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	<id>https://wiki.zeromission.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jako</id>
	<title>Zero Mission Speedrunning Wiki - User contributions [en]</title>
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	<updated>2026-04-08T13:46:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4192</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4192"/>
		<updated>2026-01-28T22:42:19Z</updated>

		<summary type="html">&lt;p&gt;Jako: clarify location of special red rinkas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers. Rates are for central drop. The other two are 50% missiles or large energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if killed when frozen or by speed/screw attack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found exclusively in Mother Brain&#039;s room.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 20/16/10 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 0.00% || 4.88% || 39.06% || 29.30% || 0.00% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4156</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4156"/>
		<updated>2024-12-31T01:33:27Z</updated>

		<summary type="html">&lt;p&gt;Jako: add detail to baristute drops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers. Rates are for central drop. The other two are 50% missiles or large energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if killed when frozen or by speed/screw attack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 20/16/10 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 0.00% || 4.88% || 39.06% || 29.30% || 0.00% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4039</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4039"/>
		<updated>2023-08-05T10:30:05Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if killed when frozen or by speed/screw attack&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 20/16/10 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 0.00% || 4.88% || 39.06% || 29.30% || 0.00% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4038</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4038"/>
		<updated>2023-03-26T01:26:27Z</updated>

		<summary type="html">&lt;p&gt;Jako: /* Projectiles */ fixed mecha missiles entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 20/16/10 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 0.00% || 4.88% || 39.06% || 29.30% || 0.00% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Acid_Worm_Skip_(AWS)&amp;diff=4037</id>
		<title>Acid Worm Skip (AWS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Acid_Worm_Skip_(AWS)&amp;diff=4037"/>
		<updated>2023-03-16T14:05:30Z</updated>

		<summary type="html">&lt;p&gt;Jako: Added some strat references and comparisons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Acid Worm Skip (AWS) is a major skip featured in a number of categories, including [[Any%]], [[Any% Hard Mode|Any% Hard]], [[All Major Upgrades]], and [[100% Hard Mode|100% Hard]]. As the name implies, it allows you to skip fighting the [[Acid Worm]] either entirely or until later in the game. It saves roughly 90 seconds.&lt;br /&gt;
&lt;br /&gt;
AWS is perhaps the most difficult trick in Any%. In categories with Power Grip, the standard strat is to grip the left 3 blocks and upon reaching the last one, place a bomb near the left edge and do a very tight bomb jump. There is a difficult in-room backup for all categories that involves [[General_Movement#Horizontal_Bomb_Jumping_.28HBJ.29|HBJs]], which loses less time than reloading the room entirely. In categories without Power Grip, HBJs are required to skip Acid Worm.&lt;br /&gt;
&lt;br /&gt;
In categories that don&#039;t require HBJs, doing them as your primary start loses ~3.5-5.5 seconds.&lt;br /&gt;
&lt;br /&gt;
This is a trick that kills a lot of runs so try to find the most consistent method for you.&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
&lt;br /&gt;
Dragonfangs highlights all the major methods of performing Acid Worm Skip in this tutorial.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|oNO5F8YQ9fA}}&lt;br /&gt;
&lt;br /&gt;
=Strat References=&lt;br /&gt;
All of these strats are referenced in dragonfangs&#039;s tutorial.&lt;br /&gt;
&lt;br /&gt;
==Comparisons==&lt;br /&gt;
See the video description for the rough timings for each individual strat.&lt;br /&gt;
{{#ev:youtube|ujkKfuxlrfE}}&lt;br /&gt;
&lt;br /&gt;
==Standard 4 Bomb Method==&lt;br /&gt;
16:40 in the video.&lt;br /&gt;
{{#ev:youtube|1-Z6OBE4uZ0}}&lt;br /&gt;
&lt;br /&gt;
==1 Bomb Method==&lt;br /&gt;
19:30 in the video.&lt;br /&gt;
https://www.twitch.tv/videos/219336982?t=0h19m30s&lt;br /&gt;
&lt;br /&gt;
==Samthedigital&#039;s Strat==&lt;br /&gt;
Not as crazy as it looks, but requires some fast fingers. Independently rediscovered by CScottyW a few years later.&lt;br /&gt;
{{#ev:youtube|DRm8p6N6Q-Y}}&lt;br /&gt;
&lt;br /&gt;
==Pause Buffer==&lt;br /&gt;
The time loss for this strat will vary depending on your setup and how many pauses you do. Roughly the same speed as performing an HBJ from the acid.&lt;br /&gt;
{{#ev:youtube|mFbSdYwgpFA}}&lt;br /&gt;
&lt;br /&gt;
==Jump Extend==&lt;br /&gt;
16:30 in the video. Very difficult, not recommended if you&#039;re not super comfortable with it.&lt;br /&gt;
It is possible to grip the left block from the left side and jump extend, but it&#039;s even more difficult than this method.&lt;br /&gt;
{{#ev:youtube|Be97YUg7ULQ}}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4036</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4036"/>
		<updated>2023-03-13T21:33:04Z</updated>

		<summary type="html">&lt;p&gt;Jako: corrected red zoomer damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 20/16/10 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4033</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4033"/>
		<updated>2022-12-10T20:24:28Z</updated>

		<summary type="html">&lt;p&gt;Jako: added regular desgeega, only had brinstar desgeega before without realizing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || This is the one in Brinstar&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 30 || 4.88% || 14.65% || 14.65% || 19.53% || 29.30% || 16.99% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4004</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4004"/>
		<updated>2022-10-01T19:41:55Z</updated>

		<summary type="html">&lt;p&gt;Jako: separated minibosses/projectiles from regular enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
=Enemies=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Bosses and Minibosses=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Projectiles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Cocoon Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Nintendo_Power%25&amp;diff=4002</id>
		<title>Nintendo Power%</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Nintendo_Power%25&amp;diff=4002"/>
		<updated>2022-03-02T03:02:58Z</updated>

