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	<updated>2026-05-19T05:53:03Z</updated>
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	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Ice_Floor_Clips&amp;diff=99</id>
		<title>Ice Floor Clips</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Ice_Floor_Clips&amp;diff=99"/>
		<updated>2020-10-21T13:21:42Z</updated>

		<summary type="html">&lt;p&gt;Dragonfangs: Completely rewrote the description of why the glitch occurs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ice Clipping involves using a glitch with frozen enemies that cause you to instantly get moved to their spawn location. In order to trigger it the following criteria need to be met:&lt;br /&gt;
&lt;br /&gt;
* Two enemies need to be frozen close enough together that it is possible to stand on both of them at the same time.&lt;br /&gt;
* At least one of these needs to be an enemy that respawns&lt;br /&gt;
* The enemy whose spawn point you wish to warp to must be in a &amp;quot;later&amp;quot; enemy slot than the other enemy (will go into more detail below)&lt;br /&gt;
* Both enemies need to die on the same frame, easiest to do using a bomb&lt;br /&gt;
&lt;br /&gt;
If you set this up correctly then when the enemies die, Samus&#039;s Y position will be hard set to the Y position of the enemy&#039;s spawn point. We believe this works because the game will actually pre-load enemies into memory even if they will only spawn later, and will instantly be moved back there upon death, ready for Samus to walk close enough to trigger them again. By killing two of them on the same frame, a sort of edge case is hit where the enemy&#039;s death trigger will &amp;quot;put&amp;quot; Samus on top of the &#039;&#039;other&#039;&#039; enemy rather than just let the physics engine handle it. Depending on the order that these death triggers happen, this &amp;quot;other enemy&amp;quot; could already have had its position moved back to its spawn point, sort of dragging Samus with it. Though this is mostly speculation.&lt;br /&gt;
&lt;br /&gt;
While this is technically possible on any respawning enemy, it is only really useful in one spot of the 100% run. &lt;br /&gt;
Curiously, that particular spot triggers the glitch on a set of pipe bugs that spawn 3 at a time, which would usually make the third criteria somewhat tricky to set up. Because even though all three pipe bugs will eventually respawn, only the first one is actually pre-loaded and moved back to spawn instantly upon death, and the others spawn in on demand. If you just trigger the pipe normally, the bugs will naturally line up in memory in such a way that the glitch doesn&#039;t work. The solution to this is to free up a slot in memory by killing some other enemy that is loaded before the original pipe bug, so that when the second bug spawns it will take up THAT slot instead of taking a later one. Thankfully, one such enemy is actually in our way anyway when going through the room the way you would during a run, you just need to make sure it is killed.&lt;br /&gt;
&lt;br /&gt;
The steps to perform the clip are:&lt;br /&gt;
&lt;br /&gt;
* Line yourself up so that 2 of the enemies come after you at the same height and overlap each other&lt;br /&gt;
* Fire two shots to freeze them so that they are overlapping each other while frozen. Very conveniently, because of our earlier enemy slot manipulation, the second bug is also prioritized for projectile collisions, meaning that when you shoot at both bugs when they&#039;re overlapping (because you already froze the first one so it stopped moving) the second bug is always the one that gets hit.&lt;br /&gt;
* Get on top of them so that you&#039;re on both enemies at the same time, and kill them with either a bomb or screw attack.&lt;br /&gt;
&lt;br /&gt;
If done correctly, Samus will teleport under the floor as they&#039;re killed. The bomb method is easier because you have a lot of time to morph, lay the bomb, and then unmorph so the bomb doesn&#039;t propel you upwards when it explodes. The screw attack method requires jumping high enough that Samus will bounce when landing, and you need to unmorph on the frame you would have bounced in order to put Samus into a hover state. This allows you to spin and activate the screw attack while also being stuck on their hit boxes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Easy Method&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ice Floor Clip - Easy.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
The easy method involves hugging the left wall as your falling. This sets up the 3 enemies so the first can easily be frozen and kept out of the way, while the other two will rise above samus and give you extra time to time your shots to overlap them. This method is slower because of the extra time waiting for the enemies to rise, and having to jump on top of them after freezing them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faster Method&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ice Floor Clip - Fast.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
The faster method involves swinging out to the right as you&#039;re falling, and then moving left to activate the enemies at a position where they won&#039;t rise as high and they&#039;ll come after you faster. This also has the benefit of being able to land on the enemies immediately after you freeze them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swag Method&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Ice Floor Clip - Swag.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
The screw attack method is known as the swag method because the frame perfect unmorph adds an unnecessary level of difficulty to an otherwise simple trick.&lt;/div&gt;</summary>
		<author><name>Dragonfangs</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Refill_Glitch&amp;diff=98</id>
		<title>Refill Glitch</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Refill_Glitch&amp;diff=98"/>
		<updated>2020-10-21T12:19:39Z</updated>

