664. Act(K):
  665. Shsp.-Suit can be activated:
  666. *1. The Shsp.-Suit can be obtained if Draygon gets attached to Samus while using a CF. (even if one has the Blue-Suit already without losing the Blue-Suit). Speedbooster is not needed for this procedure.
  667. *2. The Shsp.-Suit can be obtained if Samus gets hit by MB.2´s Rainbow-Beam while using a CF. but afterwards Samus will not be able to move anymore except if Samus gets knocked back by a creature or a projectile (and then one will not lose the Shsp.-Suit) or if one uses X-Ray but if X-Ray was used then Samus will lose the Shsp.-Suit immediately. Speedbooster is not needed for this procedure.
  668. *3. The Shsp.-Suit can be obtained if the big Metroid gets attached to Samus while activating a CF. appropriately but, similarly to the method involving MB.2, Samus will not be able to move anymore afterwards except if one uses X-Ray which ends the Shsp.-Suit.. Speedbooster is not needed for this procedure.
  669.  
  670. Shsp.-Suit cannot be activated:
  671. 4. The Shsp.-Suit cannot be obtained if Ridley gets attached to Samus while using a CF..
  672. 5. The Shsp.-Suit cannot be obtained if Samus gets pushed away by Kraid or Crocomire while using a CF..
  673.  
  674. Eff(K):
  675.  
  676. Stab(K):
  677. Stability Zone of the Shsp.-Suit:
  678. *1. One will not lose the Shsp.-Suit
  679. - if one uses Dash (to run while having Echoes)
  680. - if one gets hit by MB.2´s Rainbow-Beam or if Draygon gets attached to Samus (after obtaining the Shsp.-Suit.)
  681. - if one (de)equips arbitrary items within the Menu or if one collects arbitrary items
  682. - if damage is dealt to Samus or if Samus has the Blue-Suit, too
  683. - if one saves (without turning off the game and starting the game afterwards) or if one uses doors or elevators
  684. - if one unmorphs on the ground with Echoes (and holds L or R) to obtain the temp. Blue-Suit
  685.  
  686.  
  687. Instability Zone of the Shsp.-Suit:
  688. *2. One will lose the Shsp.-Suit
  689. - if one activates a Shsp.-flight or loads a Shsp. or uses X-Ray or uses a CF.
  690. - if one switches from a standing position to a crouching position while having Blue-Suit
  691.  
  692. L. Bombs, Powerbombs and Chainsaw-Powerbomb:
  693.  
  694. Act(L):
  695. (Power-)Bombs or Chainsaw-Powerbomb can be used or activated:
  696. *1. To lay a Chainsaw-PB., one turns on IceSpazerPlasma beam, lays a PB. and shoots an uncharged beam shot while the PB. explodes. In the moment in which one shoots, the PB. switches to Chainsaw-PB..
  697.  
  698. (Power-)Bombs or Chainsaw-Powerbomb cannot be used or activated:
  699. 1. The maximal speed with which bombs can be layed is in such a way that there are 4 bombs or 3 bombs and 1 PB. respectively active simultaneously.
  700. 2. As long as a Beam-Special is active, at most one (Power-)bomb can be active at a time.
  701. *3. The cooldown for PB.s is a little longer than for bombs, such that it takes longer to lay a bomb after a PB. was layed compared to laying two bombs instead [which makes it impossible to do either of these things: Laying PB.s during Ceiling-IBJ. without falling and trying to switch directly from Ceiling-IBJ. into Ceiling-CF.].
  702. 4. As long as a bombspread is active, one cannot lay (Power-)bombs.
  703. 5. As long as a Beam-Special is active, one cannot activate a Chainsaw-PB. [because of the restriction regarding the number of projectiles inscreen at a time].
  704.  
  705. Eff(L):
  706. 1. PB.-explosions destroy, hurt or open
  707. - Bomb-, Shot-, PB.-blocks, yellow gates/door shells aswell as blue-grey doors and some types of creatures
  708. - blue/red/green gates/door shells not.
  709. *2. Chainsaw-PB.-explosions destroy, hurt or open
  710. - Bomb-, Shot-, PB.-blocks, blue gates/door shells, blue-grey doors, yellow gates and some types of bosses/creatures [for example Zebetites]
  711. - yellow doors, the glass-tube or red/green gates/doors not.
  712. 3. If one lays a (Power-)bomb then Samus will get knockback if Samus is positioned at the same spot
  713. - if one has temp. invincibility, is sitting, standing, (moon-)walking/running, in a falling state, or if one is in ball form
  714. * - if one morphs/unmorphs at the right time, turns around or crouches or stands up at the right time not
  715. - during a stationary jump or spinjump/SpaceJump-jump or during a Damage-Boost not
  716. *- if one shoots a non-Grapple-shot or gets hit by a previously layed bomb at the right time not.
  717. 4. It is impossible to lay a bomb on top of a bomb-block floor in between two such blocks such that neither of the bomb-blocks gets destroyed.
  718. 5. By delaying getting a map (at a Map-station, using pausing), it is possible to force the game to go to the Menu while a PB.-explosion is active.
  719. 6. Bombs have their effect offscreen, too.
  720. *7. PB.-explosions cannot be used to let projectiles like Missiles/SuperMissiles/beams have an effect offscreen [although one can mobilize certain creatures when they are offscreen by laying a PB.].
  721. *8. PB.-explosions enlighten rooms for a short time.
  722. 9. By laying a PB., one can create artificial slowdown [to have more time to react to environmental events in critical situations or to gain overview of the situation, for example while fighting Draygon or LNF-Ridley].
  723. 10. In contrast to bombs, PB.s do not make the identity of some blocks that they hit (Grapple-/Speed-/SuperMissileblocks) visible.
  724. *11. Bombs do not make the identity of creature-destructible blocks visible.
  725. 12. If one lays a (Power-)bomb next to a destroyed, respawning (Power-)bomb-block, then the time in which this block stays destroyed will not be extended [therefore (Power-)bombs do not effect destroyed blocks].
  726. 13. PB.s that were layed shortly before pressing Start will explode after unpausing and not earlier [such that it is impossible to do infinite bombjumps using only PB.s and Gravity-Jumps and/or switching Springball within water without falling].
  727. 14. If one lays a (Power-)bomb while/shortly before the WS-Statue or the SpaceJump-Statue grabs Samus or one saves (using the ship or a savestation), then the bomb will knock Samus up afterwards.
  728. 15. A PB.-explosion will not act like a Chainsaw-PB.-explosion if there is a Murder-Beam-Orb within the room that is turned into Chainsaw-beam type (by switching beams after laying the orb) or if one lays the PB. into the orb (without shooting Chainsaw-beam of course).
  729. 16. If one switches an active PB.-explosion to Chainsaw-PB.-explosion using getting the map delayed at a Map-station, then it will act like a Chainsaw-PB., but if one tries it vice versa, then it will still act like a Chainsaw-PB. (but if one does the latter one and switches beams, then one will be able to see beam-projectiles somewhere within the room).
  730. *17. As long as (Chainsaw-)Powerbomb-explosions are active, one cannot use Start or X-Ray.
  731. 18. With PB.s one can destroy door-creatures within Ceres.
  732. *19. If one switches a PB. to Chainsaw-PB. (by shooting an uncharged Wave-Spazer-Plasma shot) before the layed PB. explodes, then, during the explosion, one cannot shoot with beams (except Grapple) or (Super-)Missiles. But if one switches to Chainsaw-PB. (shortly) after the PB. starts exploding, then one can still shoot during the explosion.
  733. *20. If one hits a creature with the shot with which one activates the Chainsaw-PB., then, during the explosion, one can shoot through this creature (without hitting it) with (Super-)Missiles/Grapple.
  734. *21. If one hits a creature with the shoot that activates the Chainsaw-PB., then the creature can get hit by the Chainsaw-PB. automatically (without having to shoot anymore) more often than twice, and the maximal number of hits per creature that one can do with one Chainsaw-PB. is 7 (and if one continues to shoot with the beam after that first shot that activated the Chainsaw-PB., then those further shots will have no effect). If one hits another creature with a shot after the first shot, then this creature will get hurt, too, during the remaining time of the explosion.
  735.  
  736. Stab(L):
  737.  
  738. M0. other Grapple-Effects:
  739.  
  740.  Eff(M0):
  741. *1. If one shoots at multiple creatures (that can be killed by Grapple) that are at the (exact) same place using Grapple then at most one such creature can be killed by one shot.
  742. 2. One can destroy the capsule of an item using Grapple-shots but it is not possible to shoot through items with Grapple.
  743. 3. It seems that there is no maximal number of drops that can be collected using a single Grapple-shot.
  744. 4. If one runs appropriately fast against a door-transition and shoots with Grapple right before activating the transition then Samus will shoot with Grapple in the other room immediately (and the shot will look dark blue) and there seems to be no difference between such a Grapple-shot and a normal Grapple-shot.
  745. *5. If a creature (that can be killed with Grapple) moves appropriately towards a Grapple-block that is used for Grapple-Hanging while Samus is swinging then Samus will hit and kill the creature and stop Grapple-Hanging. If the creature is not affected by Grapple then the creature will stop moving as long as it touches the Grapple-shot.
  746. 6. If one hinders a Grapple-shot from ending by switching the direction of the shot multiple times fast enough then one can turn on other items with Select (or Cancel) while shooting with Grapple without stopping the shot. There seems to be no difference between such a Grapple-shot and normal Grapple-shots.
  747. 7. If the ground is filled with two layers of 1*1-Shot-blocks then it is possible to shoot with Grapple diagonally downwards in such a way that one can destroy one such block within the first layer and with a second shot one of those blocks in the second layer diagonally downwards compared to the position of the destroyed block in the first layer without destroying any other blocks with Grapple.
  748.  
  749. M1. Grapple-Aviation and Grapple-Hanging:
  750.  
  751. Act(M1):
  752. Grapple-Hanging or Grapple-Aviation can be used or activated:
  753. 1. One can get into Grapple-Hanging by shooting at a Grapple-block or a Grapple-Creature with Grapple and holding Shot. If one stops Grapple-Hanging while moving with appropriate and high velocity then Samus will start the Grapple-Aviation.
  754. If Samus touches a wall appropriately during Grapple-Hanging while hanging close the the Grapple-block/-Creature then Samus will get into Grapple-Walljump-Mode.
  755.  
  756. Grapple-Hanging or Grapple-Aviation cannot be used or activated:
  757. 2. If one uses a Grapple-shot towards a Grapple-block during a loose elevator trip then Samus will still ride the elevator (and does not stop moving) and if Samus is Grapple-Hanging during the elevator trip while touching the transition-blocks of the elevator then Samus will not trigger the transition.
  758. 3. One cannot use Grapple during a Damage-Boost. And if one activates a Damage-Boost and shoots with Grapple towards a Grapple-block simultaneously and hits the block then Samus will start the Damage-Boost and Grapple-Hanging will stop immediately.
  759.  
  760. Eff(M1):
  761. *1. If Samus hits a solid block during Grapple-hanging, then one can press Jump shortly after touching that solid block to gain momentum.
  762. *2. If one holds forward directly after releasing Grapple-Hanging with a lot of momentum, then one can mirror the horizontal speed during Grapple-Aviation (as long as one does not touch a wall) multiple times by turning around even if one is in ball form, and if Springball is turned on, then one has to press the other direction a little longer in order to mirror the momentum.
  763. 3. Even if one has Blue-Suit during Grapple-Hanging, Speed-blocks, items (without the capsule) and transition-blocks will still act like solid blocks, but frozen or solid creatures will not act like solid blocks [such that one can move through them].
  764. 4. During Grapple-Hanging, wind has no effects on Samus.
  765. *5. One can execute long vertical/horizontal/diagonal jumps using Grapple-Aviation after gaining momentum during Grapple-Hanging.
  766. *6. Within water, without Gravity, Samus will move much slower during Grapple-Hanging, but that way one can build up much more momentum for Grapple-Aviation. This effect can be abused the same way like Gravity-Jumps to execute huge jumps by swinging while Gravity is turned on during Grapple-Hanging and starting Grapple-Aviation shortly before turning Gravity off.
  767. 7. By shooting fast, each time only for a short time, multiple times at a Grapple-block above Samus while hanging above the ground, one can hang on that Grapple block at a lower position for a short time without falling down.
  768. 8. If one presses Start during Grapple-Hanging close to the Grapple-block, and unpauses while holding Down, then Samus will still stay close to the Grapple-block [such that it is possible to activate a C.F. during Grapple-hanging close to a Grapple-block].
  769. *9. If one does a vertical, full jump within water without Gravity and shoots horizontally with Grapple at a Grapple-block at the exact right time when Samus´ jump reaches its maximum, then it is possible that Samus will stay above the ground in a standing position, connected with the Grapple-block via that Grapple-shot as long as one holds Shot.
  770.  
  771. Stab(M1):
  772. Stability Zone of Grapple-Hanging and the Grapple-Walljump-Mode:
  773. 1. Grapple-Hanging and Grapple-Walljump-Mode will not stop if a Reserve-Transfer activates (even if the screen moves a little bit during the transfer).
  774.  
  775. Instability Zone of Grapple-Hanging:
  776. *2. During Grapple-Hanging on a Grapple-block/-Creature, the Grapple-shot will switch its target if a Grapple-Creature gets close to that block/creature in an appropriate way.
  777. 3. If a Yapping Maw catches Samus during Grapple-Hanging then Samus will lose contact with Grapple to the Grapple-block.
  778.  
  779. M2. infinite Grapple-Jumps:
  780.  
  781. Act(M2):
  782. IGJ. can be activated:
  783. *1. An IGJ. can be startet by morphing, unmorphing and jumping (and repetition of this process) while rising during Grapple-Aviation. This works in fluids, too (and seems to be easier within fluids).
  784. *2. One can start an IGJ. under water (without Gravity) using a Crumble-Grapple-block on a wall, too, but precise timing and control of Samus´ movement is required for that.
  785.  
  786. IGJ. cannot be activated:
  787. 3. It is not possible to start an IGJ. directly after executing a Grapple-Walljump (even if one holds R during that walljump to stop the spinjump immediately) or directly after a G.-BJ.-J..
  788. 4. It is not possible to start an IGJ. by killing a creature with Grapple while standing or crouching on the ground and jumping immediately after killing that creature or if one jumps while using Bomb-Grapple-Standing.
  789.  
  790. Eff(M2):
  791. *1. One can move horizontally during an IGJ. by mashing L, R, Up and/or holding Down and mashing forward while standing above the ground.
  792. 2. If one moves horizontally by holding Down and mashing forward during an IGJ. and turns on X-Ray then X-Ray can be used above the ground at that position before falling down.
  793. *3. If one uses a spinjump normally while doing IGJ., then Samus cannot rise diagonally during that spinjump if one holds forwards or backwards (but as soon as Samus starts falling one can move horizontally). But, if one turns around shortly before a jump during IGJ. ends (for a Flatley-turnaround) then one can do a diagonal spinjump while turning around above the ground.