		<summary type="html">&lt;p&gt;Jako: /* Brinstar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Nintendo Power%, you must collect 35 specific items in order. At the end of the run you will have 6 Energy Tanks, 55 Missiles, 10 Super Missiles, and all major upgrades besides Wave Beam. It is based on the &amp;quot;speed walk-through&amp;quot; found near the end of the Official Nintendo Power strategy guide.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[File:NP%.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:NP1.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
In Brinstar, you&#039;ll grab all the items you grab in [[Any%]], plus Long Beam.&lt;br /&gt;
&lt;br /&gt;
Escaping the pre-Long Beam room the way you came in is fastest, but it can be a little tricky. To hit the last block, you need to fire a shot on the same frame that you morph. The beam projectile spawns slightly lower if your timing is right, so use that as a cue that you should continue rolling right.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_9EgvKHTwBY}}&lt;br /&gt;
&lt;br /&gt;
Since we have Charge Beam, Long Beam, and plenty of missile ammo, we can clear Hive Room a little faster than we do in other categories (~7-8 seconds faster). It is unfortunately RNG-dependent but the potential timesave is notable. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XsLQv_BbAA8}}&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:Any2.png | 1000px]]&lt;br /&gt;
[[File:Any3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
From Norfair, head to the left and enter Crateria, grabbing the first Unknown Item, the Missile Tank, and Power Grip(11). Then, return to Norfair.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Head straight to Ice Beam, ignoring the Missile Tank you pass on your way. Grab the Missile Tank(12) above Ice Beam that you would collect in Any%, then take the Ridley shortcut at the top right of Norfair.&lt;br /&gt;
&lt;br /&gt;
From there, break the missile block above you, dodge the Missile Tank, take the ball cannon, and return to Brinstar.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:NP3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Go all the way to the top of the first tall shaft you come across, and take the door on the right. You will come across a room with a lone Waver. Break the shot blocks above it, and climb to the top of the room, using either Ice Beam &amp;amp; Power Grip or [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|infinite bomb jumps]].&lt;br /&gt;
&lt;br /&gt;
Wait for the bugs to destroy the barriers, then take the upper route across the room. You will need to do some bomb jumps to reach the penultimate ledge, since we don&#039;t have Hi-Jump. Open the red door and grab Varia Suit(14). From there, head into the acid below and grab the Energy Tank.&lt;br /&gt;
&lt;br /&gt;
From there, head down towards Kraid&#039;s lair, stopping on your way to grab the ceiling E-tank(16) in the first Chozo hint room.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t full on missiles, either heal at the Chozo statue or farm in Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Kraid=&lt;br /&gt;
&lt;br /&gt;
[[File:NP4.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Once in Kraid&#039;s lair, head to the red door on your right and make your way to Acid Worm, grabbing the Missile Tank and Energy Tank on your way. After defeating Acid Worm, grab the Missile Tank(19) at the bottom-left of its room.&lt;br /&gt;
&lt;br /&gt;
Grab the Missile Tank(20) on your way out from this section, then head to Acid Worm Skip room and take the zipline across.&lt;br /&gt;
&lt;br /&gt;
In the next room, bomb the floor and head straight down to grab the second Unknown Item(21).&lt;br /&gt;
&lt;br /&gt;
If you want to conserve missiles for the rest of Kraid, you can opt to jump over the sidehoppers on your way to the Kraid fight.&lt;br /&gt;
&lt;br /&gt;
After defeating Kraid, you should ideally have at least 10 missiles, which you will need to defeat the Reos in the acid moat on your way out. If not, farm Kraid&#039;s drops, or, worst case, heal while grabbing Speed Booster(22).&lt;br /&gt;
&lt;br /&gt;
=Brinstar &amp;amp; Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP5.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:NP6.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Upon returning to Brinstar, head straight to Norfair. You may be tempted to grab the Missile Tank in the shortcut on your way to Norfair, but don&#039;t.&lt;br /&gt;
&lt;br /&gt;
In Norfair, start running from the left door of the elevator room so you can get a speedboost started by the time you reach the big room, then shinespark across. Maintain your speedboost into the next room and break the speed blocks to fall below.&lt;br /&gt;
&lt;br /&gt;
From there, head left, and once you reach halfway between the two Polyps, start running right so you can charge a speedboost in the next room, to break the speed blocks in the floor.&lt;br /&gt;
&lt;br /&gt;
Once below, head left two rooms to grab our next item, Hi-Jump(23). You may want to heal at Hi-Jump if you have less than the 18 missiles needed to defeat [[Imago Coccoon]]. &lt;br /&gt;
Return to the main Norfair shaft, jump up, and grab the Missile Tank(24) on your way down, then head to Imago Coccoon, then into Ridley&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Ridley=&lt;br /&gt;
&lt;br /&gt;
[[File:NP7.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Ridley&#039;s lair is much the same as Any%, but with one small detour: fighting [[Imago]] immediately after entering. You&#039;re probably low on missiles, so you&#039;ll want to farm in the room to the right of the elevator room before heading up. If you are playing on hard mode, you will have to finish off Imago with a combination of charge shots and missiles obtained from drops. With Imago defeated, grab your first Super Missile Tank(25).&lt;br /&gt;
&lt;br /&gt;
Head back into Ridley and grab all the same items as in Any%: the Missile(26) &amp;amp; Super Missile Tank(27) in Multiviola room, the Missile Tank(27) in pillar room, and Any% first Supers(29).&lt;br /&gt;
&lt;br /&gt;
After passing through the sidehopper room, fall straight down and grab the third and final Unknown Item(30), followed by the Energy Tank(31) behind it, then defeat Ridley.&lt;br /&gt;
&lt;br /&gt;
Once Ridley is defeated, head right and use speed booster to defeat the enemies in Speedway, collecting the drops if your ammo is low. In the next room, break the hidden block in the floor and grab the Energy Tank(32), then head back to Norfair.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP8.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Head immediately right after the elevator and go to the bottom of the next room, taking a left. Charge a speed booster to destroy the blocks in your path, and either shinespark or use the ball cannon to head up to grab Screw Attack(33). From there, take a right through the heated room and return to Brinstar.&lt;br /&gt;
&lt;br /&gt;
=Brinstar/Tourian/Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:NP9.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Tourian is much the same as Any% - try not to get grabbed by Metroids. Try to keep yourself to a minimum of 4 Supers, to minimize farming in the Rinka room before [[Mother Brain]].&lt;br /&gt;
&lt;br /&gt;
After Mother Brain is defeated, escape and proceed to Suitless.&lt;br /&gt;
&lt;br /&gt;
=Mothership=&lt;br /&gt;
[[File:Any10.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:NP10.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Once Charlie is defeated, be careful to avoid the underwater Super Missile Tank behind speed blocks. Instead we&#039;ll be grabbing the Super Missile Tank(34) hidden in the lava.&lt;br /&gt;
&lt;br /&gt;
As you make your way to Mecha, take a detour to the bottom-right of FUNgineer jump room to grab the Super Missile Tank(35) hidden in the wall. From here, don&#039;t grab any other items and head straight to Mecha Ridley and escape.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any12.png | 1000px]]&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Nintendo_Power%25&amp;diff=4001</id>
		<title>Nintendo Power%</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Nintendo_Power%25&amp;diff=4001"/>
		<updated>2022-03-02T03:02:20Z</updated>