		<summary type="html">&lt;p&gt;Dragonfangs: Add clarification that falling into the gap is not required for Screw setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refill glitch is the trick that overlaps the refill cutscene that plays when morphing into a statue&#039;s hands, and the new item cutscene that plays when you pick up the new item that was in the statue&#039;s hands. This trick involves opening the item and morphing into the hands before the item&#039;s hitbox becomes reachable, and there is a very small window to do this. Most statues are set up in a way where you can perform a series of inputs similar to a Jump Bomb Jump, except instead of timing the second jump to get pushed by the bomb&#039;s explosion you instead time it slightly later so you land right right as its exploding but after the point where it would have propelled you up.&lt;br /&gt;
&lt;br /&gt;
It is also possible to stand on top of the item shell, jump straight up, and time a shot so that you open the item and immediately morph into the hand to get the refill glitch, though I don&#039;t have any footage at this time to show what that looks like.&lt;br /&gt;
&lt;br /&gt;
The time saved from the refill glitch is not a significant amount of time, so any time spent setting up for the trick instead of just immediately going for it will likely already lose you any time you would have saved if you had just collected the item normally. If you attempt the refill glitch and miss it, just grab the item so you don&#039;t lose more time by this point.&lt;br /&gt;
&lt;br /&gt;
Some statues in the game have springball setups which are much easier versions of this trick. They generally involve holding the A button and entire time and timing the bomb with a visual cue. Here are some of the more common springball refill setups:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any% - Ridley&#039;s Unknown Item with the Early Hi Jump route&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Refill_Glitch_-_Ridley_Early_HJB.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
Morph onto the floor, roll up to the statue, and press and hold A and B at almost the same time. You need to press B just a few frames after A so that the bomb is a little off the ground when it explodes for the timing to work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any% - Speedbooster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Refill_Glitch_-_Speedbooster.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
You should already be morphed entering this room because you need to bomb the blocks to leave Kraid&#039;s room. While rolling into the room, hold A at the point where you would reach the statue with your jump. Press B to lay a bomb near the lower half of the statue&#039;s hands. Continue holding A the entire time and the timing should line it up perfectly every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;100% - Screw Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Refill_Glitch_-_Screw_Attack.mp4 | 600px]]&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing the Newfair route and you&#039;re not comfortable with your health for the upcoming hellrun, refilling at Screw Attack is your best bet to survive the trip. This setup involves rolling into that gap between the door and the statue and holding A as you&#039;re falling into the gap. Continue holding A the entire time, and press B to lay a bomb just at the lower half of the statue&#039;s hand. It is also possible to do this one without falling into the gap, but you would need to manually aim your first jump to land right in front of the statue hands.&lt;/div&gt;</summary>
		<author><name>Dragonfangs</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Door_Clips&amp;diff=97</id>
		<title>Door Clips</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Door_Clips&amp;diff=97"/>
		<updated>2020-10-21T12:14:59Z</updated>

		<summary type="html">&lt;p&gt;Dragonfangs: Update setup description for accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally to transition from one room into the next room you would need to open its door to walk into the transition. There are some doors in Zero Mission where it is advantageous to go through the door without opening it because it would require using ammo that you either don&#039;t have or are trying to conserve a specific amount of it. It is possible to use the Ice Beam to freeze and enemy such that Samus is stuck between the enemy and a door, and have the frozen enemy clip Samus through the door without opening it.&lt;br /&gt;
&lt;br /&gt;
These clips are very precise and depend on the subpixels of the enemy approaching Samus, and they only work on doors that exit to the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
The most common door clip you will see is in the first Power Bomb room in the 100% run. This door clip has an RTA viable setup that guarantees a Space Pirate to be in the correct subpixel position every time, and it allows you to conserve one extra Power Bomb in this section and this enables a major route difference to avoid a shinespark chain later in the run.&lt;br /&gt;
&lt;br /&gt;
The setup for this door clip is to jump up to the powerbomb pedestal just high enough that you ledge grab it, and climb up to collect the power bomb. Hold right the entire time so that you walk off onto the smaller pedestal, then off that one as well, and stop moving as soon as you land. While not necessary, it is recommended to tap A during the last fall off the small pedestal so that you can release right while spinning and automatically stop exactly when you land. If done correctly, this setup makes the Space Pirate walk into Samus and then forward a specific distance before trying to shoot. Once it starts the aiming animation is when you look up and freeze it. At this point crouching will force you very slightly into the door, and standing up again, by either pressing up or holding right, will clip you into the door.&lt;br /&gt;
&lt;br /&gt;
[[File:Door_Clip_-_Powerbombs.mp4 | 600px]]&lt;/div&gt;</summary>
		<author><name>Dragonfangs</name></author>
	</entry>
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