  794.  
  795. Stab(M2):
  796. Stability Zone of IGJ.s:
  797. 1. An IGJ. can be continued after door-transitions during the IGJ..
  798. 2. Shooting with beams (except Grapple) or laying PB.s/bombs will not cause an end to an IGJ..
  799.  
  800. Instability Zone of IGJ.s:
  801. 3. An IGJ. will end immediately after using Grapple or executing a spinjump during the IGJ..
  802. 4. If one gets into a respawning block while rising during an IGJ. while running above the ground then one will lose the IGJ. and one cannot keep running [to load a Shsp. while running above the ground].
  803.  
  804. M3. Grapple-Bombjump-Jump:
  805.  
  806. Act(M3):
  807. Grapple-Bombjump-Jump can be activated:
  808. *1. G.-BJ.-J. can be initiated by getting hit by a PB./bomb while killing a creature with Grapple (such that Samus will be pushed away while standing) and jumping (vertically or with a spinjump) at the right time shortly before Samus starts to fall down. This can even be done within fluids on the ground or above the ground and it works if the bomb hits Samus such that Samus gets knocked back vertically or diagonally. In principle one could initiate a G.-BJ.-J. directly after  using an IBJ. or after using a G.-BJ.-J. [such that G.-BJ.-J.s can be used directly one after another to execute one large jump].
  809.  
  810. Grapple-Bombjump-Jump cannot be activated:
  811. 2. G.-BJ.-J. does not work if one does not hit anything with that Grapple-shot or if one hits a wall, a door, a Grapple-block or a Grapple-Creature or a creature that does not die if it gets hit by Grapple.
  812. 3. It is not possible not lay two bombs appropriately and kill a creature with Grapple appropriately such that the first bomb pushes Samus into the second bomb such that Samus stays in a standing position after Samus gets hit by the second bomb.
  813.  
  814. Eff(M3):
  815. 1. If one uses a G.-BJ.-J. appropriately on the ground then Samus can get pushed into the ground slightly but it is not possible to lay multiple bombs on the ground and kill multiple creatures with Grapple appropriately to use multiple G.-BJ.-J.s to get pushed deeper into the ground [e.g. if one wants to fall through a 1/2-block thick platform].
  816. 2. If one uses X-Ray appropriately during a G.-BJ.-J. then one can use X-Ray above the ground in a standing position before falling down.
  817.  
  818. Stab(M3):
  819.  
  820. N. Spinjumps and SpaceJump-Jumps:
  821.  
  822. Act(N):
  823. Spinjumps or SpaceJump-Jumps can be used:
  824. 1. SpaceJump-Jumps can be used directly after spinjumps or walljumps.
  825. *2. If Samus is sitting at the edge of a 2-tunnel then one can use X-Ray, press backwards shortly after releasing X-Ray to force Samus to stand up in that 2-tunnel such that one can use a spinjump to get out of the tunnel.
  826. 3. If one jumps into respawning blocks appropriately such that Samus is standing and about one half of Samus is within those blocks then one can use a spinjump to get out of those blocks in that position.
  827. *4. If Samus stands at the edge of a platform facing the side of the platform within a fluid (without Gravity) then one can turn around (to move Samus away from the platform such that Samus stands above the ground for a short time) and jump immediately to execute a spinjump from a position that is slightly lower than the platform and further away from the platform (in horizontal direction) [to jump onto an overhang for example].
  828.  
  829. (Dash-)Step-Spinjump:
  830. *5. A Dash-Step-Spinjump/Step-Spinjump can be executed by standing on the ground, holding Dash/not holding Dash, pressing forward for a short time and pressing (and holding) Jump shortly after releasing forward to do a spinjump that is almost vertical. Only if Dash was held during this process, the trajectory of Samus´ jump can be changed within the spinjump by pressing Shot to move forward faster.
  831. *6. Within fluids (water/lava/acid) one cannot use SpaceJump-Jumps without Gravity but if Gravity is turned on then one can use them. Furthermore, if such SpaceJump-Jumps are used in fluids then SpaceJump-Jumps can be activated earlier after a previous SpaceJump-Jump ends (compared to normal SpaceJump-Jumps without fluids) especially if Samus hits a ceiling during such a SpaceJump-Jump.
  832.  
  833. Spinjumps or SpaceJump-Jumps cannot be used:
  834. 7. The Auto-Turnaround-Jump-Mode can be kept (such that Samus does not do a spinjump) while turning around if one holds L or R while turning around.
  835.  
  836. Eff(N):
  837.  
  838. Stab(N):
  839. Stability Zone of Spinjumps and SpaceJump-Jumps:
  840. 1. With a sufficiently high Spinjump or SpaceJump-Jump it is possible to turn off SpaceJump during that jump and turn SpaceJump on  again such that one can still use further SpaceJump-Jumps directly after this jump before falling down.
  841. 2. If one uses a walljump while (Pseudo-)ScrewAttack is turned on then Samus can get hit by creatures shortly after activating the walljump (because Samus is not protected during walljumps) but if one turns around shortly after using that walljump then Samus will be protected again immediately.
  842.  
  843. Instability Zone of Spinjumps and SpaceJump-Jumps:
  844. 3. If one uses a SpaceJump-Jump and waits too long after falling before trying to activate the next SpaceJump-Jump then Samus will not be able to do further SpaceJump-Jumps before landing on the ground.
  845.  
  846. O. Long jumps and High jumps:
  847.  
  848. Act(O):
  849. Long jumps or High jumps can be used:
  850.  
  851. Long jumps:
  852. 1. If Samus is in Hover-Mode and one runs off a platform then Samus will automatically execute a diagonal stationary jump.
  853. 2. If one does a spinjump (even without using Dash) within water (without Gravity), presses Down to make Samus facing the ground and morphs at some point during the jump and holds forward immediately after morphing, then it is possible to stop the water from decreasing Samus´ horizontal momentum such that one can execute a longer jump in ball form. The timing for these kinds of long jumps in ball form is quite hard though.
  854. 3. By killing creatures with Grapple during a (long) jump, the speed with which Samus falls will be reset to zero.
  855. 4. Within water (without Gravity) in a small 3-tunnel, one can move past wind (treadmill-blocks) by doing diagonal spinjumps and interrupting them at the peak of each jump by facing downwards until landing, and repeating these jumps.
  856. 5. If there is dark dense sand within water, then it is possible to travel horizontally in ball form/ during a stationary jump/spinjump if one touches the sand from below without falling.
  857. 6. By turning Springball multiple times on/off during a long jump in ball form, one can flatten the trajectory of the ball.
  858. 7. Within water with/without HighJump (without Gravity), by running fast and spin-jumping while turning around, one can execute a long (diagonal) spinjump backwards, and the horizontal momentum can be mirrored multiple times during such a jump by pressing backwards for a short time. This will not within lava or acid (even if Speedbooster is turned off).
  859. 8. Within a fluid with SpaceJump (and Gravity), one can travel horizontally beneath the ceiling of 2-tunnels using SpaceJump-jumps without getting into a forced crouching position within the tunnel, since one can jump earlier with SpaceJump within fluids after a spin-jump.
  860.  
  861. Damage-Boost:
  862. 9. If one has Blue-Suit, one can still execute Damage-Boosts using knockback from creatures by unmorphing while touching the creature during a jump and holding Jump and Backwards.
  863. 10. If one gets hit simultaneously by a (Power-)bomb and a creature/spike/projectile, then one can execute a Damage-Boost at the due to the bomb-knockback shifted position.
  864. 11. If one stands directly next to a spike-wall, facing the wall, jumps and turns around, then one will get hit by the spikes and can do a Damage-Boost.
  865. 12. If one gets into a loose elevator ride by activating a Reserve-Transfer when getting hit by a creature, then one can do a Damage-Boost during the loose elevator ride and continue it into the next room.
  866. 13. During a long or high jump, one can execute a Damage-Boost by touching a creature/projectile/spike while holding Jump and pressing and holding Backwards shortly after getting hit. This can also work towards the jumps direction if one touches a creature in front of Samus during a long jump.
  867. 14. A Damage-Boost can be initiated while Samus is in crouching position, too, by holding Jump and getting into crouch-lock and holding backwards until a creature/projectile hits Samus.
  868. 15. [forward-damage-boost:] By running (with Dash), doing a long jump (stationary jump or spinjump or SpaceJump-jump, but not in ball form), one can execute a Damage-Boost towards the direction Samus is facing right before getting hit, by pressing backwards for a very short time (and then releasing pressing any directions) right when Samus gets hit. This also works using a Grapple-shot against a spark to get hit.
  869. 15. By grappling a creature that can be destroyed by Grapple and activating a Damage-Boost at the same time while Samus touches the creature, one can do the Damage-Boost and kill the creature within one jump.
  870.  
  871. High jumps:
  872. 16. [Ledge-grab:] By jumping (in crouching position) and switching from pressing Down to pressing forward right when Samus´ feet are at about the height of a platform while Samus is aligned to the platform, one can get onto the platform.
  873. 17. During a high jump (preferably due to a jump into a room filled with water, without Gravity), one can maintain Samus´ vertical speed when Samus´ head touches a ceiling (preferably a ledge from below) by turning around (multiple times) while touching the ceiling (such that the ceiling gets out of Samus´ jump).
  874. 18. If one loads Hover-Mode within a 2-tunnel next to a gap in the ground and turns around, out of the tunnel towards the gap, then a jump will automatically be activated.
  875. 19. If one has appropriately much reserve-energy (not too few which would still cause the spinning animation to stop when getting hit by something, and not too much, since then the temporary invincibility that is obtained when getting hit will be gone already before the Reserve-Transfer ends), one can get hit by spikes/projectiles/creatures during a spinjump without losing the spinning animation afterwards.
  876. 20. Stationary jumps and spinjumps can be executed on top of crumble-blocks even within fluids (without Gravity) or within falling sand.
  877. 21. One can force executing a jump on top of a sinking platform-creature (like those in WS´s E-Tank room) to stop sinking, by jumping while holding Down or shooting.
  878. 22. Even within falling sand, one can still rise/sink within it using SpaceJump-jumps.
  879. 23. If one aligns Samus to a frozen or solid creature during a bombjump or stationary jump (it will not work with spinjumps) while Samus is still rising, by holding forward towards the creature, then one can execute higher jumps (especially within fluids).
  880. 24. One can combine Gravity-Jumps with multiple L-turns (by holding L and turning around) (or chained turnarounds within which one holds Down all the time and switches between holding Right or Left, using the correct rhythm, which depends on the media within which Samus is) within a fluid to stay at the ceiling for a longer time after touching it during a jump.
  881. 25. If one does a moon-walk and presses and holds Jump, then Samus will do a low jump, turn around and then jump towards the other direction automatically.
  882. 26. Independently how one collects HighJump, HighJump will affect the next jump after collecting it (provided that one does not turn it off afterwards).
  883. 27. If one jumps and freezes a creature at the right time while touching it from below while moving upwards, then one can get through that creature during that jump without getting hit.
  884.  
  885. Gravity-Jumps:
  886. 28. By pressing Start, jumping within a fluid right before the screen fades out, turning Gravity off and continueing the jump, one can extend jumps (spinjump/walljumps/stationary jumps/bombjumps) massively. The same effect occurs if one jumps into a room that is filled with a fluid (starting in a room without a fluid) while Gravity is turned off or by breaking the glass-tube using a jump (after laying a PB.).
  887. 29. If one executes a Dash-step-spinjump within a fluid while Gravity is turned on, shoots right before the screen fades out and turns Gravity off during the jump, then the horizontal momentum of that jump will increase, but this will not work without Dash.
  888.  
  889. Long jumps or High jumps cannot be used or are slowed down:
  890. 30. If one does a spinjump/SpaceJump-jump, presses Start during the jump and leaves the Menu while Speedbooster is turned off, then the horizontal momentum will be decreased for the remaining part of the jump. If Samus was within a stationary jump, then even all of the horizontal speed will be deleted during that jump (if one does not hold forward after unpausing).
  891. 31. Mockball, CWJ., Damage-Boosts that are not slowed down are doable within lava with Gravity if Speedbooster is turned off. But it is not possible to do some kind of Gravity-Jump within lava by turning Speedbooster on during a jump.
  892.  
  893. Long jumps or High jumps cannot be used:
  894. 1. If one turns around, out of a 2-tunnel, it is impossible to execute a stationary jump before falling.
  895.  
  896. Eff(O):
  897. 1. In ball form, wind only affects Samus if one moves horizontally or if Samus´ vertical speed is sufficiently low. Wind affects Samus the same way during stationary jumps/spinjumps, but wind has no effect on Samus if one holds Down during a jump.
  898. 2. If Speedbooster is turned on and one jumps off a diagonal slope after running forward even just a little bit, then the height of that jump will be different compared to the same jump if Speedbooster was turned off.
  899. 3. If one does a high jump and Samus faces the ground during that jump (by holding Down), then one can shift Samus´ screen vertically downwards that way.
  900. 4. In the PAL version, in general, the height of Samus´ jumps is strictly higher than in NTSC version.
  901. 5. One can also jump into respawning blocks from below by stucking within it with Samus´ feet [to use them as platforms, even if Samus could not jump onto such a block if it was a solid block].
  902. 6. Damage-Boosts off objects can be activated at little different times after getting hit (during the knockback animation), such that one can manipulate the trajectory a little bit.
  903. 7. If one presses Up for a short time during a jump, then Samus will not continue facing upwards during the jump after releasing Up (in contrast to pressing Down).
  904. 8. If one morphs above the ground and executes a Springball-jump immediately when landing on the ground, then one cannot control the height of that Springball-jump and it will be a full jump (in contrast to doing a Springball-jump while rolling or lying on the ground).
  905.  
  906. Stab(O):
  907. Stability Zone of Long jumps and High jumps:
  908. 1. If Samus runs (using Dash), jumps, morphs above the ground and gets hit by spikes in Morphingball form then the movement of the ball will continue as it was after a short time (after getting knocked back).
  909. 2. If one uses a Damage-Boost and touches a wall or a frozen/solid creature then Samus will slide along that object and start moving horizontally again after getting past that object [such that one can align Samus to such an object during a Damage-Boost multiple times]. And one can execute a Damage-Boost if Samus is in Floaty-Mode or if a creature is attached to Samus, too.
  910. 3. One can also use an Ice-Special shortly before using a Damage-Boost to freeze creatures while falling to slide along those creatures. And one can change the trajectory of a Damage-Boost within a fluid by switching Gravity (even multiple times), too.
  911. 4. Grapple-shots towards doors/walls will not slow down Samus movement during a (long) jump.
  912.  
  913. Instability Zone of Long jumps and High jumps:
  914. 5. If one uses a Damage-Boost-Mockball and moves forward while still falling then it is impossible to move backwards again (like during a Damage-Boost) after moving forward.