		<summary type="html">&lt;p&gt;Jako: /* Brinstar */ added hive room strat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Nintendo Power%, you must collect 35 specific items in order. At the end of the run you will have 6 Energy Tanks, 55 Missiles, 10 Super Missiles, and all major upgrades besides Wave Beam. It is based on the &amp;quot;speed walk-through&amp;quot; found near the end of the Official Nintendo Power strategy guide.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
[[File:NP%.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:NP1.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
In Brinstar, you&#039;ll grab all the items you grab in [[Any%]], plus Long Beam.&lt;br /&gt;
&lt;br /&gt;
Escaping the pre-Long Beam room the way you came in is fastest, but it can be a little tricky. To hit the last block, you need to fire a shot on the same frame that you morph. The beam projectile spawns slightly lower if your timing is right, so use that as a cue that you should continue rolling right.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|_9EgvKHTwBY}}&lt;br /&gt;
&lt;br /&gt;
Since we have Charge Beam, Long Beam, and plenty of missile ammo, we can clear Hive Room a little faster than we do in other categories (~7-8 seconds faster).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|XsLQv_BbAA8}}&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:Any2.png | 1000px]]&lt;br /&gt;
[[File:Any3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
From Norfair, head to the left and enter Crateria, grabbing the first Unknown Item, the Missile Tank, and Power Grip(11). Then, return to Norfair.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Head straight to Ice Beam, ignoring the Missile Tank you pass on your way. Grab the Missile Tank(12) above Ice Beam that you would collect in Any%, then take the Ridley shortcut at the top right of Norfair.&lt;br /&gt;
&lt;br /&gt;
From there, break the missile block above you, dodge the Missile Tank, take the ball cannon, and return to Brinstar.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:NP3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Go all the way to the top of the first tall shaft you come across, and take the door on the right. You will come across a room with a lone Waver. Break the shot blocks above it, and climb to the top of the room, using either Ice Beam &amp;amp; Power Grip or [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|infinite bomb jumps]].&lt;br /&gt;
&lt;br /&gt;
Wait for the bugs to destroy the barriers, then take the upper route across the room. You will need to do some bomb jumps to reach the penultimate ledge, since we don&#039;t have Hi-Jump. Open the red door and grab Varia Suit(14). From there, head into the acid below and grab the Energy Tank.&lt;br /&gt;
&lt;br /&gt;
From there, head down towards Kraid&#039;s lair, stopping on your way to grab the ceiling E-tank(16) in the first Chozo hint room.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t full on missiles, either heal at the Chozo statue or farm in Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Kraid=&lt;br /&gt;
&lt;br /&gt;
[[File:NP4.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Once in Kraid&#039;s lair, head to the red door on your right and make your way to Acid Worm, grabbing the Missile Tank and Energy Tank on your way. After defeating Acid Worm, grab the Missile Tank(19) at the bottom-left of its room.&lt;br /&gt;
&lt;br /&gt;
Grab the Missile Tank(20) on your way out from this section, then head to Acid Worm Skip room and take the zipline across.&lt;br /&gt;
&lt;br /&gt;
In the next room, bomb the floor and head straight down to grab the second Unknown Item(21).&lt;br /&gt;
&lt;br /&gt;
If you want to conserve missiles for the rest of Kraid, you can opt to jump over the sidehoppers on your way to the Kraid fight.&lt;br /&gt;
&lt;br /&gt;
After defeating Kraid, you should ideally have at least 10 missiles, which you will need to defeat the Reos in the acid moat on your way out. If not, farm Kraid&#039;s drops, or, worst case, heal while grabbing Speed Booster(22).&lt;br /&gt;
&lt;br /&gt;
=Brinstar &amp;amp; Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP5.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:NP6.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Upon returning to Brinstar, head straight to Norfair. You may be tempted to grab the Missile Tank in the shortcut on your way to Norfair, but don&#039;t.&lt;br /&gt;
&lt;br /&gt;
In Norfair, start running from the left door of the elevator room so you can get a speedboost started by the time you reach the big room, then shinespark across. Maintain your speedboost into the next room and break the speed blocks to fall below.&lt;br /&gt;
&lt;br /&gt;
From there, head left, and once you reach halfway between the two Polyps, start running right so you can charge a speedboost in the next room, to break the speed blocks in the floor.&lt;br /&gt;
&lt;br /&gt;
Once below, head left two rooms to grab our next item, Hi-Jump(23). You may want to heal at Hi-Jump if you have less than the 18 missiles needed to defeat [[Imago Coccoon]]. &lt;br /&gt;
Return to the main Norfair shaft, jump up, and grab the Missile Tank(24) on your way down, then head to Imago Coccoon, then into Ridley&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Ridley=&lt;br /&gt;
&lt;br /&gt;
[[File:NP7.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Ridley&#039;s lair is much the same as Any%, but with one small detour: fighting [[Imago]] immediately after entering. You&#039;re probably low on missiles, so you&#039;ll want to farm in the room to the right of the elevator room before heading up. If you are playing on hard mode, you will have to finish off Imago with a combination of charge shots and missiles obtained from drops. With Imago defeated, grab your first Super Missile Tank(25).&lt;br /&gt;
&lt;br /&gt;
Head back into Ridley and grab all the same items as in Any%: the Missile(26) &amp;amp; Super Missile Tank(27) in Multiviola room, the Missile Tank(27) in pillar room, and Any% first Supers(29).&lt;br /&gt;
&lt;br /&gt;
After passing through the sidehopper room, fall straight down and grab the third and final Unknown Item(30), followed by the Energy Tank(31) behind it, then defeat Ridley.&lt;br /&gt;
&lt;br /&gt;
Once Ridley is defeated, head right and use speed booster to defeat the enemies in Speedway, collecting the drops if your ammo is low. In the next room, break the hidden block in the floor and grab the Energy Tank(32), then head back to Norfair.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:NP8.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Head immediately right after the elevator and go to the bottom of the next room, taking a left. Charge a speed booster to destroy the blocks in your path, and either shinespark or use the ball cannon to head up to grab Screw Attack(33). From there, take a right through the heated room and return to Brinstar.&lt;br /&gt;
&lt;br /&gt;
=Brinstar/Tourian/Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:NP9.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Tourian is much the same as Any% - try not to get grabbed by Metroids. Try to keep yourself to a minimum of 4 Supers, to minimize farming in the Rinka room before [[Mother Brain]].&lt;br /&gt;
&lt;br /&gt;
After Mother Brain is defeated, escape and proceed to Suitless.&lt;br /&gt;
&lt;br /&gt;
=Mothership=&lt;br /&gt;
[[File:Any10.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:NP10.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Once Charlie is defeated, be careful to avoid the underwater Super Missile Tank behind speed blocks. Instead we&#039;ll be grabbing the Super Missile Tank(34) hidden in the lava.&lt;br /&gt;
&lt;br /&gt;
As you make your way to Mecha, take a detour to the bottom-right of FUNgineer jump room to grab the Super Missile Tank(35) hidden in the wall. From here, don&#039;t grab any other items and head straight to Mecha Ridley and escape.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any12.png | 1000px]]&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4000</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=4000"/>
		<updated>2022-03-02T01:53:47Z</updated>

		<summary type="html">&lt;p&gt;Jako: added mecha glass hp info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage. Glass over the weak spot has 200 HP.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3999</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3999"/>
		<updated>2022-03-02T00:45:22Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a ~8-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 8 seconds. If it spots you again, it&#039;s another 8 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|N6D3IcXNhAg}}&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the searchlights will not be properly visible in the videos if you&#039;re not watching at 60 fps (i.e. 720p or 1080p).&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|cflyTdzhV64}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3998</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3998"/>
		<updated>2022-03-02T00:44:58Z</updated>

		<summary type="html">&lt;p&gt;Jako: added video to first pirate room&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a ~8-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 8 seconds. If it spots you again, it&#039;s another 8 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|N6D3IcXNhAg}}&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the searchlights will not be properly visible in the videos if you&#039;re not watching at 60 fps (i.e. 720p or 1080p).&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|cflyTdzhV64}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3997</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3997"/>
		<updated>2022-03-02T00:43:24Z</updated>

		<summary type="html">&lt;p&gt;Jako: corrected alarm length (whoops)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a ~8-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 8 seconds. If it spots you again, it&#039;s another 8 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the searchlights will not be properly visible in the videos if you&#039;re not watching at 60 fps (i.e. 720p or 1080p).&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|cflyTdzhV64}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3996</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3996"/>
		<updated>2022-03-01T22:33:37Z</updated>

		<summary type="html">&lt;p&gt;Jako: /* Eye Tripwire Room &amp;amp; Pirate Hallway */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a 7-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 7 seconds. If it spots you again, it&#039;s another 7 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the searchlights will not be properly visible in the videos if you&#039;re not watching at 60 fps (i.e. 720p or 1080p).&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|cflyTdzhV64}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3995</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3995"/>
		<updated>2022-03-01T22:31:57Z</updated>

		<summary type="html">&lt;p&gt;Jako: added note to searchlights videos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a 7-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 7 seconds. If it spots you again, it&#039;s another 7 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the searchlights will not be properly visible in the videos if you&#039;re not watching at 60 fps (i.e. 720p or 1080p).&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|ZPLi02jhCd0}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3994</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3994"/>
		<updated>2022-03-01T22:28:27Z</updated>

		<summary type="html">&lt;p&gt;Jako: Added missing videos &amp;amp; some small tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a 7-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 7 seconds. If it spots you again, it&#039;s another 7 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map. The area enclosed by the rectangle is solid, the rest of the map station is not.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left. In the next room, fall to the bottom and make a full jump through the left door to save a couple frames.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|5JMF_ox7Unc}}&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|9667BOEA5mY}} !! {{#ev:youtube|ZPLi02jhCd0}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Wzb8hhqwewE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-nbBVbHf4cY}}&lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to grip the ledge unless you&#039;re facing left. Falling and jumping back up loses ~1-2 seconds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|Vt6a4MeghPM}} !! {{#ev:youtube|vsbEhs6hpew}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3993</id>
		<title>Suitless</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Suitless&amp;diff=3993"/>
		<updated>2022-03-01T03:41:00Z</updated>