  915. 6. If one uses a Damage-Boost and gets into a wall consisting of ground-slopes [which push Samus upwards] then the Damage-Boost will stop immediately [instead of rising during the Damage-Boost]
  916. 7. If one uses a long jump (with Dash), presses Start and Start again to get out of the Menu while Speedbooster is turned off then the horizontal velocity of Samus´ movement will be decreased.
  917.  
  918. P. Crystal Flash:
  919.  
  920. Act(P):
  921. Crystal Flash can be activated:
  922. 1. One can activate a CF.
  923. *- with a PB. (e.g. layed on the ground) even if one moves away from that PB. and comes back at the right time before the explosion ends to hold L, R, Shot and Down to activate the CF.
  924. *- above the ground if one gets to the pixelperfect position of the PB. in Morphingball form with the right vertical speed at the right time during a jump appropriately.
  925. *- even if the maximum of Samus´ PB.-ammunition is 10, by getting enough drops before initiating the CF.
  926. - while getting grabbed by the SpaceJump-/WS-statue
  927. - while getting pushed against a wall (by an (in-)active WS-robot)
  928. *- during Grapple-Walljump-Mode provided that the PB. was layed at the exact right height with correct horizontal position (which can be obtained by releasing Grapple-Walljump-Mode without doing a walljump)
  929. *- on a spike-floor or within a gate (without opening it that way)
  930. - (in theory) while a Beetom/Metroid is attached to Samus or within a nom-nom-plant
  931. *- while the ball gets pushed to the side due to wind, into the PB.´s position or on top of a walking WS-robot
  932. - while using a Map-/Missile-/Energy-refill-station
  933. *- during Shsp.-crash-animation (which will not give Samus Blue-Suit, but the CF.-circle will shake between two positions)
  934. *- while saving by laying the PB. at the right height (after choosing "yes" for the text box) using a savestation or the ship (which causes no special effects)
  935. *- using a Chainsaw-PB. or on top of a sinking platform (like those in WS´s E-Tank room), but those platforms cannot move through Samus during the CF.
  936. *- while crouching/standing on the ground by laying the PB. at the right height (even without Springball or HighJump)
  937. *- while hanging on a Grapple-block, by laying the PB. at the right height
  938. *2. At the big Metroid, one can lay a PB., get grabbed, activate a CF. and get down to 01 Energy, then the grab of the Metroid will end immediately and (depending on the timing) either one will get energy and lose ammunition shortly afterwards and does not get Shsp.-Suit, or one does not get energy anymore, but one does not lose ammunition and one will obtain Shsp.-Suit but cannot use it since Samus will not be able to move until one uses X-Ray which will cancel the Shsp.-Suit immediately. But, one can also lay a PB. at the right height, get grabbed by the big Metroid, get down to 01 Energy, get into crouching position and activate the CF. then to be able to move afterwards immediately.
  939.  
  940. Crystal Flash cannot be activated:
  941. 3. One cannot activate a CF.
  942. - as long as one has still reserve-energy (and that energy is turned on or off), even if one has just some remaining reserve-energy
  943. - while riding an elevator or while a Yapping Maw grabs Samus (without using bombs)
  944. - during a CF. [since it is impossible to lay another PB. shortly before activating a CF. due to a previously layed PB.]
  945. - during the death-animation [such that Samus cannot be resurrected] or during Hover-Mode (even if one holds Down in this state without losing it)
  946. *- during a vertical/diagonal/horizontal Shsp.-flight (while sliding along a wall) without Shsp.-retardation [since a CF. can only be activated during Shsp.-retardation (which would give Blue-Suit) or during Shsp.-crash-animation regarding shinesparks]
  947. - if one turns around at exactly that moment in which the CF. should be activated (but if one turns around appropriately before the moment in which the CF. should be activated, then one can activate a CF. while turning around]
  948. 4. It is not possible to lay a PB. directly next to a door, roll into the door and activate the transition shortly before one should activate the CF., and activate the CF. during the transition.
  949. 5. It seems to be impossible to lay a PB. appropriately above the ground and get knocked into the exact same position at the right time by a spike/projectile/creature to activate a CF. during the knockback.
  950. 6. Activating a CF. using an appropriately positioned, to Chainsaw-beam switched Murder-beam-orb is impossible.
  951. 7. It seems to be impossible to activate a CF. during Bomb-Grapple-Hanging.
  952. *8. Although it is possible to get hit by Mother Brain´s rainbow-beam during a CF., it is not possible to activate a CF. while the rainbow-beam is hitting Samus.
  953.  
  954. Eff(P):
  955. *1. Although there is a vertical shift of Samus´ position during  a CF., one cannot collect an item during a CF..
  956. *2. Drops, that are even (at most) two blocks below the CF.-circle will be collected during a CF..
  957. 3. Even if one loads a Shsp. directly before activating a CF. (using Blue-Suit), then one will lose the Shsp.-Charge before the CF. ends.
  958. 4. If one activates a CF. while having temp. invincibility, then one will lose the temp. invincibility [and does not stay in the invincible mode].
  959. 5. If one uses X-Ray directly after a CF., then Samus will be able to scan the room that way before falling.
  960. 6. In the golden statues room, one can do a normal CF. in such a way that the CF. is above the ground when the floor disappears.
  961. *7. If the inner part of a CF. touches a blue gate button, then the gate will open/close, which will not work with red or green gates.
  962. *8. WS-Robots can move horizontally through Samus during a CF., and falling spike-platform will go through Samus, too, but do massive damage in the process.
  963. 9. One will not get knocked up if one gets hit by a bomb during CF..
  964. 10. If one activates a CF. on top of the yellow elevator platform, then one will not activate the transition blocks beneath it that way.
  965. 11. It seems to be impossible to do a CF. within the glass-tube in such a way that it causes Samus to lose energy.
  966. *12. If one gets grabbed by Draygon during a CF., then the loss of ammunition caused by the CF. will be stopped immediately. The same happens if one gets grabbed by the big Metroid in the same manner (but not if the big Metroid grabs Samus while Samus is already doing the CF.).
  967. *13. If all E.-Tanks get filled by a CF. and one uses/wastes the reserve-energy during the CF., then the reserves will be filled again provided that the CF. still keeps going.
  968.  
  969. Stab(P):
  970. Stability Zone of CF.s:
  971. *1. One can do CF.s within 1-tunnels with spike-block-ceilings without dying.
  972. *2. The time that a CF. takes does not depend on the amount of E.-Tanks that one has.
  973. 3. During a CF., one can get grabbed by a Yapping Maw, too.
  974.  
  975. Instability Zone of CF.s:
  976. *4. If one gets into a Reserve-Transfer during a CF. (by having a low maximum of collected E.-Tanks and letting a strong creature hit Samus during the CF.), then the CF. will continue normally afterwards (provided that one survives), but if the energy reaches 00 then Samus will die (even if one tries to use Pause Abuse).
  977.  
  978. Q. Audible and Visual Bugs:
  979.  
  980. [Further (visual) bugs:
  981. http://www.gamefaqs.com/snes/588741-super-metroid/faqs/19122]
  982.  
  983. Act(Q):
  984.  
  985. Eff(Q):
  986. Audible Bugs:
  987. 1. If Samus gets into Grapple-Hanging shortly after laying a PB., then one will hear the sound of a charged beam (even if one does not have Charge).
  988. 2. If one lays a PB. appropriately, shortly before getting into a Reserve-Transfer then one will still hear the alarm (even if Samus has more than 30 Energy after the transfer).
  989.  
  990. Visual Bugs:
  991.  
  992. 3. A CF. will look different compared to a normal CF. if one has the Blue-Suit.
  993. 4. With an appropriate Shsp.-flight against a ninja-pirate or Draygon (while Draygon is still slightly behind a wall) one can create copies of Samus (which are actually the Shsp.-Crash-Echoes which cannot move in these cases).
  994. 5. If one freezes a creature using a white beam-shot (when Samus obtained Shsp.-Suit) then the frozen state of that creature will look different compared to freezing it the normal way and that is also the case, if one switches beams (that include Ice) while that creature is frozen.
  995. 6. If one destroys the glass-tank of Mother Brain while the glass-tank is not fully visible (hence the glass-tank is a little off-screen) then parts of that glass-tank will stay visible afterwards.
  996. 7. If one kills a KiHunter with a PB. while it is frozen, then its wings will stay visible afterwards for a short time.
  997. 8. The color of the projectiles that an eye-door shoots depends on the currently active beam-combination and Grapple-shots.
  998. 9. Using X-Ray at the beginning of the fight against Ridley in Lower Norfair, one can see Ridley at the beginning of the fight already.
  999. 10. As long as there are 5 Murder-Beam-Orbs in a room, by firing a charged beam-shot and crouching/morphing/standing up simultaneously one can brighten up Samus´ suit (like if one still has the charged beam-shot). But this state is unstable (which means it can easily get lost).
  1000. 11. If one uses Grapple during the fight against Ridley shortly before getting grabbed by Ridley, then the Grapple-shot will remain for a short time until Ridley releases Samus. The same effect can be achieved by shooting Grapple at Mother Brain while MotherBrain2 fires the Rainbow-Beam.
  1001. 12. If one executes a C.F. and presses Start shortly before getting grabbed by Ridley (and switches active beams appropriately), the C.F. will look different compared to a normal C.F.. This will also work in similar situations.
  1002. 13. If a Beam-Special is active, there will still be all 3 Echoes while running with Speedbooster.
  1003. 14. It is possible to load a Shsp., jump and activate a Shsp. and touch spikes to die simultaneously.
  1004. 15. A C.F. will look different to a normal C.F. if a Metroid is attached to Samus during the C.F.. If a Metroid is attached to Samus and one moves fast horizontally (and jumps) and shoots with Grapple, then the attached Metroid will change its colour to blue as long as the Grapple-shot is active.
  1005. 16. If one has Hyper and uses Grapple then the first part of Grapple-shots will look like the Hyper beam.
  1006. 17. If one gets hit by MotherBrain2´s Rainbow-Beam while having Blue-Suit, then the two blue copies of Samus will remain at the position where Samus previously was for a short time.
  1007. 18. If one presses Start appropriately, shortly before a Reserve-Transfer activates, then the screen will stay dark/black afterwards. The same holds for pressing Start while Reserve-Tanks are turned manual such that one enters the Menu with 00 Energy and turns Reserve-Tanks to auto and unpauses.
  1008. 19. In the escape when entering the first Craterian room (the long shaft) after Tourian, one can just move through the fake-wall without having to destroy it using weapons (or Echoes) at all.
  1009. 20. If Samus has Shsp.-Suit and one gets hit by spikes/creatures/projectiles, then Samus will not blink like Samus normally does.
  1010. 21. During Bomb-Grapple-Hanging, a lot of visual bugs can appear.
  1011. 22. PB.-explosions overlap with water/lava/acid, such that one cannot see the fluid during the explosion.
  1012. 23. If one has Shsp.-Suit and runs with Echoes then the Echoes will not be blue.
  1013. 24. As long as there are 4 Murder-Beam-Orbs active and one shoots with (uncharged) Chainsaw-Beam, then the screen will turn black for a short time.
  1014. 25. If one shoots with a beam shortly before Samus dies or a Reserve-Transfer activates (in Norfair) then there will appear smoke behind the beam projectile like if it was a SuperMissile.
  1015. 26. If one hurts Draygon (e.g. using an Ice-Special) while Draygon spits gunk, gets hit by gunk such that Draygon wants to grab Samus and one uses Grapple appropriately at that time then it is possible that Draygon will completely turn white (until Draygon gets hit another time).
  1016.  
  1017. Stab(Q):
  1018.  
  1019. S. Hover-Mode:
  1020.  
  1021. Act(S):
  1022. Hover-Mode can be activated:
  1023. *1. The Hover-Mode can be activated by using a Springball-Jump below (the edge of the ceiling of) a 2-tunnel, pressing Up immediately, appropriately after jumping (and turning around to get out of the tunnel without morphing). This also works within fluids or falling sand or if one uses the bottom part of a frozen/solid creature instead of the ceiling of a 2-tunnel. The height of a Hover-Mode-Jump will depend on the vertical velocity that Samus had right before unmorphing to obtain the Hover-Mode.
  1024. *2. It is possible to activate the Hover-Mode without Springball, too, by jumping, morphing while rising during the jump, getting into a 2-tunnel and pressing Up appropriately to interrupt the movement immediately within the tunnel but the same thing will not work if Samus is falling (with high speed) in Morphingball form, gets into a 2-tunnel and one presses Up appropriately [to store the falling speed somehow and start falling with that speed immediately if one turns within the edge of such a 2-tunnel to get out of the tunnel].
  1025.  
  1026. Hover-Mode cannot be activated:
  1027. 3. Hover-Mode cannot be obtained in a 2-tunnel if the bottom of that tunnel consists of ground-slopes.
  1028. 4. It is not possible to rise in Morphingball form during Grapple-Aviation, get into a 2-tunnel and activate Hover-Mode there.
  1029. 5. It is not possible to activate Hover-Mode within a 2-tunnel by unmorphing immediately, appropriately after getting knockback in Morphingball form in the tunnel (or if one uses the solid bottom of a frozen creature instead of the ceiling of a tunnel).
  1030.  
  1031. Eff(S):
  1032. 1. If one holds Jump while obtaining Hover-Mode then Samus will be in Hover-Mode and Auto-Turnaround-Spinjump-Mode simultaneously.
  1033. 2. One cannot use X-Ray or Refill-Stations during Hover-Mode.
  1034.  
  1035. Stab(S):
  1036. Stability Zone of the Hover-Mode:
  1037. 1. Samus will stay in Hover-Mode
  1038. - if one presses L, R, Cancel, Start, Dash, forwards, backwards, walks into a door-transition or uses Moonwalk (while staying on the ground) or if one presses Up while standing
  1039. - if one presses Shot and does not hit a Grapple-Creature/-block or kill a creature with Grapple if Grapple was turned on (since then one will lose the Hover-Mode)
  1040. - if a Reserve-Transfer activates without getting knockback or if one (de)equippes arbitrary items within the Menu
  1041. 2. If Samus is in Hover-Mode and one presses Start twice to get into and out of the Menu and holds Down shortly after pressing Start the second time then one can shoot diagonally downwards while walking without losing Hover-Mode (or using L).
  1042. 3. One will not lose the Hover-Mode if one walks from the ground onto a creature that is frozen/solid and exactly as high as the ground or vice versa.
  1043.  
  1044. Instability Zone of the Hover-Mode:
  1045. 4. One will lose the  Hover-Mode
  1046. - if Samus rides an elevator or if one presses Down (without using the pause screen)
  1047. - if one saves, gets knockback [in particular if Samus touches spikes within the ground], presses Jump or if one presses Up while sitting on the ground or if Samus loses contact with the ground (even during Moonwalk) [in particular if Samus gets knocked back by a PB./bomb or runs too slowly over Crumble-blocks]
  1048. 5. If one activates Hover-Mode within a 2-tunnel and uses holding L or R, turning around and pressing L or R immediately after turning around multiple times within the tunnel then with each such turn the height of a Hover-Mode-Jump will decrease.