		<summary type="html">&lt;p&gt;Jako: rough draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Suitless is identical in every category in which it appears, outside of [[100% Map Completion|Map Completion]] categories. It is all about platforming and alarm manipulation.&lt;br /&gt;
&lt;br /&gt;
The pirate alarm runs on a 7-second timer; if a pirate sees you and then stops seeing you, the alarm will stay on for 7 seconds. If it spots you again, it&#039;s another 7 seconds from that point.&lt;br /&gt;
&lt;br /&gt;
=Mother Ship=&lt;br /&gt;
[[File:Any10.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl1.png | 784px]]&lt;br /&gt;
&lt;br /&gt;
From the start, simply head left. In the room that follows, make your way up using Power Grip or walljumps, then crawl to the left. In the next room, as you&#039;re running, shoot diagonally down as you pass through the jagged rocks sticking up from the ground 3 tiles away from the entrance to the next room; if you break both blocks before crawling, you can save a small amount of time.&lt;br /&gt;
&lt;br /&gt;
In the next room, grip or walljump up, then crawl onto the next room.&lt;br /&gt;
&lt;br /&gt;
==Map Room==&lt;br /&gt;
&lt;br /&gt;
[[File:slMapRoom.png | 480px]]&lt;br /&gt;
&lt;br /&gt;
The red outline in the image above depicts the hitbox of the map station apparatus. Anywhere between the two Samuses, and you will grab the map; i.e. the rightmost Samus is the absolute latest you can jump and the leftmost Samus is the absolute soonest you can land and not grab the map.&lt;br /&gt;
&lt;br /&gt;
You have a pretty forgiving window in order to not grab the map, the most important detail is to not make a full jump, and you will almost always make it across without grabbing the map.&lt;br /&gt;
&lt;br /&gt;
Not grabbing the map saves about 10 seconds, so you&#039;ll want to skip it.&lt;br /&gt;
&lt;br /&gt;
Continue to the Save Room on the left. You may heal if you wish, but it comes with a significant time cost.&lt;br /&gt;
&lt;br /&gt;
In Any%, with 1 e-tank, you lose about 7 seconds if you heal; this adds up to about 8.5 seconds in 100%.&lt;br /&gt;
&lt;br /&gt;
Be careful not to jump off the save platform too early or you&#039;ll bonk your head on the ceiling and have to Power Grip up the ledge on the left.&lt;br /&gt;
&lt;br /&gt;
==First Pirate Room==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl2.png | 384px]]&lt;br /&gt;
&lt;br /&gt;
As you fall, freeze the pirate to the right, and run to the left. Walljump twice off the left wall; make sure your second walljump has a lot of height, as it will cause the top-left pirate to appear from the right on the top platform, rather than on the left platform (as shown in the picture).&lt;br /&gt;
&lt;br /&gt;
Next, crawl to the left, and make a careful walljump on the right-hand wall such that you gain enough height to just grip the ledge; next, fire a shot upward as soon as the pirate approaches the edge of the platform to freeze it. If your walljump is too high, the upper pirate will spot you and the alarm will stay on for longer. Once frozen, climb up and continue into the next room.&lt;br /&gt;
&lt;br /&gt;
If done correctly, the gate in the next room will be raised by the time you get to it. If not, you will have to wait by the gate until the alarm turns off. Continue into Tripwire Room.&lt;br /&gt;
&lt;br /&gt;
==Tripwire Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|v6kxLkOJk5c}} !! {{#ev:youtube|-9lgsrTSaIs}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You have two options in Tripwire room - either proceed through avoiding the tripwires, crawling to the end of the tunnel, shooting the blocks, and making a tight walljump up without hitting the tripwire (Tripwire Skip), or turning the alarm on and running through the room into the next and causing two pirates to kill each other, turning the alarm off (Friendly Fire).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Tripwire Skip, simply walljump up the left side of the next room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re doing Friendly Fire, quickly walljump twice on either wall in the next room, and land on the platform to the right. If you did it right, each pirate will prepare to shoot at the same time. Once you see this, jump up to the next platform, and the two pirates will kill each other, causing the alarm to turn off. From there you can proceed into the next room.&lt;br /&gt;
&lt;br /&gt;
Both strats are equivalent in terms of RTA, but the friendly fire strat is easier to pull off. For that reason, it is recommended over tripwire skip.&lt;br /&gt;
&lt;br /&gt;
If you messed up and the alarm is still on in the friendly fire room, simply wait by the door until the alarm turns off.&lt;br /&gt;
&lt;br /&gt;
==To Searchlights==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl3.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
In the next room, simply walljump up the left side of the room, taking care to avoid the crumble blocks on the first platform. Following that, shoot the bomb chain and continue left and up. Make sure you unspin before going through the upward transition so that you can avoid having to grip the ledge.&lt;br /&gt;
&lt;br /&gt;
Crawl left and fall through the crumble blocks and make your way to the left wall. Once there, shoot upward and immediately walljump up so that the shot continues to hit the bomb block at the top (called a &amp;quot;hero shot&amp;quot;). Proceed to the crumble block and shoot the bomb chains below, then do a careful jump from the top to the bottom ledge (using a jump extend if needed) and head left.&lt;br /&gt;
&lt;br /&gt;
//TODO: hero shot video&lt;br /&gt;
&lt;br /&gt;
From there, fall to the bottom and make a full jump through the door on the left to fix the door.&lt;br /&gt;
&lt;br /&gt;
==Searchlights Room==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|a6r3qvuY9fI}} !! {{#ev:youtube|iq_v8hO327M}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This room can be traversed in two major ways: the fast way (Fast Searchlights) and a slower, safer way. Not doing fast searchlights costs about 2 seconds.&lt;br /&gt;
&lt;br /&gt;
Fast searchlights involves some tight platforming and a precise jump so that you can avoid the searchlight&#039;s hitbox, which is actually a square and not a circle like the sprite might have you think. Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=2598/ Dragonfangs&#039;s tutorial] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|4NaAN1lUTy8}}&lt;br /&gt;
&lt;br /&gt;
If you&#039;re spotted by the searchlights or fail fast searchlights (7 second time loss), there is a backup you can do to make the alarm turn off sooner than if you wait in the room with the gate (see video below). You will lose slightly less time this way (~5 seconds).&lt;br /&gt;
&lt;br /&gt;
==To Chozodia==&lt;br /&gt;
&lt;br /&gt;
[[File:MSsl4.png | 804px]]&lt;br /&gt;
&lt;br /&gt;
Head up and around and into Big Tripwire room, jumping through as you enter to fix the door. Take the top route and be careful with your jumps. If you trip the alarm there is a backup you can do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SCTlzypM9H4}}&lt;br /&gt;
Big Tripwire room recovery&lt;br /&gt;
&lt;br /&gt;
In the next room simply jump up and head left. In the following room, try to jump late and quickly walljump to the top of the left wall and shoot down as you fall to break a bomb block. Missing this walljump means getting hit (and dying) if the alarm was on when you entered the room.&lt;br /&gt;
&lt;br /&gt;
After falling, head right, fall some more, then head left into Chozodia.&lt;br /&gt;
&lt;br /&gt;
=Chozodia=&lt;br /&gt;
[[File:Any11.png | 500px]]&lt;br /&gt;
&lt;br /&gt;
==To Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl1.png | 840px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to say for the first few rooms of Chozodia. Keep heading left until you get to the big room with the searchlights. Once there, you&#039;ll want to jump from the platform by the door up to the right side wall and walljump to the top of the room. You can still make it to the top if you fall to the floor but you&#039;ll need to be quick.&lt;br /&gt;
&lt;br /&gt;
There is a small time-saving jump you can do called FUNgineer jump, demonstrated below.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FReX4NsmJ7M}}&lt;br /&gt;
&lt;br /&gt;
==Sam&#039;s Room==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl2.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{#ev:youtube|OXjyOH8iKMI}} !! {{#ev:youtube|iOutHzRq3o4}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In Sam&#039;s Room, there is a strat you can do called Sam Strat which causes the alarm to turn off while you&#039;re still in this room. It takes some practice but it&#039;s not too difficult. Doing the strat saves half a second; if you tried to get it and missed it, you&#039;ll lose more than half a second due to taking a slower path through Sam&#039;s Room.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re not going for Sam Strat or if you failed you&#039;ll need to enter the Save Room a few rooms later in order to turn the alarm off quickly.&lt;br /&gt;
&lt;br /&gt;
Refer to [https://youtu.be/vgpHAjvc1Dg?list=PL2_QxV_GAy-oY54U_-jwFAww7Z2qEcWZb&amp;amp;t=3881/ this tutorial] by Dragonfangs for more detailed information.&lt;br /&gt;
&lt;br /&gt;
Continue onward until you reach a room with eye tripwire sensors.&lt;br /&gt;
&lt;br /&gt;
==Eye Tripwire Room &amp;amp; Pirate Hallway==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl3.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
//TODO add video for good/bad platforming strats&lt;br /&gt;
&lt;br /&gt;
It is important that you go through this room fast, lest you get hit by the eye sensor&#039;s projectiles (or worse, a pirate). Practice your jumps so you&#039;re not gripping the first ledge and make sure your walljumps at the end of this room are fast so as not to get hit.&lt;br /&gt;
&lt;br /&gt;
In addition, you want your walljumps to put you right where you will grip the ledge, similar to the first pirate room, but instead you want to wait for the pirate to jump out of the way. This walljump is also more precise; if you jump too high, you will hit the pirate.&lt;br /&gt;
&lt;br /&gt;
In the next room, shoot a charged shot at the bottom of the ramp, jump over and through the pirate, and fall to the right. Once you see your pistol&#039;s gauge flash twice (not once!) fire another shot to freeze the pirate in your way, then continue onwards.&lt;br /&gt;
&lt;br /&gt;
==To Charlie==&lt;br /&gt;
&lt;br /&gt;
[[File:Csl4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Not a lot to mention here, just basic platforming and walljumps. If you mess up in Big Room, worst case, you die, best case, the alarm stays on a little longer than it should. Be sure to shoot the upper platform on your way off if you made a mistake and the pirates were able to get up there.&lt;br /&gt;
&lt;br /&gt;
Climb through the next room and give your hands a short break before fighting [[Charlie]].&lt;br /&gt;
&lt;br /&gt;
=Differences in Map Completion=&lt;br /&gt;
&lt;br /&gt;
A couple rooms are played slightly differently in Map Completion categories.&lt;br /&gt;
&lt;br /&gt;
In hero shot room, don&#039;t forget to grab the Save Room to the right. And don&#039;t bother with Sam Strat; since you need to enter the Save Room afterwards anyway, no sense in wasting time there.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|tn--gjDJS6s}}&lt;br /&gt;
&lt;br /&gt;
Besides the Save Rooms, only a couple rooms are different in Suitless, notably the very first room, the post-tripwire climb, and Big Room.&lt;br /&gt;
&lt;br /&gt;
//TODO first room video&lt;br /&gt;
&lt;br /&gt;
//TODO post-tripwire climb (fast/slow) video&lt;br /&gt;
&lt;br /&gt;
The slow strat loses ~1-2 seconds. You won&#039;t be able to grip the ledge unless you&#039;re facing left.&lt;br /&gt;
&lt;br /&gt;
//TODO big room (fast/slow)&lt;br /&gt;
&lt;br /&gt;
The slow strat for Big Room loses about 15-20 seconds, but it is much safer and less precise. Easier for beginners.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl4.png&amp;diff=3992</id>
		<title>File:MSsl4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl4.png&amp;diff=3992"/>
		<updated>2022-03-01T03:38:50Z</updated>

		<summary type="html">&lt;p&gt;Jako: Jako uploaded a new version of File:MSsl4.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl1.png&amp;diff=3991</id>
		<title>File:MSsl1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl1.png&amp;diff=3991"/>
		<updated>2022-03-01T03:23:28Z</updated>

		<summary type="html">&lt;p&gt;Jako: Jako uploaded a new version of File:MSsl1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Csl4.png&amp;diff=3990</id>
		<title>File:Csl4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Csl4.png&amp;diff=3990"/>
		<updated>2022-03-01T03:11:59Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Csl3.png&amp;diff=3989</id>
		<title>File:Csl3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Csl3.png&amp;diff=3989"/>
		<updated>2022-03-01T03:11:50Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Csl2.png&amp;diff=3988</id>
		<title>File:Csl2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Csl2.png&amp;diff=3988"/>
		<updated>2022-03-01T03:11:43Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Csl1.png&amp;diff=3987</id>
		<title>File:Csl1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Csl1.png&amp;diff=3987"/>
		<updated>2022-03-01T03:11:35Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl4.png&amp;diff=3986</id>
		<title>File:MSsl4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl4.png&amp;diff=3986"/>
		<updated>2022-03-01T03:11:27Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl3.png&amp;diff=3985</id>
		<title>File:MSsl3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl3.png&amp;diff=3985"/>
		<updated>2022-03-01T03:11:21Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl2.png&amp;diff=3984</id>
		<title>File:MSsl2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl2.png&amp;diff=3984"/>
		<updated>2022-03-01T03:11:15Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:SlMapRoom.png&amp;diff=3983</id>
		<title>File:SlMapRoom.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:SlMapRoom.png&amp;diff=3983"/>
		<updated>2022-03-01T03:11:08Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MSsl1.png&amp;diff=3982</id>
		<title>File:MSsl1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MSsl1.png&amp;diff=3982"/>
		<updated>2022-03-01T03:10:56Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=True_Completion&amp;diff=3981</id>
		<title>True Completion</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=True_Completion&amp;diff=3981"/>
		<updated>2022-02-20T04:34:03Z</updated>