  1049. *6. If Samus is in Hover-Mode and sitting on the ground then Samus will do a Hover-Mode-Jump in Morphingball form if one presses Down (even if Springball is turned off).
  1050. 7. It is not possible to walk over Speed-blocks while having Echoes in Hover-Mode except if one runs fast enough over single Speed-blocks within the ground.
  1051.  
  1052. T. X-Mode:
  1053.  
  1054. Act(T):
  1055. X-Mode can be activated:
  1056. *1. X-Mode can be activated by falling in Morphingball form at the right, low height above spikes onto them (preferably by getting hit in Morphingball form by spikes once, bouncing one time on the spikes with temporary invincibility and unmorphing appropriately shortly before getting hit by the spikes while landing the second time), unmorphing while getting hit by the spikes while holding forward and Dash (while the item directly previous to X-Ray is turned on) and switching to X-Ray shortly after unmorphing while still holding forward and Dash. X-Mode can also be activated if one bounces appropriately against spikes that are on the floor (at the height of Samus´ feet) (but it wil not work by rolling against such spikes).
  1057.  
  1058. X-Mode cannot be activated:
  1059. *1. In the PAL version one can get into a state similar to X-Mode, but Samus will not be able to do move (or turn around) in that state, which makes the X-Mode useless in PAL version.
  1060. *2. One cannot activate X-Mode by using knockback from creatures or projectiles (or in general: knockback using things other than spikes).
  1061. 3. If one is in charged Morphingball form (with de-equipped bombs and X-Ray as the only available item on top of the screen) and gets into X-Mode on spikes by unmorphing appropriately (using Jump with de-equipped Springball), then one will not be able to have a charged beam during X-Mode like that.
  1062. 4. As soon as one presses Start to pause the game, one cannot use X-Ray until the pause screen appears [such that one cannot get into X-Mode while the screen fades out].
  1063.  
  1064. Eff(T):
  1065. *1. During X-Mode
  1066. - heat/acid/lava does not affect Samus (and there will also not be summarized damage dealt to Samus after releasing Dash)
  1067. - gates, doors, projectiles from creatures, creatures (in particular Speed-Geates), Missiles, SuperMissiles, beam-shots, Beam-Specials, bombspread-bombs and bombs cannot move but they will start moving after releasing Dash
  1068. - the durability/vanish-time of drops, the unfreeze-time of creatures aswell as the respawn-time of SuperMissile-/PB.-/Shot-/Bomb-/Crumble-/Crumble-Grapple-blocks stops
  1069. - one cannot use Shot or Start
  1070. - the mini-map still works [such that one can use it for orientation within the room in order to not walk into a solid object which would crash the game]
  1071. 2. If one (walks during X-Mode and) does a spinjump/SpaceJump-jump in X-Mode (without morphing afterwards) and releases Dash then Samus will execute a stationary jump at that position (even if Samus was above the ground in X-Mode) without Echoes.
  1072. 3. By jumping and morphing in X-Mode, one can lay a PB./bomb which will start being active when X-Mode ends. And as soon as Samus is in Morphingball form in X-Mode, one cannot do anything else than releasing Dash or unmorphing anymore as long as one stays in X-Mode.
  1073. *4. In X-Mode, one can only move/shift Samus´ position horizontally, by mashing L/R/Up or letting go of forward. In X-Mode one can also execute a Moonwalk, but Samus cannot move like that.
  1074. *5. During X-Mode, one cannot collect drops and in X-Mode, one can walk through Drops and release Dash after passing through them without collecting them.
  1075. 6. If one moves with a Beam-Special in X-Mode through a creature and releases Dash after passing through it, then all particles of the Beam-Special will still be attached to Samus instead of disappearing immediately like if they hit the creature during X-Mode.
  1076. 7. If one jumps in X-Mode, morphs and unmorphs such that Samus touches a spike while unmorphing then Samus will obtain temporary invincibility in X-Mode.
  1077. *8. If one executes a vertical or diagonal Shsp. in X-Mode such that Samus does not hit a ceiling (by reaching 29 Energy before hitting the ceiling) then one can shift Samus´ position at the vertically/diagonally shifted position in X-Mode (but if one hits the ceiling, one can still turn around, but not walk anymore since the upper part of Samus would then touch the ceiling which would crash the game).
  1078.  
  1079. Stab(T):
  1080. Stability Zone of the X-Mode:
  1081. *1. In X-Mode, one can
  1082. - move horizontally through arbitrary slopes
  1083. - move through non-solid or non-frozen creatures without getting hit by them (even after releasing X-Ray Samus will not get damaged)
  1084. - move through falling sand and through bright sand (using L or R for arm pumping for bright sand)
  1085. - move through items without shells without collecting them, even if one releases X-Mode while being within the item such that Samus will fall through the item without collecting it (provided that one does not turn around or move horizontally)
  1086.  
  1087. Instability Zone of the X-Mode:
  1088. 2. As soon as Samus is crouching in X-Mode, Samus cannot move anymore in X-Mode (such that one has to release the X-Mode by releasing Dash).
  1089.  
  1090. U. Falling and Sinking:
  1091.  
  1092. Act(U):
  1093. controlled falling or sinking can be used:
  1094.  
  1095. Kagoball:
  1096. 1. Using Kagoball (jumping and morphing simultaneously while landing on a frozen or solid creature, in some cases preferably while having temporary Invincibility to not get pushed to the side while falling through Workrobots), one can fall through frozen/solid creatures, even within fluids (without Gravity), within falling sand or in Floaty-Mode. It is also possible to fall through Spore Spawn using a Kagoball.
  1097.  
  1098. Back-Down:
  1099. 2. If one walks off a platform and falls (without holding Dash) then, by holding Down and add holding backwards, one can fall diagonally forwards while aming downwards. This will also work by jumping, morphing and unmorphing above the ground during the jump, but it will not work using a jump without unmorphing or killing a creature with Grapple (which would work, too) during that jump. During a Back-Down, one can also turn around to start doing the Back-Down towards the other side.
  1100. 3. If one kills Draygon using a Shsp. and one holds backwards during that Shsp., then one can execute a Back-Down without Samus facing downwards while falling. Samus will obtain the same state while falling after getting grabbed by Draygon during a C.F..
  1101. 4. Using turnarounds (even while holding R, but if one wants to fall through multiple Crumble-blocks in a column: preferably while holding L or Down and switching between pressing forwards and backwards (multiple times) ) while falling (but not in Morphingball form), one can fall fast through Crumble-blocks. While holding L during a jump and turning around multiple times with the right timing appropriately, Samus will hover beneath a ceiling and stay there at most as long as the normal momentum by the jump is directed upwards, if Samus hits a ceiling, even within a fluid or in Floaty-Mode.
  1102. 5. If one falls in Morphingball form and presses backwards appropriately for a very short time (such that Samus will move towards the other direction without having to hold a direction at all) while falling, then Samus will start falling backwards in Morphingball form diagonally and start facing the other direction (such that one can continue this procedure while falling to manipulate Samus´ trajectory), but this will only work if Springball is turned off (or if one does not have Springball).
  1103. 6. By holding Dash, walking off a ledge and alternating pressing forwards and downwards appropriately, it is possible to execute ledge-grabs onto a row of Crumble-blocks, even if there are some gaps within the Crumble-block-bridge.
  1104. 7. While falling, after running off a platform, one can hold Down, press Start, unpause and morph and hold forward immediately afterwards while unpausing to fall in Morphingball form without losing horizontal speed.
  1105. 8. If one will get into a 1-tunnel while falling in Morphingball form by rolling off a platform (without unmorphing while falling) will depend on the way of rolling off that platform.
  1106. 9. If one enters a transition block while falling slowly, vertically and unmorphs shortly before or shortly after entering it and enters the room below (from a door which does not have a shell), then, while spawning in that room, one will enter the upper transition blocks while falling, to get back up into the previous room, provided that Samus spawns high enough.
  1107. 10. Within water (without Gravity), one can use the momentum of spinjumps when jumping down from an overhang to get diagonally into the area below the overhang.]
  1108. 11. If there is a layer of wind on top of a crumble-block-bridge and one jumps/falls onto the bridge (without horizontal speed) then one can still start running across the crumble-block-bridge without falling.
  1109. 12. If one jumps appropriately into a respawning block while aiming downwards, then it is possible to stay within this block in that state as long as one holds Down.
  1110. 13. If one is within falling sand, above bright sand and jumps without Springball (it would work with Gravity within water, too) and morphs above the ground within the falling sand and unmorphs, then Samus will get into an auto-jump-mode as long as one stays within the bright sand within the falling sand (and does not interrupt that state).
  1111. 14. One can decelerate the horizontal and vertical speed of a jump for a short time while falling or rising during a jump by unmorphing.
  1112.  
  1113. 15. Momentum-Mirroring:
  1114. If one is doing a fast Speedball with Gravity (and Speedbooster) within water (with or without Springball, but if Springball is turned on, then the horizontal momentum only remains if one holds backwards (to switch the direction Samus moves towards) for a longer time instead of only pressing backwards for a short time), and turns off Gravity while falling into a gap in ball form, one can move very fast horizontally while falling, and it is possible to mirror that momentum multiple times horizontally (but it would in principle also work without falling into a gap). This can in theory be used to get deep into door shells by mirroring the horizontal momentum right after entering the door. It also could be used to get far into the interior of overhangs within fluids without falling deep, or to do some kind of local mockball during which one maintains speed after mirroring the momentum and starting to roll relatively far into a 1-tunnel with crumble-block-floor.
  1115. 16. If one runs fast with Speedbooster and turns around on appropriate slopes on the ground, then it is possible to fall through those slopes [for example: Slopes on the bottom of the snail-room].
  1116.  
  1117. controlled falling or sinking cannot be used or is hindered:
  1118. 17. Turning Springball on/off while falling during a non-ball-form mode (stationary jump/spinjump) will not decelerate the vertical speed.
  1119. 18. If one falls fast in ball form, gets into a 2-tunnel and interrupts falling by unmorphing within the edge of that tunnel (similarly to the method that is used to load Hover-Mode) and turns around out of the tunnel, then Samus will start falling normally and not continue falling with the falling speed that Samus had right before getting into that tunnel slightly.
  1120. 18. By turning off Gravity while turning around after running towards the ledge of a platform (with Speedbooster) (called: Flatley-turnaround), the turnaround-animation cannot be extended (in contrast to Gravity-Jumps).
  1121. 19. It is impossible to use Kagoball to get even just through 1/2-block-thick platforms.
  1122. 20. By unmorphing and jumping appropriately while the mockball/speedball is on a crumble-block-bridge, it is possible to jump off the crumble-blocks without falling (without Springball). This can also work with Echoes and holding L or R while unmorphing (to get into temporary Blue-Suit) and jumping with Echoes.
  1123. 21. In the NTSC version, one cannot get upwards out of bright sand by laying multiple bombs fast, appropriately (without Gravity) within water, nor is it possible to travel horizontally on bright sand in ball form using multiple bombs (without falling sand above the bright sand). But in the PAL version, this works and one can even execute a sand-bombjump out of bright sand (even without falling sand above it).
  1124. 22. As long as one aligns Samus to a frozen creature while Samus is within bright sand within water (without Gravity) (even in NTSC version), Samus will stop sinking and stay at the current position as long as one does not move.
  1125. 23. If one hits a platform (without solid blocks above it) appropriately with a horizontal Shsp.-flight then one can use a Ledge-Grab directly after the Shsp.-Crash-Animation to get onto that platform and avoid falling down.
  1126.  
  1127. Eff(U):
  1128. 1. Using infinite Grapple-Jumps, it is possible to use X-Ray while Samus is in crouching or standing position and touching the ceiling.
  1129. 2. By using X-Ray while destroying the glass-tube, it is possible to hover above the ground as long as one holds Dash.
  1130. 3. If one freezes a creature slightly behind a wall, freezes another creature appropriately next to the same spot in the wall to get into the wall and holds Down while the latter creature unfreezes, then Samus will stuck within the wall while facing downwards, and one cannot get out of that state without help.
  1131.  
  1132. Stab(U):
  1133. Stability Zone of falling or sinking in a controlled manner:
  1134. 1. If one has Springball within water without Gravity and jumps within falling sand, morphs, holds Jump and does not move horizontally then, after landing on bright sand, Samus will not sink into the bright sand (as long as one does not move horizontally).
  1135. 2. If one executes a Springball-Jump on top of bright sand with Gravity within water and falling sand and unmorphs appropriately, then Samus will automatically bounce off the bright sand all the time, but this state is unstable and will be lost for example if damage is dealt to Samus by getting hit.
  1136.  
  1137. Instability Zone of falling or sinking in a controlled manner:
  1138. 3. If one switches Springball on or off while falling in Morphingball form, then Samus´ falling speed will be reset to zero after unpausing (for a short time).
  1139. 4. If one switches directions during a Back-Down too fast or if one kills a creature with Grapple during a Back-Down, then one will lose the Back-Down state.
  1140. 5. Horizontally mirrored momentum of Samus while falling in Morphingball form will be lost after touching a wall while falling.
  1141.  
  1142. V. Energy, Damage and Reserve-Transfer:
  1143.  
  1144. Act(V):
  1145. Damage can be avoided:
  1146. 1. If one shoots at a creature with Plasma (and the creature gets hit but survives), then it is possible to move/run through that creature without getting hit, provided one is fast enough.
  1147. 2. Creatures that are attached to Samus (Metroids or Beetoms) will not hurt Samus as long as Samus has temporary invincibility (due to getting hit by other objects).
  1148.  
  1149. 3. [Pause Abuse:] By pausing the game right before Samus´ health reaches 00, one can still survive if one collects a health drop shortly afterwards. But, if one has 00 energy and presses Start again at the exact right frame during unpausing, one can get into the Menu again without dying, and therefore, by repeating this, one can survive with 00 energy as long as one can get into the Menu by pressing Start. Pause Abuse cannot be used if the reserves are turned to "auto" (since then, pausing the game will be interrupted by a Reserve-Transfer). With Pause Abuse, it is possible to execute a loose elevator ride by starting to ride an elevator while pausing the game with 00 energy and turning the reserves to "auto" (even without having to get hit by a creature while riding the elevator). If one collects Varia or Gravity while pausing the game with 00 energy (and reserves turned to "manual") and turns the reserves to "auto" in the Menu, provided that one has sufficiently much reserve-energy it seems to be possible to let the reserves kick in during the Varia-/Gravity-collection-cut-scene and start moving before the Reserve-Transfer ends (since the end of that cut-scene seems to allow Samus to move right afterwards). But it is not possible to use Pause Abuse during an escape to move and survive after the timer already reached 00:00.