		<summary type="html">&lt;p&gt;Jako: /* General Route */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;True Completion can mostly be distilled into a mixture of [[100%]], [[100% Map Completion|Map Completion]], and [[All Chozo Hints RTA]].&lt;br /&gt;
&lt;br /&gt;
In True Completion you must do the following:&lt;br /&gt;
 * Acquire 100% items&lt;br /&gt;
 * Visit all map tiles&lt;br /&gt;
 * Visit and activate all map stations&lt;br /&gt;
 * Open all non-blue doors at least once&lt;br /&gt;
 * View the boss statues after Long Beam&lt;br /&gt;
 * Visit and [[All Chozo Hints RTA|activate all standing Chozo statues]]&lt;br /&gt;
 * Varia Suit must be obtained from the statue in Brinstar&lt;br /&gt;
 * Defeat Kraid before Ridley&lt;br /&gt;
 * Destroy all 4 Zebetites&lt;br /&gt;
&lt;br /&gt;
The category is based doing everything you can do in the game that sets permanent flags in memory (outside of destroying all non-reappearing blocks) in addition to grabbing all the map tiles.&lt;br /&gt;
&lt;br /&gt;
Some of these requirements are a little redundant, as in both 100% and Map Completion, you fight Kraid before Ridley (and view the cutscene upon leaving Kraid), and with the ammunition you have in 100%, you destroy all 4 zebetites rather than skipping them. &lt;br /&gt;
&lt;br /&gt;
=Prerequisites=&lt;br /&gt;
* [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|Infinite Bomb Jumps]]&lt;br /&gt;
&lt;br /&gt;
=General Route=&lt;br /&gt;
&lt;br /&gt;
This is the first draft route, the run is ~85-90 minutes. Subject to change.&lt;br /&gt;
&lt;br /&gt;
1. Long Beam -&amp;gt; Bombs hint -&amp;gt; Bombs -&amp;gt; Ice beam hint -&amp;gt; Brinstar map -&amp;gt; Wave Beam hint (skip Early Brinstar items) -&amp;gt; Norfair&lt;br /&gt;
&lt;br /&gt;
2. Power Grip -&amp;gt; Ice Beam -&amp;gt; Speed Booster hint -&amp;gt; Varia Suit hint -&amp;gt; Kraid&lt;br /&gt;
&lt;br /&gt;
3. Kraid identical to [[100% Map Completion|Map Completion]] -&amp;gt; Hi-Jump hint -&amp;gt; Norfair&lt;br /&gt;
&lt;br /&gt;
4. Norfair -&amp;gt; Ridley identical to Map Completion but ignore the Ice Beam section/upper heated room&lt;br /&gt;
&lt;br /&gt;
5. Ridley identical to Map Completion but with early Imago (don&#039;t forget the save room by the elevator).&lt;br /&gt;
&lt;br /&gt;
6. Open Ice Beam green door after escaping from Ridley &amp;amp; grab the heated room missile/tiles above&lt;br /&gt;
&lt;br /&gt;
7. Grab Varia Suit/upper Brinstar items &amp;amp; tiles immediately after Brinstar Super and head to Tourian&lt;br /&gt;
&lt;br /&gt;
8. Cleanup identical to Map Completion&lt;br /&gt;
&lt;br /&gt;
Two quirks of this category compared to 100% or Map Completion:&lt;br /&gt;
* You have Power Grip on your first trek through Kraid&lt;br /&gt;
* Your first Super Missiles are at Imago&lt;br /&gt;
&lt;br /&gt;
=Missable Doors=&lt;br /&gt;
[[File:missableDoors.png | 752px]]&lt;br /&gt;
&lt;br /&gt;
These are the doors that are possible to miss in a route where you pick up 100% items and map tiles.&lt;br /&gt;
&lt;br /&gt;
In Tourian you will want an extra Super for Tourian escape to open the green door, since internally the door is separate from the one seen in cleanup.&lt;br /&gt;
&lt;br /&gt;
=Example Run=&lt;br /&gt;
{{#ev:youtube|HG07yMRrOLU}}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=True_Completion&amp;diff=3980</id>
		<title>True Completion</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=True_Completion&amp;diff=3980"/>
		<updated>2022-02-20T04:32:55Z</updated>

		<summary type="html">&lt;p&gt;Jako: first draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;True Completion can mostly be distilled into a mixture of [[100%]], [[100% Map Completion|Map Completion]], and [[All Chozo Hints RTA]].&lt;br /&gt;
&lt;br /&gt;
In True Completion you must do the following:&lt;br /&gt;
 * Acquire 100% items&lt;br /&gt;
 * Visit all map tiles&lt;br /&gt;
 * Visit and activate all map stations&lt;br /&gt;
 * Open all non-blue doors at least once&lt;br /&gt;
 * View the boss statues after Long Beam&lt;br /&gt;
 * Visit and [[All Chozo Hints RTA|activate all standing Chozo statues]]&lt;br /&gt;
 * Varia Suit must be obtained from the statue in Brinstar&lt;br /&gt;
 * Defeat Kraid before Ridley&lt;br /&gt;
 * Destroy all 4 Zebetites&lt;br /&gt;
&lt;br /&gt;
The category is based doing everything you can do in the game that sets permanent flags in memory (outside of destroying all non-reappearing blocks) in addition to grabbing all the map tiles.&lt;br /&gt;
&lt;br /&gt;
Some of these requirements are a little redundant, as in both 100% and Map Completion, you fight Kraid before Ridley (and view the cutscene upon leaving Kraid), and with the ammunition you have in 100%, you destroy all 4 zebetites rather than skipping them. &lt;br /&gt;
&lt;br /&gt;
=Prerequisites=&lt;br /&gt;
* [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|Infinite Bomb Jumps]]&lt;br /&gt;
&lt;br /&gt;
=General Route=&lt;br /&gt;
&lt;br /&gt;
1. Long Beam -&amp;gt; Bombs hint -&amp;gt; Bombs -&amp;gt; Ice beam hint -&amp;gt; Brinstar map -&amp;gt; Wave Beam hint (skip Early Brinstar items) -&amp;gt; Norfair&lt;br /&gt;
&lt;br /&gt;
2. Power Grip -&amp;gt; Ice Beam -&amp;gt; Speed Booster hint -&amp;gt; Varia Suit hint -&amp;gt; Kraid&lt;br /&gt;
&lt;br /&gt;
3. Kraid identical to [[100% Map Completion|Map Completion]] -&amp;gt; Hi-Jump hint -&amp;gt; Norfair&lt;br /&gt;
&lt;br /&gt;
4. Norfair -&amp;gt; Ridley identical to Map Completion but ignore the Ice Beam section/upper heated room&lt;br /&gt;
&lt;br /&gt;
5. Ridley identical to Map Completion but with early Imago (don&#039;t forget the save room by the elevator).&lt;br /&gt;
&lt;br /&gt;
6. Open Ice Beam green door after escaping from Ridley &amp;amp; grab the heated room missile/tiles above&lt;br /&gt;
&lt;br /&gt;
7. Grab Varia Suit/upper Brinstar items &amp;amp; tiles immediately after Brinstar Super and head to Tourian&lt;br /&gt;
&lt;br /&gt;
8. Cleanup identical to Map Completion&lt;br /&gt;
&lt;br /&gt;
Two quirks of this category compared to 100% or Map Completion:&lt;br /&gt;
* You have Power Grip on your first trek through Kraid&lt;br /&gt;
* Your first Super Missiles are at Imago&lt;br /&gt;
&lt;br /&gt;
=Missable Doors=&lt;br /&gt;
[[File:missableDoors.png | 752px]]&lt;br /&gt;
&lt;br /&gt;
These are the doors that are possible to miss in a route where you pick up 100% items and map tiles.&lt;br /&gt;
&lt;br /&gt;
In Tourian you will want an extra Super for Tourian escape to open the green door, since internally the door is separate from the one seen in cleanup.&lt;br /&gt;
&lt;br /&gt;
=Example Run=&lt;br /&gt;
{{#ev:youtube|HG07yMRrOLU}}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:MissableDoors.png&amp;diff=3979</id>
		<title>File:MissableDoors.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:MissableDoors.png&amp;diff=3979"/>
		<updated>2022-02-20T04:22:57Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m1.png&amp;diff=3978</id>
		<title>File:100m1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m1.png&amp;diff=3978"/>
		<updated>2022-02-19T20:40:58Z</updated>