  1150. 4. [Partial Pause Abuse:] If (during a hellrun) one uses reserve-energy in such a way that one pauses the game shortly before Samus´ health reaches 00 (while reserves are turned to "manual"), refills 10 to 14 reserve-energy manually and turns the reserves to "manual" again, presses Start and continues moving while mashing Start to pause the game again to repeat this procedure, then it is possible to move further than if one would have used all the reserve-energy at once during a hellrun.
  1151. 5. [Absorbing projectiles:] If Samus has temporary invincibility, and one moves into a projectile and activates X-Ray while Samus is within that projectile sufficiently long such that the projectile vanishes and gives Samus temporary invincibility again without hurting Samus, one can absorb (multiple) projectile and get only hit once (for the initial temporary invincibility). This will not work  if one touches creatures instead of projectiles though, but it will work with rinkas (without destroying them like that), too.
  1152.  
  1153. 6. Using an appropriate Pseudo-ScrewAttack spinjump against a creature, it is possible to hit that creature with it (even if the creature survives that attack) without getting hit.
  1154. 7. As long as one is within a Pseudo-ScrewAttack spinjump, Metroids and certain projectiles cannot attach to/hit Samus. Only with Gravity, one has this kind of protection within fluids, too.
  1155. 8. As long as Samus moves off screen, certain creatures cannot hit Samus if one touches them. And one can hurt creatures that are off screen using Powerbombs (off screen), but it seems to be impossible to hurt such creatures using beams, Grapple or (Super-)Missiles as long as Samus is off screen. But spikes, heat and fluids can still hurt Samus off screen.
  1156. 9. If one collects an Energy-Tank, all Energy-Tanks will be filled, but not the Reserve-Tanks.
  1157. 10. If one collects an Energy-Tank while Samus has 00 energy, one will survive afterwards.
  1158. 11. If one has 00 energy with reserves turned to "manual" and turns them to "auto", then the reserves will kick in immediately after unpausing and save Samus from dying.
  1159.  
  1160. Damage cannot be avoided:
  1161. 12. If multiple projectiles appear within Samus simultaneously, then it is possible to get hit by each of those projectiles and get the summarized damage.
  1162. 13. Damage that is caused by touching a creature and causes the reserves to kick in will empty Samus´ energy and the creature will hit Samus again right when the Reserve-Transfer ends if the Reserve-Transfer takes so long that the temporary invincibility that Samus gained when getting hit is already gone (but not, if Samus has still temporary invincibility when the Reserve-Transfer ends).
  1163. 14. If (certain) creatures touch Samus during a CF., then Samus will lose massive amounts of energy during each frame during which the creature touches Samus.
  1164. 15. While riding an elevator, Samus can still get hurt by heat/fluids and creatures, and the corresponding energy will be subtracted right when the elevator ride ends.
  1165. 16. If Samus´ health reaches 00 energy (without reserve-energy) while delaying getting energy using an Energy-refill-station before getting that energy, then Samus will die.
  1166. 17. During temporary invincibility, Samus can still get damage by heat/fluids or by grappling a spark.
  1167. 18. If all the Energy-Tanks get filled while using Reserve-Tank energy (manually or automatically) then the remaining reserve-energy will be lost.
  1168. 19. If one collects Varia/Gravity or gets grabbed by the big Metroid or starts a Shsp.-flight or gets hit by MotherBrain2´s rainbow-beam while having 00 energy (without reserve-energy), Samus dies.
  1169.  
  1170. Eff(V):
  1171. 1. If one delays getting energy using an Energy-refill-station and gets the energy due to a Reserve-Transfer before getting the energy from the station, then the Energy-Tanks will be filled, but the reserves stay empty.
  1172. 2. If one has reserve-energy and the reserves are turned to "auto", then it is impossible to press Start in such a way that one enters the Menu while Samus´ health reaches 00 (since the reserves will always kick in before that happens).
  1173. 3. During a Reserve-Transfer Bombspread-bombs, Beam-Specials, Shsp.-Crash-Echoes, (Super-)Missiles, beam-shots and PB.-explosions aswell as opening/closing gates or opening doors will continue to move/effect the environment. But Grapple-shots, (moving/rising) fluids, Samus, creatures and projectiles aswell as layed PB.s that have not started exploding yet will stop moving during a Reserve-Transfer.
  1174. 4. It seems that the duration of temporary invincibility can be changed a very little bit by pausing the game shortly before or after getting the temporary invincibility, (and during temp. invincibility, Samus will blink/become invisible 47 times).
  1175. 5. If one gets into the long vertical Maridian tube with 00 Energy and no Reserve-Energy then Samus will die within the tube.
  1176.  
  1177. Stab(V):
  1178. Stability Zone of Pause Abuse:
  1179. 1. During Pause Abuse, one can still move through doors, do jumps (walljumps/spinjumps/SpaceJump-jumps), run/walk, shoot (with beams/(Super-)Missiles/Grapple, charge the beam, lay bombspreads/bombs, do IBJ., use a refill-station, collect items, do Damage-Boosts, get hit by projectiles/creatures/spikes or heat/fluids without causing Samus to die.
  1180. 2. As soon as one leaves the Menu with at least 01 energy or gains energy shortly after unpausing while using Pause Abuse, one does not have to use Pause Abuse anymore to survive (except one loses that energy again).
  1181.  
  1182. Instability Zone of Pause Abuse:
  1183. 3. If one saves using a savestation during Pause Abuse (with 00 energy) and dies immediately afterwards and starts the game at this savestation, then Samus will automatically die within this savestation after spawning and there is no way to prevent this from happening.
  1184. 4. One cannot survive riding an elevator with just 00 energy [such that, in order to ride an elevator without dying, one has to have at least 01 energy when entering the elevator]. And, since one cannot use Start shortly after laying a PB., one cannot continue Pause Abuse if one lays a PB and therefore Samus will die, and the same holds for getting grabbed by the WS-/SpaceJump-statue.
  1185.  
  1186. W. Items, Drops and Ammunition:
  1187.  
  1188. Act(W):
  1189. Items can be collected:
  1190. 1. In general, one can use the methods of moving through solid objects to collect Items within walls.
  1191. 2. With vertical/diagonal Shsp.s and turning around afterwards, one can collect items within walls, too.
  1192. 3. Using the Grapple-walljump-mode, one can collect items within walls, too.
  1193. 4. By using Hoandizi-turnarounds, one can collect items on top of a block within 2-tunnels on the right side, too.
  1194. 5. If there is an item in the corner between a ceiling and a wall, one can collect it by aligning Samus to that wall, jumping, holding Down, killing a creature appropriately with Grapple at the right time and turning around.
  1195. 6. It is not possible to delay the collection of an item by pressing Start.
  1196. 7. If one touches two items simultaneously by touching both while riding an elevator, then the item on the left side will be collected first.
  1197. 8. If one unmorphs next to a block with an item on it (without the capsule) while doing a fast mockball, one can collect that item that way.
  1198.  
  1199. Collecting Items can be avoided or collecting an item is impossible:
  1200. 9. If one falls onto an item capsule from above, shoots at it and executes an L-turn appropriately while touching the item, then one can fall through that item without collecting it.
  1201. 10. It is possible to run through items without collecting them by shooting at the capsule at the right time before touching it, provided Samus runs fast enough (with arm pumping).
  1202. 11. By unmorphing at the right time after laying a (Power-)bomb/Bombspread-bombs to open an item capsule from below while the ball is on the ground and right beneath an item, one can move into and jump through that item without collecting it. This also works if one uses a CF. beneath such an item.
  1203. 12. Provided that Samus has the right distance, it is possible to execute a horizontal/vertical Shsp. through an item without collecting it. This can also work using other distances if the item has a capsule that gets opened at the right time before shinesparking through it.
  1204.  
  1205. Drops or Ammunition can be created or used:
  1206. 13. If one collects the drops of a creature fast enough when they appear (preferably using a creature with a long death-explosions-animation like mini-kraid or metroids), it is possible that further drops that can be collected will appear.
  1207.  
  1208. 14. [Luck Manipulation:] If one enters a room using normalized input (for normalized movement) starting when entering a room, it is possible to kill creatures (whose movement does not depend on the frame in which one enters that room) in such a way that their drop-type can be fixed in a controlled manner. To normalize Samus´ attack-pattern (which is necessary, since one has to do some kind of attack in a normalized way to make sure that the counter that goes frame by frame through a for every room and every creature in it fixed list of drop-types reaches the desired frame when killing the creature), turning off Charge and holding Shot can be used, but there are a lot of further, different ways to kill creatures in a normalized manner, depending on the room´s structure (for example: One can also use Shsp.s or (Pseudo-)ScrewAttack (plus entering the next room in a normalized way by using an auto-turnaround-spinjump with/without HighJump/Gravity) or Echoes in a normalized way, or use different setups while holding shot in the previous room to do auto-fire and enter the door in different frames modulo (number of frames that it takes to shoot again), or one can change the pattern by switching the beam-combination that is used to change the velocity and shape of the beam´s hitbox. What drop one gets that way, also depends on the combination of drop-types of which Samus has full ammunition right before the explosion-animation of the creature that is used to get a drop in a controlled manner vanishes, since it is impossible to get a drop-type if Samus has full ammunition of that drop-type (for example: It is impossible to get health drops as long as Samus has full health). There could be differences regarding the versions (PAL and NTSC) though.
  1209. For example:
  1210. Let us assume there is room 1 and room 2, and Samus enters room 2 from room 1. In room 2 there are the creatures a and b and their fixed drop lists are for example:
  1211. [M = Missile, SM = SuperMissile, PB = Powerbomb, N = Nothing, h = little health, H = big health]
  1212. Frame counter with drop-lists (that I just made up) for let´s say
  1213. (health, Missiles, SuperMissiles, PBs) = (max., not max., max., not max.)  for the number of frames that Samus is already within room 2:
  1214.     1.    2.     3.    4.    5.    6.    7.    8.    9.    10.    11.    12.  
  1215. a: M,    SM,     M,    M,   SM,    M,    M,    M,    M,    SM,    SM,    M,…
  1216. b: N,     h,     M,    H,    M,    h,    N,    N,    H,     h,    M,     PB,…
  1217. Then, provided one manages to kill creature b in a normalized way such that b´s explosion-animation ends at frame 12, one can force it to drop a Powerbomb.[Note that, if one kills a creature and uses X-Ray before the drop appears (which is when the explosion-animation of that creature ends) for different numbers of frames, then the counter will continue such that depending when one releases X-Ray, the creature´s drop can still be different.]
  1218. [I do not know the details about this, but I am pretty sure it works like this.
  1219. It would be nice though to have such lists explicitly for the creatures, but I do not even know if the drop-lists depend also on the room (or even the room´s state aswell as the door that was used to enter the room) or if the full-ammo-combination-depending drop lists of for example
  1220.  I = (health, Missiles, SuperMissiles, PBs) = (max., not max., max., max.) and
  1221. II = (not max., not max., max., max.) only differ in those frame-slots in which a given creature would drop health in case I (by substituting the health drop with "nothing" for case II, or if those lists for I and II differ completely, or if the lists of creatures of the same type can differ, too. It could also be that one cannot force a drop completely like this, but instead just reduce the number of options for different drops to about two options.] It also seems like some certain creatures change their list of drops (or have multiple drop lists depending on Samus´ health) if Samus has less than 51 health (such that they only drop health or nothing).
  1222.  
  1223. 15. It is still possible to use a refill-station if the floor next to it consists of a crumble-block, or if a creature is frozen next to the refill-station at the right height to use the creature as a platform.
  1224. 16. If Samus gets hit by MotherBrain2´s rainbow-beam, then one can either obtain huge amounts of Missiles (by getting hit during a CF. with Varia turned on such that the rainbow-beam starts hitting Samus (and therefore starts reducing Samus´ ammunition) while the Missile-ammunition gets reduced due to the CF., where Varia is needed to survive the rainbow-beam such that MotherBrain2 will not do another rainbow-beam afterwards which would reduce the Missile-ammunition to 0), SuperMissiles (the same way: Rainbow-beam has to hit Samus while SuperMissile-ammunition gets reduced due to the CF., but Varia is not needed here), or Powerbombs. But if one does it for Powerbombs, then one cannot lay any Powerbombs, but only activate at most one Beam-Special, and then the PB.-ammunition is gone.
  1225. 16. If one kills a creature off screen, one can still collect the drop off screen. And items can be collected off screen, too.
  1226.  
  1227. Drops or Ammunition cannot be created or used (without delay):
  1228. 17. By pressing Start shortly before using a Map-/Missile-/Energy-refill-station, one can delay getting the map/Missiles/energy. And if one leaves the room before the text box appears, the refill will be cancelled (and if a Map-station was used for it, then that station can be used afterwards, again).
  1229. 18. Creatures can only drop drop-types of which Samus does not have full ammunition in the moment in which the creature´s death-animation ends.
  1230. 19. Drops that are within Sporespawn´s room shortly before Sporespawn dies will disappear immediately when it dies.
  1231. 20. During Samus´ death-animation, one cannot collect any drops anymore [in particular no health drops].
  1232. 21. The projectiles of eye-doors do not drop anything when they are destroyed.
  1233. 22. It seems that some creatures will always drop only a certain fixed drop-type as long as Samus has not full ammunition of this drop-type.
  1234.  
  1235. Eff(W):
  1236. 1. If one does not refill reserve-energy manually within a heated room (suitless) and lets the reserves just kick in, then one will get 25 health less for each full Reserve-Tank compared to refilling the energy manually, since the heat will affect Samus during the Reserve-Transfer, too.
  1237. 2. If one collects Varia/Gravity while a Beam-Special is active, then the Beam-Special´s movement will continue normally afterwards (although Samus´ position gets teleported).
  1238. 3. As long as one collects an item, all actions within the game stop.
  1239. 4. If Samus is Grapple-Hanging such that there is a drop next to the Grapple-block near the Grapple-shot, then it is impossible to collect this drop with just the Grapple-shot that is attached to the Grapple-block.
  1240. 5. If one collects Spazer while Plasma is turned on, then Plasma will automatically be turned off. The same holds vice versa.
  1241. 6. The Hyper-beam does not count as 1%.
  1242. 7. A big health drop gives 20 energy at most, a little health drop gives 5 energy at most, a Missile-drop gives 2 Missiles at most, a SuperMissile-drop gives 1 SuperMissile at most and a Powerbomb-drop gives 1 Powerbomb at most.
  1243.  
  1244. Stab(W):
  1245.  
  1246. X. Saving, Stucks and Freezes: [The statements about Freezes hold in SNES9X v. 1.53]
  1247.  
  1248. Act(X):
  1249. 1. As long as one does not leave a room one can save within a room using savestations at most once per savestation, but one cannot save in a savestation in which Samus respawns before leaving the room in which the savestation is. And if one does not have Reserve-Energy, and uses Pause Abuse to survive with 00 Energy and saves in a savestation then Samus will die after saving and if one loads the game there then one cannot move or use Start before Samus dies in the savestation (and during the fade-in or fade-out while pressing Start, one cannot press Down to get into the ship with 00 Energy). If one stands in a savestation, holds L (or R) and releases L (or R) and presses Down at the same time to crouch and saves in the savestation then Samus will stand in the ground a little bit during saving and afterwards. As long as a PB.-explosion is active, one cannot use savestations (but one can use the ship to save during a PB.-explosion). If one sits or stands within a savestation while using X-Ray, then one can turn around and release Dash appropriately (and hold it again like during X-Ray-Climb) to save while Samus is in the turnaround animation. If one saves while pausing and one (de)equippes items within the Menu then Samus will respawn with those items equipped that were equipped shortly before choosing "yes" if Samus dies afterwards. It is possible to save and shoot at the same time. As long as Samus sits, walks, runs, aims (with R, L or both) or is in Morphingball form, one cannot save within a savestation. If one holds Left or Right and Jump after saving, Samus will execute a spinjump automatically afterwards.
  1250.  
  1251. Stucks and Freezes:
  1252. *2. If Samus touches a solid block or a frozen/solid creature during X-Mode by walking into it then the game will freeze and if Samus touches transition-blocks [in particular if Samus triggers a transition in X-Mode during a Shsp.-flight] during X-Mode then one will be caged in X-Mode such that it is impossible to turn it off. If one uses a Shsp.-flight during X-Mode and touches the ceiling then the game will not freeze immediately but if one tries to move horizontally at that position (slightly within the ceiling) then the game will freeze if Samus does not just turn around.
  1253. *3. If one lays a PB. to destroy the glasstube and jumps into a door to trigger the transition at the same time as the glasstube would be destroyed then the game will freeze immediately after Samus enters the other room.
  1254. *4. If one collects Varia or Gravity during a Shsp.-Crash-Animation then the game will freeze.
  1255. *5. If one charges a beam-type that includes Spazer and Plasma while PB.s are turned on with Select then the game will freeze [since it tries to activate a Beam-Special for that beam-type].
  1256. *5. If one uses the Stand-Up-Glitch and shoots with the regular beam shortly before getting Hyper-Beam and shoots immediately with Hyper such that both beams are within the screen at the same time then the game will freeze.
  1257. *6. If one gets caught by a Yapping Maw during a Shsp.-Retardation and crashes into a wall or into the ceiling then the game will freeze if there is at least one frame until shortly after touching the wall/ceiling in which no buttons are pressed. But the game will not freeze if one does not crash into a wall/ceiling during such a Shsp.-flight (e.g. if the flight stops because of low health).
  1258. *7. If one shoots with Chainsaw-Beam at ninja-pirates while a Chainsaw-PB. is active, the game can freeze.
  1259. *8. If one uses the method to get Blue-Suit that involves a shinespark into Varia (or Gravity) and, instead of interrupting the Auto-Shsp. with X-Ray, one turns around while standing and aiming diagonally upwards or downwards appropriately, shortly before the Auto-Shsp. activates, then the game will freeze (even if one holds at least one button at every frame during that Shsp.). The game can also freeze if one crouches at the right time before the Auto-Shsp. activates such that Samus will execute the Shsp. while being in crouching position.
  1260.  
  1261. The game does not freeze:
  1262. 9. If one triggers a door-transition during Bomb-Grapple-Standing the game will not freeze.
  1263. 10. The game will not freeze if one gets caught by a Yapping Maw and triggers a door-transition at the same time.
  1264.  
  1265. Stucks:
  1266. 11. If one kills Draygon with a (diagonal) Shsp. appropriately and hits Draygon when Draygon is close to the ground such that Samus gets knocked back onto the ground then Samus cannot move anymore unless one uses X-Ray.
  1267.  
  1268. Eff(X):
  1269. *1. If one saves, dies and respawns in a Savestation or within the ship (even without turning the game off and on again) then
  1270. - one will lose Shsp.-Charge, temp. Blue-Suit, Blue-Suit, Shsp.-Suit, Floaty-Mode, Big-Metroid-Deceleration, permanent Gunk-Deceleration and temp. Invincibility
  1271. - destroyed Grapple-/SuperMissile-/PB.-/Shot-/Bomb-/Crumble-/Creature-blocks within the room will be there again
  1272. - all creatures within this room (especially Speed-Gates) are in the room again with full energy starting at their original place in an unfrozen state
  1273. - the movement of fluids within the room will start again from its original state and doors aswell as Gates are closed again and items that were (de)equipped shortly before the message box of the savestation appeard will be (de)equipped again and items that were turned on with Select will be turned off
  1274. 2. If one lays a PB./bomb within a savestation appropriately and saves there such that the message box appears exactly at the right time before Samus gets hit be the bomb then Samus will move upwards (vertically or diagonally) in a centered position and hover without moving above the ground.
  1275.  
  1276. Stab(X):
  1277.  
  1278. Y. Moving through solid objects and narrow obstacles:
  1279.  
  1280. Act(Y):
  1281.  
  1282. Moving through solid objects or narrow obstacles possible:
  1283.  
  1284. Respawn-Blocks-Destruction-Bug:
  1285. 1. As long as sufficiently many respawn-bomb-blocks are destroyed within a room, Grapple-/PB.-/SuperMissile-blocks will become unbreakable solid and respawn-bomb-blocks aswell as speed-blocks will act like air (regarding Samus), but will still stay impermeable for bombspread-bombs, (Super-)Missiles, Grapple and normal beam shots (excluding beams that involve Wave).
  1286. 2. As long as sufficiently many respawn-PB.-blocks are destroyed within a room, all other respawn-blocks will become unbreakable solid, but Grapple- and SuperMissile-blocks stay unchanged, and it is possible to use bombs and Springball-jumps to travel within solid speed-blocks (again: Only as long as all those respawn-PB.-blocks are destroyed).
  1287.  
  1288. Getting through the ground:
  1289. 3. [Freeze-sink-method:] If one freezes a below the floor rising, respawning, freeze-able creature that can move through solid blocks (preferably a refill-bug) at the right height, slightly below the floor (using (charged) Ice-Wave-shots or Ice-Specials) and moves towards that spot in the ground, then Samus will sink into the ground a little bit, and by holding forward all the time afterwards, Samus will not get knocked out of the ground if the creature hits Samus after un-freezing, and then one can repeat the procedure of freezing the creature a little below the spot within which Samus stands, to sink a little deeper into the ground again, multiple times. With that method it is possible to fall through platforms, and in theory, this will also work with spike-floors (provided one has enough energy).
  1290. 4. If one unmorphs appropriately within a 2-tunnel that has a diagonal slope at the ceiling, one can fall through 1-block-thick floors.
  1291. 5. By freezing a creature slightly below the top of a 1/2-block-thick floor, doing a Kagoball at that spot, waiting until the creature is gone and unmorphing, one can get through such 1/2-block-thick floors.
  1292. 6. It is impossible to use the bottom of a appropriately high above the ground frozen creature (to create a small tunnel) for loading Hover-Mode in there and turning around in crouching position (multiple times) to get through 1-block-thick floors, but with 1/2-block-thick floors this works to get through them. But in general, this can be used to get a little bit into the ground.
  1293. 7. By jumping/falling fast through doors that lead upwards/downwards and turning around appropriately, it is possible that Samus will spawn far enough within the next room such that Samus gets through platforms near the door.
  1294. 8. By loading a Shsp., loading Hover-Mode beneath an appropriately above the ground frozen creature (such that Samus sinks a little bit into the ground), killing that creature, and activating a diagonal Shsp. in crouching position, one can destroy a speed-block within the ground beneath Samus.
  1295.  
  1296. Getting through ceilings:
  1297. 9. If one has Shsp.-charge and jumps with low vertical falling speed into a door leading downwards (preferably enter the door near its center, since door shells start closing from both sides) and activates simultaneously a vertical/diagonal Shsp. (by pressing R if a spinjump was used or releasing L if a stationary jump was used), then it is possible to leave the next room below the current room immediately after entering it by shinesparking out of it, provided one spawns high enough within the room that Samus enters, even if there is a grey door shell that would close immediately (for example: Crocomire´s room). The same thing can be achieved by executing a walljump at the same time as entering the door from above and doing a diagonal Shsp. immediately after entering the other room. The same thing can be achieved by executing a walljump/CWJ. with HighJump at the same time as entering the door from above.
  1298. 10. Via Ceiling-Crystal-Flash, one can destroy crumble-blocks within a ceiling from below by mashing Down when the CF. ends.
  1299. 11. [Freeze-Climb:] Provided that there are sufficiently many creatures that either rise or crawl/move upwards along a wall, then one can freeze one of those creatures closely beneath the ceiling such that Samus can crouch on top of it and force-stand using X-Ray to be able to jump and shoot downwards to freeze the next creature a little higher below Samus to get into force-crouch on top of the second creature, kill a creature using Grapple to enable the use of X-Ray again to force-stand and repeat this process, to start X-Ray-climbing into the ceiling.
  1300. 12. If the top part of a creature that can be frozen and moves through solid objects is frozen slightly below a transition block of a door leading downwards (for example a rinka in the 4th Metroid room in Tourian), one can fall in ball form onto that creature (and unmorph while landing) without activating the transition. But the transition will be activated if
  1301. - one morphs/unmorphs/crouches/turns around or moves horizontally (even in ball form) on top of that frozen creature (and that way one can use X-Ray above the ground within the next room when entering it)
  1302. - one falls in ball form (when the creature disappears) or if one gets hit by a bomb (that was layed shortly before jumping onto the creature)
  1303. - one tries to do Kagoball using that creature or if one uses Grapple while sitting/standing on that creature or if one lands with a spinjump on that creature
  1304. - one does a crouch jump/jump in standing position starting on top of that creature (and that way it is possible to get into the transition within the next room that leads into the previous room again, before a door shell closes, provided Samus spawns high enough within the lower room or if one has HighJump, and it would also work with a Shsp. that way).
  1305. But the transition will not be activated if one executes Springball-jumps on top of that frozen creature or if one executes bombjumps in ball form on top of that creature.
  1306. 13. If Samus is within a vertical-air-block and shoots with Grapple appropriately then Samus will get pushed upwards. This can be done multiple times while falling to stay above the ground if one shoots often and fast enough and it is even possible to get pushed into blocks within the ceiling with that method. The same effect can be achieved be shooting with Grapple while being within a vertically directed Continuation-PLM. with no further PLM. at its end. And with this method one can get through slopes within the ceiling by jumping against such a place with a Continuation-PLM. directly below a ceiling-slope, turning around while touching the ceiling and holding L and shooting with Grapple appropriately.
  1307. 14. [Shsp. through ceiling-slopes:] If Samus has Shsp.-Charge, one does a stationary jump against a ceiling-slope from below while holding L and turning around appropriately and presses Down (to rise a little bit to get into the ceiling) and activates a diagonal/vertical Shsp., then it is possible to get through that slope. But it seems that this method (even in PAL, with HighJump) does not work with solid blocks, door-shells, crumble-blocks (even to just break them).
  1308.  
  1309. Getting into or through walls:
  1310.  
  1311. 15. [Freeze-Walk:] By freezing a creature slightly behind a wall/ solid or frozen creature, and getting knocked in standing/sitting position towards the wall/creature, one can get into the wall/creature and for walls, this procedure can be chained together multiple times to get deeper and deeper into the wall in standing position, and, in principle only one freeze-able creature (that Samus aligns to when getting knockback towards it) is necessary. This method can also be used to get deep enough into gates to open them without using any ammunition. One can also get a little bit into a wall like that by rolling against the wall such that the ball gets aligned to the frozen creature within the wall. And this method can also be used to destroy crumble-blocks within walls by jumping/running/walking against that crumble-block within that wall or rolling against that crumble-block and laying a (Power-)bomb to break the crumble-block. This method can also be used to get into/through door-shells without opening them, aswell as getting into transition-blocks horizontally once without activating the transition (but as soon as one crouches/stand up/jumps in there or gets knockback, the transition will be activated, and if one does a CF. in there, then the transition will activate right when the CF. ends). If a creature is frozen slightly behind a wall, then one can get into that wall in standing position, too, by aligning Samus´ back to the wall and shooting with Grapple at a spark.
  1312.  
  1313. [Will be translated later since this is awkwardly complicated…]
  1314. 19. Wenn man direkt neben einer gefrorenen Kreatur steht kann man diese beim Auftauen sofort wieder einfrieren sodass sie
  1315. i) genau an der gleichen Position wieder einfriert
  1316. ii) sich genau einen Frame lang bewegt und danach einfriert
  1317. ohne die Kreatur dabei zu töten, indem man vor dem Blinken der Kreatur beim Auftauen X-Ray mehrfach benutzt und jeweils nur kurz loslässt und Charge ausgeschaltet hat und
  1318. i) im Zustand vor dem 16. aufgetauten Zustand (von den 23 aufgetauten Zuständen, wobei die Kreatur beim 23. Mal aufgetaut bleibt)
  1319. ii) im 16. aufgetauten Zustand
  1320. Shot hält und danach X-Ray loslässt. [Diese Methode kann man für extreme Freeze-Knockback-Wanderungen nutzen (bei denen man die einzufrierende Kreatur sieht)].
  1321. Anschaulich dargestellt für die einzelnen Frames [jede Zahl steht für einen Frame, 0 = Kreatur nicht blau; 1 = Kreatur blau]:
  1322. [Kreatur nicht eingefroren] [Kreatur wird eingefroren] [Kreatur fängt an zu blinken]
  1323.  
  1324. 00…                    ...0011…                      …1100,1100,1100,1100,1100,1100,1100,1100,
  1325.                                     i)    ii)
  1326. 1100,1100,1100,1100,1100,1100,1100,1  1  0  0,1100,1100,1100,1100,1100,1100,1100…      …00
  1327.  
  1328.  
  1329. 20. Using a sufficiently fast Speedball onto a diagonal slope (at the ceiling or at the ground) next to a door-shell, it is possible to get a little bit into the door-shell in ball form (and even through it in PAL version).
  1330. 21. Using a diagonal Shsp., it is possible to get into (and then through) the first/third Zebetite in Tourian.
  1331. 22. [Freeze-GGG.:] In the PAL version, by running appropriately (even without Speedbooster) towards a gate with a horizontally pixel-perfect within it frozen creature and pressing R or L (to arm pump) right before Samus touches the gate, it is possible to get deep enough into that gate to open it (except speed-gates, with which this will not work), and in NTSC this is impossible without Speedbooster (but doable with Speedbooster and sufficient space to run, of course). If one uses a 1-block-thick wall instead of a gate, then, with this method, one can shoot through that wall with Grapple, (Super-)Missiles or any beams (diagonally/horizontally). Using a very close behind a wall frozen creature, one can also align Samus to that wall and execute a horizontal/diagonal Shsp. to get into that wall a little bit in standing position.
  1332. 23. If one kills MotherBrain1 at the same time as getting into the upper right hole within the wall in ball form and doing a CF. there, one can X-Ray-climb out of MB2´s room during the fight
  1333. 24. [Transition-skip:] Using horizontal/vertical Shsp.s or fast Speedballs or running fast (with Echoes), it is possible to get through transition blocks (within horizontally/vertically connecting doors, or 1-block-thick layers of transition-blocks) without activating the transition if Samus reaches the position of the transition-block during the exact right frame while unpausing, since during unpausing, there is exactly one frame ("magic-transition-frame") during which transition-blocks vanish, and therefore, multiple very short lasting movements can also be used to get into/through transition-blocks step by step (in PAL aswell as in NTSC): Rolling for only one frame (during the "magic-transition-frame") towards a transition-block (left and right side) can be used to get into (and then trough, if it is used multiple times) such a block without activating the transition, and Moon-Walk (both sides) aswell as walking into a transition-block and interrupting the movement at the right time by using X-Ray (both sides), aswell as Hoandizi-turnarounds (only to move towards the right side, but not the left side) can be used the same way. It is also possible to get through vertical-connecting doors/transition-blocks without activating the transition by
  1334. - falling sufficiently fast from above into a door while holding Down such that Samus faces the ground while unpausing (since always, the "magic-transition-frame" is needed) appropriately and pressing Up (or R or L) at the exact frame-perfect right time while getting into the door to push Samus´ collision-detection-box far enough below the transition-block.
  1335. - doing a sufficiently fast walljump/spinjump stationary jump from below towards a upwards-connecting door during unpausing and pressing Up (or R or L) at the right time while Samus gets into the door (again, frame-perfect timing and the "magic-transition-frame" is needed).
  1336. 25. Using (multiple) Grapple-shots towards Grapple-blocks/-creatures at the ceiling/ground/wall or near those objects, it is possible to push/pull Samus through solid objects.
  1337. 26. Using an appropriate Grapple-block/-creature for Grapple-Hanging near a (non-speed-)gate, Samus can get into this gate and open it, which can also work within fluids or falling sand or in Floaty-Mode. But it seems that this does not work if one tries to use a creature that dies when getting grappled.
  1338. 27. By swinging fast enough during Grapple-Hanging, it is possible to get into door-shells if one releases Shot right before touching the door while moving fast towards it. But it seems to be impossible to get into walls like that (without pushing Samus into it by extending the Grapple-shot).
  1339. With this method, one can get into the door on the left side within Draygon´s room, do a CF. there, X-Ray-climb up next to the turret and shoot at that turret from the left side appropriately to get into SpaceJump´s room without killing Draygon.
  1340. 28. Using vertical/horizontal/diagonal Shsp.s, it is possible to fly through 1/2-block-thick slopes that have appropriate distance to Samus.
  1341. 29. Using X-Ray, it is possible to move to the left side in crouching position (within 2-tunnels), by turning around towards the left side without using X-Ray and holding Dash for X-Ray while turning around towards the right side (since Samus´ horizontal position will not change if one turns around while using X-Ray).
  1342. 30. [R/L-Jump:] By getting into crouching-position 2 pixels below the ceiling within the ground within a 2-tunnel while Samus is aligned to and faces towards a block at the height of Samus´ feet within this tunnel with a 1-tunnel above it into which one wants to get in ball form (example: Collecting Springball without Gravity), preferably without HighJump, within a fluid (without Gravity), one can get into that 1-tunnel by holding R (or L), releasing R (or L) and jumping, morphing and moving towards the 1-tunnel immediately after releasing R (or L) (note that Samus´ hitbox changes in crouching position a little bit if one presses R (or L) and that Samus´ hitbox will still change for a short time after releasing R (or L), which will affect the jump a lot). Even with frame-advance, it will not work if one does not use R or L, or if one starts jumping before releasing R (or L) , both statements even hold for jumps (without Gravity) without HighJump within water.
  1343. 31. Horizontal-connecting door-shells (aswell as vertically-connecting door-shells) do not open within just one frame, but open step by step, such that it is possible to do a long jump towards a door, shoot at it, morph during that jump and bounce off (using Springball) the lower part of the opening door-shell (instead of bouncing off the ground when the door is already completely open) to do a Springball-jump into the next room.
  1344. 32. If one collects Varia/Gravity then Samus will automatically be teleported into the center of the current position of the screen.
  1345.  
  1346. Moving through solid objects or narrow obstacles not possible:
  1347. 33. It seems to be impossible to get into and through a 1-tunnel connecting to a 1-shaft (not at it´s bottom) with wind directed towards Samus in it.
  1348. 34. It is impossible to travel against wind through a 2-tunnel using 2-tunnel-jumps.
  1349. 35. It is impossible to open a gate by freezing a creature appropriately slightly behind the (non-speed-)gate, loading a Shsp., running against the creature shortly before it un-freezes (to get a little bit into the gate), freeze it again but a little deeper within the gate and doing a horizontal/diagonal Shsp. towards the gate.
  1350. 36. It also seems to be impossible to open a gate (or get deeper into walls) by freezing a creature appropriately slightly behind it, laying a bomb next to the gate shortly before it un-freezes, running against the creature (to align Samus to it), freezing it a little deeper within the gate and getting knocked towards the gate by the bomb.
  1351. 37. It seems to be impossible (to be able) to unmorph within a 1-tunnel if one freezes a creature appropriately slightly above the ceiling and/or a creature slightly below the ground at the same (horizontal) position, rolling towards that spot and trying to unmorph.
  1352. 38. It seems to be impossible to do a long jump in (speed-)ball form into a horizontally-connecting door and mirror the ball´s horizontal momentum right after entering the room to get stuck within the door-shell there.
  1353. 39. It seems that there occurs no similar "respawn-blocks-destruction-bug" if there are sufficiently many creatures frozen simultaneously.
  1354. 40. It is not possible to use a Shsp.-flight against a wall (consisting of crumble-blocks) to get slightly into the wall (and destroy the crumble-blocks).
  1355.  
  1356. Eff(Y):
  1357. 1. If one gets into the escape by skipping MB. then the three minutes countdown  will not be there  (such that one has unlimited time for the escape).
  1358.  
  1359. Stab(Y):
  1360. 1. With sufficiently much energy, it is possible to continue travelling horizontally using 2-tunnel-jumps (within 2-tunnels) even if the ceiling consists of spikes by turning around when Samus stands within the 2-tunnel to gain temporary invincibility, turning around again (to face the direction towards one wants to move) and do another "2-tunnel-sitting-two-pixels-below-the-ceiling-jump". If the ground instead of the ceiling consists of spikes, one can continue travelling if one waits until Samus gets hit at least the second time while crouching 2 pixels within the ground within the tunnel and stands up and executes another jump fast afterwards before the temp. invincibility ends.
  1361.  
  1362. Z. Bomb-Grapple-Hanging and Grapple-ruptur:
  1363.  
  1364. Act(Z):
  1365. Bomb-Grapple-Hanging or Grapple-ruptur can be activated:
  1366. 1. Bomb-Grapple-Hanging is activated by getting hit by a (Power-)bomb while hanging with Grapple on a Grapple-block/-creature.
  1367. 2. If Samus gets hit by a (Power-)bomb while Samus is attached to a Grapple-block/-creature in sitting/standing position or during Grapple-walljump-mode, Grapple-ruptur is performed.
  1368.  
  1369. Bomb-Grapple-Hanging or Grapple-ruptur cannot be activated:
  1370.  
  1371. Eff(Z):
  1372. 1. During Bomb-Grapple-Hanging
  1373. - one can collect items and still use savestations (provided that Samus is positioned correctly)
  1374. - activate door-transitions at certain places and if one does that, then Samus can spawn within the next room at positions that are quite far away from the door that Samus entered, and within the next room Samus will still hang on a Grapple-block (that was carried into the next room)
  1375. - one cannot use energy-/Missile-/Map-stations
  1376. - get into Grapple-walljump-mode
  1377. 2. Bomb-Grapple-Hanging can cause extreme slowdown.
  1378.  
  1379. Stab(Z):
  1380. Stability Zone of Bomb-Grapple-Hanging and Grapple-ruptur:
  1381. 1. During Bomb-Grapple-Hanging, one can only use one direction (Left or Right) to get momentum while swinging without losing contact to the Grapple-block/-creature, but one will not lose that state if the reserves kick in.
  1382. 2. Grapple-ruptur will not be lost by executing stationary (crouch) jumps (even into 2-tunnels), pressing R or L, or aiming upwards
  1383.  
  1384. Instability Zone of Bomb-Grapple-Hanging and Grapple-ruptur:
  1385. 3. Bomb-Grapple-Hanging will be cancelled immediately if one presses backwards, gets knockback or crouches (if Samus has contact to the ground)
  1386. 4. Grapple-ruptur will be cancelled immediately if one presses backwards (turns around), morphs, crouches, shoots, does a spinjump, or if the Grapple-block onto which the Grapple-shot is attached was a breakable Grapple-block and disappears.
  1387.  
  1388. I. vertical IBJ. (infinite bomb jump):
  1389.  
  1390. Act(I.):
  1391. 1. IBJ. can be started and continued
  1392. - within fluids with Gravity
  1393. - by jumping (with or without HighJump) without Gravity within a fluid, laying a bomb at the peak of the jump when getting out of the fluid´s surface, unmorphing appropriately while landing and jumping back to the bomb again to start IBJ. there. This even works with spikes on the ground within the fluid.
  1394. - using a vertical/diagonal jump with or without HighJump
  1395. - by jumping off a crumble-block or spikes
  1396. - by doing a Springball-jump or mid-air-Springball-jump (with or without HighJump)
  1397. - by doing a SpaceJump-jump or walljump (with or without HighJump)
  1398. - using Grapple-Aviation, IGJ., or by hanging down from a Grapple-block, falling, morphing, laying a bomb, grappling upwards again and falling into the layed bomb
  1399. - using a vertical jump through wind, or by starting the IBJ. at the floor with wind there
  1400. - by starting the IBJ. on the ground consisting of bomb-blocks
  1401. - by jumping in X-Mode or using a reserve-bombjump
  1402. - after doing a momentum-bombjump directly after horizontal ceiling-IBJ. when the ceiling ends
  1403. - while a Beetom is attached to Samus, without killing it during IBJ. (or diagonal IBJ.)
  1404. - using diagonal IBJ. (even one does not have Springball) or using momentum-bombjumps
  1405.  
  1406. 3. falling-sand-IBJ. works
  1407. - with Gravity within a fluid
  1408. - in Floaty-Mode, too
  1409. - without Gravity within falling sand without fluids
  1410.  
  1411. 4. One can start falling-sand-IBJ. above the ground (within falling sand) using Springball-jumps (with or without HighJump)
  1412. 5. Falling-sand-IBJ. can be executed by pressing Shot repeatedly in a controlled manner or by just mashing Shot fast enough.
  1413.  
  1414. IBJ.cannot be started:
  1415. 6. It seems to be impossible to execute IBJ. within water with Gravity if one can only use PB.s for the IBJ. (even if one uses Gravity-Bomb-Jumps).
  1416. 7. It seems to be impossible to start IBJ. on the surface of bright sand if one falls onto the sand in Morphingball form (without using jumps or Springball-jumps on the bright sand) even if one slows down falling by unmorphing appropriately.
  1417.  
  1418. Eff(I.):
  1419. 1. IBJ. and falling-sand-IBJ. can be executed fast or slowly to rise upwards, depending on how fast the bombs are layed.
  1420. 2. One can get a little higher in Morphingball form (compared to doing a crouch jump and morphing during the jump, if one only has PB.s but no bombs) by doing a crouch jump, laying a PB. shortly after reaching the peak of the jump, unmorphing appropriately when landing and jumping back to the PB. again.
  1421. 3. Even with HighJump, it is in principle possible to jump within a 3-tunnel, morph very fast during the jump and roll into a 1-tunnel at the height of Samus´ head or lay a bomb at that height.
  1422.  
  1423. Stab(I.):
  1424. Stability Zone of IBJ.:
  1425. 1. As long as there is no obstacle above Samus, one can continue IBJ. arbitrarily long.
  1426. 2. During IBJ., one can switch to 2- or 3-bombs-IBJ. and back to normal IBJ. without falling, too, to avoid getting hit by horizontally moving creatures.
  1427. 3. IBJ. can be continued through bomb-block-columns, single destructible blocks and door shells.
  1428. 4. IBJ. can be continued from normal air into falling sand as ceiling, too, using an appropriate rhythm for laying the bombs like if there would be a normal ceiling (like for ceiling IBJ.).
  1429. 5. If one switches from momentum-bombjumps to normal IBJ. and gets knocked up vertically, then one can unmorph and morph during that bombjump to lose the remaining horizontal momentum to stabilize the IBJ..
  1430. 6. During IBJ. one can lay single PB.s, too, without falling.
  1431. 7. Using 2-/3-bombs-IBJ. appropriately, one can get through single rows of wind without getting pushed away horizontally.
  1432. 8. During IBJ. one can unmorph and shoot with any projectiles towards any direction and continue the IBJ. afterwards without a break.
  1433. 9. During IBJ. one can switch the direction Samus faces without falling, too.
  1434. 10. If one has Blue-Suit then one can continue IBJ. through bomb- and speed-blocks
  1435. 11. IBJ. can be continued within 1shafts even if there are indestructible creatures in there.
  1436. 12. Falling-sand-IBJ. can be continued through bomb-blocks, shot-blocks and destructible creatures, too.
  1437.  
  1438. Instability Zone of IBJ.:
  1439. 13. If a Metroid is attached to Samus during an IBJ. one cannot continue doing the IBJ. through a ceiling consisting of creature-blocks.
  1440. 14. It seems to be impossible to lay a PB. during falling-sand-IBJ. without interrupting the falling-sand-IBJ. such that Samus falls back to the ground.
  1441.  
  1442. III. horizontal and diagonal bombjump:
  1443.  
  1444. Act(III.):
  1445. 1. Precise diagonal bombjumps can still be done in Floaty-Mode, within falling sand, within wind (both directions) and with a transition into a with water filled room, too.
  1446. 2. Bombjumps work within fluids with Gravity, too.
  1447. 3. Even without Springball, one can execute a double diagonal bombjump starting at the ground or during IBJ., even within wind or in Floaty-Mode (or with Gravity within a fluid).
  1448. 4. If one lays a (Power-)bomb at the ground and runs into it (or stands next to it), then Samus can be knocked forwards/backwards diagonally, too, and this also works within falling sand or in Floaty-Mode.
  1449. 5. It is possible to execute a diagonal bombjump within a fluid by turning Gravity on during IBJ.-sinking.
  1450. 6. A horizontal bombjump can be executed during falling-sand-IBJ., too (also in Floaty-Mode, or with Gravity within a fluid).
  1451. 7. Within fluids, one can execute long (diagonal) bombjumps by turning Gravity off right after getting hit by a bomb, too (just like Gravity-Jumps). This can be done using a (vertical) jump, walljump, IBJ., SpaceJump-jump, Springball-jump or when starting the long diagonal bombjump at the end of a 1-tunnel.
  1452. 8. [Sand-bombjump:] Within falling sand, on top of bright sand within a fluid without Gravity, one can execute long diagonal bombjumps, too.
  1453. 9. If one gets hit by two/multiple bombs during a reserve-bombjump, then those bombs´ effect is like the effect of a single bomb.
  1454. 10. [Reserve-Bombjump:] By laying a bomb shortly before a Reserve-Transfer, such that the bomb hits Samus, one can execute (diagonal) bombjumps/start IBJ. while falling. One can use heat, touching the surface of acid (with Gravity), touching a projectile(, touching a creature), or (in principle) use Pause Abuse and turn the reserves to "auto" after laying a bomb shortly before the screen fades out due to pressing Start to do such a reserve-bombjump.
  1455.  
  1456. Eff(III.):
  1457. 1. It is possible to execute flat bombjumps across a gap, to not get hit by spikes in the ceiling above the gap.
  1458. 2. Within water without Gravity and Springball, by jumping/falling into falling sand, morphing before touching the ground consisting of bright sand and laying bombs fast, repeatedly, one can stay on top of the bright sand in ball form and can travel horizontally as long as one stays between falling and bright sand.
  1459.  
  1460. Stab(III.):
  1461.  
  1462. IV. diagonal and horizontal IBJ.:
  1463.  
  1464. Act(IV.):
  1465. diagonal or horizontal IBJ. can be started:
  1466. 1. horizontal/diagonal IBJ. can be started using a vertical/diagonal jump, a Springball-jump, a walljump, Grapple-Aviation, or a SpaceJump-jump.
  1467. 2. One can switch from horizontal ceiling-IBJ. into horizontal IBJ., too, provided that there is enough space to do so.
  1468. 3. [Momentum-bombjumps:] Diagonal IBJ. can be executed using horizontally mirrored momentum, too. This will still work with permanent gunk deceleration.
  1469.  
  1470. diagonal or horizontal IBJ. cannot be started:
  1471. 3. In PAL it seems to be impossible to switch from IBJ. into diagonal IBJ. without Springball.
  1472.  
  1473. Eff(IV.):
  1474.  
  1475.  
  1476. Stab(IV.):
  1477. Stability Zone of diagonal and horizontal IBJ.:
  1478. 1. Diagonal IBJ. can be continued within wind by aligning the ball to walls/solid objects even without Springball.
  1479. 2. During diagonal IBJ., one can switch the direction towards which the ball moves, without falling, too.
  1480. 3. Diagonal IBJ. can be executed using a 2-bombs-rhythm, too.
  1481. 4. Horizontal ceiling-IBJ. still works if there are slopes at the ceiling and one can continue it through bomb-/shot-blocks or destructible creatures, or within a 1-tunnel with crumble-block-floor.
  1482.  
  1483. Instability Zone of diagonal and horizontal IBJ.:
  1484. 5. It seems to be impossible to continue doing horizontal Ceiling-IBJ. when switching from normal air-blocks to falling sand (beneath the ceiling).
  1485. 6. It seems to be impossible to continue horizontal Ceiling-IBJ. when switching from normal solid blocks in the ceiling to spike blocks (in the ceiling).
  1486.  
  1487. IX. Walljump-Climbing:
  1488.  
  1489. Act(IX.):
  1490. 1. It is possible to execute walljumps within shafts and climb upwards within water even without Gravity [without using one-wall-walljump-climbing]:
  1491. - in a 1-shaft with/without HighJump, with or without turning around while walljump-climbing (even if some single blocks within the wall are missing)
  1492. - in a 2-shaft even without HighJump
  1493. - in a 3-shaft with HighJump (even if single blocks in the wall are missing)
  1494. - in a 4-shaft with HighJump in PAL (even if single blocks in the wall are missing)
  1495. - within a 2-shaft that switches to a 1-shaft further above Samus, with HighJump
  1496. 2. Even without HighJump, it is possible to climb up walls within falling sand (even in Floaty-Mode).
  1497. 3. Without Gravity within water, one can climb up (one-)walls:
  1498. - if there is wind directed against the wall, without turning around during walljumps, even without HighJump
  1499. - with HighJump
  1500. - without HighJump, a little bit (preferably in PAL)
  1501. [- without HighJump, even out of water, using tools]
  1502. 4. Using weak walljumps off a wall, one can stay at the same position (even without HighJump within falling sand at a 1/2-block-thick edge)
  1503. 5. Walljump-climbing can be started using IGJ. (infinite Grapple-Jumps), too.
  1504. 6. For a short time, during cut-scenes, one can execute walljumps off the fixed borders at the left/right side of the screen, too (for example during Crocomire´s death animation)
  1505. 7. Frozen/solid creatures can be used for walljump-climbing, too.
  1506.  
  1507. Eff(IX.):
  1508. 1. The speed with which Samus rises while walljump-climbing depends on the walljump-rhythm (not too fast or too slow for maximal vertical speed).
  1509. 2. Walljumps that are executed while holding Dash while Speedbooster is turned on with/without HighJump are different (lower) than doing walljumps without Speedbooster or without holding Dash.
  1510. 3. Walljump-climbing within fluids can be combined with switching Gravity off/on (to abuse Gravity-Jumps to rise higher, and then turn Gravity on again to continue climbing) aswell as switching HighJump on/off (to change Samus´ trajectory if there is a low ceiling).
  1511.  
  1512. Stab(IX.):
  1513. Walljump-Climbing can be done:
  1514. 1. During walljump-climbing, one can avoid falling/hovering/waving flying creatures or spikes within the air, too. And one can also climb walls while a Beam-Special is active.
  1515. 2. Within a 1-shaft with single spikes within one wall, one can continue climbing upwards with/without HighJump using full walljumps and releasing Jump only for those short moments in which one wants to do further walljumps, while Samus´ head does not touch a spike (which works even within falling sand).
  1516. 3. Walljump-climbing can still be done if there is wind next to the wall facing away from the wall.
  1517. 4. Walljump-climbing with Pseudo-ScrewAttack can even be continued through certain projectiles without getting hit (but note that, shortly after doing a walljump with (Pseudo-)ScrewAttack, Samus can get hit as long as one does not turn around after the walljump).
  1518. 5. As long as Samus has temporary invincibility, one can climb up spike-walls, too.
  1519. 6. If the reserves kick in during walljump-climbing due to getting hit, and provided that the Reserve-Transfer takes appropriately long, the spinning animation will not be cancelled afterwards (and Samus has temporary invincibility for a short time). And by getting hit during Grapple-Walljump-Mode, one can obtain temporary invincibility, too, without falling.
  1520.  
  1521. X. special walljumps:
  1522.  
  1523. Act(X.):
  1524. 1. Within water with HighJump (without Gravity) within a 2-shaft with a 1-tunnel in it closely beneath the ceiling of the shaft, one can get into it by morphing late after doing a walljump with some distance to the wall.
  1525. 2. With precise, high walljumps, one can get past spikes within walls, too.
  1526. 3. With/without HighJump (within falling sand or lava) one can get onto overhangs using diagonal walljumps. Distances with which it still works (PAL/NTSC): (…)
  1527. 4. Using a short, weak walljump at an edge of an overhang, one can get far into the interior below that overhang (within water/lava). Distances with which it still works (PAL/NTSC): (…)
  1528. 5. Maximal distances for gaps to still be able to do walljumps on the other side (within lava/falling sand) in PAL/NTSC with/without HighJump: (…)
  1529. 6. Maximal heights for water above the ground to still be able to get out of the water using walljumps in PAL/NTSC with/without HighJump: (…)
  1530.  
  1531. Continuous walljumps (CWJ):
  1532. 7. One can execute walljumps without turning around if Samus´ back is close to the wall by releasing the Forward shortly after doing the spinjump, and holding Forward again before doing the walljump. This can be done using lower, inner and upper continuous walljumps (off a wall or a frozen/solid creature) or using (Dash-)step-spinjumps for the walljump. This can even work with Echoes when doing a walljump off speed-blocks, which is not possible using normal walljumps. And, in principle, one can chain CWJ.s together. With temporary invincibility, one can execute CWJ.s off spike-walls, too.
  1533. It seems to be possible to execute CWJ.s off the ground or stairs (the opposite direction, moving upwards along the stairs consisting of solid blocks) if one moves fast enough horizontally). But I do not know how Cpadolf0 manages to do this.(100%TAS: 0:35:34, 0:54:00)
  1534. (If one presses Jump two times fast enough for a walljump, then one can execute two walljumps at the same place without turning around, and with permanent gunk-deceleration even more.)
  1535.  
  1536. 8. Within a 1-shaft with one complete spike-wall, one can execute a walljump and press R/L immediately afterwards to interrupt the spinning animation to get higher within that shaft (with/without HighJump, in lava, with Floaty-Mode).
  1537. 9. With/without HighJump, one can do a walljump slightly aboce the ground within a 3-tunnel with a 1-tunnel at Samus head´s height and fast-morph to get into the 1-tunnel (which works even with Floaty-Mode or within lava).
  1538.  
  1539. Grapple-walljumps:
  1540. 10. Grapple-Walljumps can be executed by grappling a Grapple-block and aligning Samus to a wall near that Grapple-block appropriately. This can also be done by using a creature onto which Grapple can be attached if there is a wall, but the Grapple-shot will be cancelled after getting into the walljump-mode immediately.
  1541.  
  1542. 11. In principle, it is possible to execute multiple walljumps within a 1-shaft with one complete spikewall without getting hit by spikes if one turns around immediately after doing the walljump and holds directions only for a very short time.
  1543. 12. If ScrewAttack is turned on, then it is impossible to execute walljumps off bomb-blocks.
  1544. 13. By freezing a Beetom above the ground (the procedure will be easier if one freezes it right when it starts to jump off Samus horizontally), it is possible to execute a low walljumps off the frozen Beetom right before it un-freezes, get the Beetom attached to Samus during that walljump again and freeze it at a higher position below Samus to land on it, which could in principle be done multiple times in a row.
  1545. 14. Even in PAL it seems to be impossible without Gravity, HighJump within water, to climb upwards with one-wall-walljumps off a wall and use these walljumps to get upwards past a 1-block-overhang within the water by trying to do a walljump at that horizontally shifted block.
  1546.  
  1547. Eff(X.):
  1548. 1. If one morphs directly after doing a walljump when Springball is turned on, then one will rise vertically in ball form, but if Springball is turned off, then one will do a diagonal jump in ball form (without having to hold any direction), but if one turns Springball on, during the diagonal ball jump, then the ball will start to move vertically again (even if one turns Springball off immediately afterwards). But, vice versa, if one moves vertically due to Springball being turned on and turns it off, then the ball will still move vertically afterwards.
  1549. 2. If one executes a walljump off a frozen creature shortly before it unfreezes, then it will still shake after unfreezing for a short time.
  1550.  
  1551. Stab(X.):
  1552.  
  1553. XI. Mid-air-Springball-Jumps:
  1554.  
  1555. Act(XI.):
  1556. 1. Mid-air-Springball-Jumps can be executed by moving upwards in ball form during a jump while Springball is turned off, turning Springball on while the ball still moved upwards right before the screen faded out and pressing Jump again after unpausing. This will not work if the ball moved upwards by getting knocked up due to touching a creature/projectile/spike.
  1557.  
  1558. 2. Mid-air-Springball-Jumps can be used directly after the Morphingball bouncing off the ground, too, even within fluids. Mid-air-Springball-Jumps also can be initiated using Grapple-Bombjump-Jumps, IBJ., sand-bombjumps (on top of bright sand), walljumps or by loading Hover-Mode within a 2-tunnel and turning around, outside of that tunnel (such that Samus loses contact to the ground).
  1559. One can also charge the beam, jump and morph while jumping and moving upwards in ball form to initiate a mid-air-Springball-jump while the ball is charged.
  1560. [Initialisierungen clip fertig, hier einfügen]
  1561.  
  1562. 3. A mid-air-Springball-Jump can also be activated while Springball is turned on, by laying a bomb on the ground and pressing Jump while the ball moves upwards due to the bomb. This can also be done using 3 bombs: Lay one bomb at the ground, another one at the ground just before the first one explodes and knocks the ball up, laying a third bomb at the peak of that bombjump and getting hit by the last two bombs and then during the last bombjump pressing Jump again for the Springball-Jump (Triple-Jump).
  1563. [triple jump clip fertig, hier einfügen]
  1564.  
  1565. 4. Mid-air-Springball-Jumps can be executed with HighJump within water (and within lava) (without Gravity) even two times within one large jump (but the timing is quite tight), which will not work without HighJump due to having less time to pause the game while the ball is still rising.
  1566. [https://www.youtube.com/watch?v=K5Gl_SWEiGg]
  1567. [double mid-air-springball-jump in lava clip fertig, hier einfügen]
  1568.  
  1569. 5. One can execute a Springball-Jump within water (without Gravity) with HighJump even by initiating it with a walljump (but again, the timing is very tight). This is impossible without HighJump though.
  1570. [https://www.youtube.com/watch?v=ULxUdchO9n0]
  1571.  
  1572. Infinite Springball-Jumps:
  1573. 6. Mid-air-Springball-Jumps can even be initiated using IBJ.-sinking within water (without Gravity), but therefore one has to stop laying bombs in such a way that the ball will get hit by a bomb only once by a bomb after unpausing the game because if after unpausing the ball gets hit by a bomb (and one wants to use this first bomb with which Samus gets hit after unpausing) and one starts the mid-air-Springball-jump, then this jump will be stopped immediately if one gets hit by another bomb during that jump. During such a mid-air-Springball-jump, one could start IBJ.-sinking at a higher position again, and therefore, in principle, with this method one could gain infinite height within water. By combining this method with diagonal-IBJ.-sinking, one could travel even horizontally within water above the ground provided that there is enough space to do so. With HighJump, one could even continue the IBJ. within fluids if one has to get through small layers of wind by using the mid-air-Springball-jump´s high vertical speed to get through wind; and one could also unmorph and shoot during that mid-air-Springball-jump and morph again to continue the IBJ. within water.
  1574. [https://www.youtube.com/watch?v=IG3vC2U64nk]
  1575. [https://www.youtube.com/watch?v=pDHoaFG0-P0&list=PL5If8zSOO37YMjfMXiv6-DTozOqgD1gN7&index=14]
  1576. [diag. IBJ.-sinking clip schon fertig, hier einfügen]
  1577. [während ISJ. schießen, clip video-link hier einfügen, clip ist schon fertig]
  1578.  
  1579. Eff(XI.):
  1580.  
  1581. Stab(XI.):
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