		<summary type="html">&lt;p&gt;Jako: Jako uploaded a new version of File:100m1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=100_Missiles_RTA&amp;diff=3977</id>
		<title>100 Missiles RTA</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=100_Missiles_RTA&amp;diff=3977"/>
		<updated>2022-02-19T20:39:20Z</updated>

		<summary type="html">&lt;p&gt;Jako: first draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this category, your goal is to grab 100 missiles. This route is not perfectly optimized but it&#039;s not terribly slow.&lt;br /&gt;
&lt;br /&gt;
=Prerequisites=&lt;br /&gt;
&lt;br /&gt;
This category requires you to do:&lt;br /&gt;
&lt;br /&gt;
* [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|Infinite Bomb Jumps]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:100m1.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
=Kraid=&lt;br /&gt;
&lt;br /&gt;
[[File:100m2.png | 700px]]&lt;br /&gt;
&lt;br /&gt;
After collecting the 3 missiles in Kraid, return to Brinstar.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:100m3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Collect the 2 missiles that you bump into on your way to Norfair.&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:any2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:100m4.png | 800px]]&lt;br /&gt;
&lt;br /&gt;
Since we have to grab Power Grip, may as well grab the 2 missile tanks in Crateria.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:100m5.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
Unusual detours include the Squeept missile in Norfair and the heated room missile above ice beam.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
&lt;br /&gt;
[[File:100mSummary.png | 430px]]&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100mSummary.png&amp;diff=3976</id>
		<title>File:100mSummary.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100mSummary.png&amp;diff=3976"/>
		<updated>2022-02-19T20:38:18Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m5.png&amp;diff=3975</id>
		<title>File:100m5.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m5.png&amp;diff=3975"/>
		<updated>2022-02-19T20:38:07Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m4.png&amp;diff=3974</id>
		<title>File:100m4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m4.png&amp;diff=3974"/>
		<updated>2022-02-19T20:38:01Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m3.png&amp;diff=3973</id>
		<title>File:100m3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m3.png&amp;diff=3973"/>
		<updated>2022-02-19T20:37:56Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m2.png&amp;diff=3972</id>
		<title>File:100m2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m2.png&amp;diff=3972"/>
		<updated>2022-02-19T20:37:50Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:100m1.png&amp;diff=3971</id>
		<title>File:100m1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:100m1.png&amp;diff=3971"/>
		<updated>2022-02-19T20:37:43Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=All_Chozo_Hints_RTA&amp;diff=3970</id>
		<title>All Chozo Hints RTA</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=All_Chozo_Hints_RTA&amp;diff=3970"/>
		<updated>2022-02-19T20:06:41Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this category your goal is to view every Chozo statue hint. This means you cannot grab any item that is shown to you before you see the hint.&lt;br /&gt;
&lt;br /&gt;
This category is very new and not optimized, but with this preliminary route it shouldn&#039;t be too difficult to finish in 20-25 minutes.&lt;br /&gt;
&lt;br /&gt;
There are 7 chozo hints, and the current route views them in this order:&lt;br /&gt;
* Long Beam&lt;br /&gt;
* Bombs&lt;br /&gt;
* Wave Beam&lt;br /&gt;
* Ice Beam&lt;br /&gt;
* Speed Booster &lt;br /&gt;
* Varia Suit&lt;br /&gt;
* Hi-Jump&lt;br /&gt;
&lt;br /&gt;
Hi-Jump is grabbed last because it allows us to grab Speed Booster after defeating Kraid, which means we can escape his lair without defeating [[Acid Worm]].&lt;br /&gt;
&lt;br /&gt;
=Prerequisites=&lt;br /&gt;
&lt;br /&gt;
This category requires you to do:&lt;br /&gt;
&lt;br /&gt;
* [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|Infinite Bomb Jumps]]&lt;br /&gt;
* [[General_Movement#Horizontal_Bomb_Jumping_.28HBJ.29|Horizontal Bomb Jumps]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:ach1.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
After the first mandatory statue, head straight to Long Beam, view the golden statue before Tourian, then head to the right to view the hint for Bombs.&lt;br /&gt;
&lt;br /&gt;
From there, proceed to grab Missiles and fight [[Charge Worm]], then grab Bombs. After that, make a detour to the Wave Beam hint at the top of Brinstar, like the Early Brinstar route featured in [[100%]].&lt;br /&gt;
&lt;br /&gt;
Fall back down on the right and head towards Norfair, taking a detour to view the Ice Beam hint.&lt;br /&gt;
&lt;br /&gt;
=Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:any2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:any3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
First thing&#039;s first, head to Crateria to grab Power Grip, since there&#039;s a barrier in the way that prevents us from heading to the Ice Beam section without it.&lt;br /&gt;
&lt;br /&gt;
=Norfair=&lt;br /&gt;
&lt;br /&gt;
[[File:ach2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
After returning to Norfair, head towards Ice Beam. The current route skips Ice Beam, it&#039;s uncertain if it&#039;s optimal to skip or not, since its potential time saves seem pretty minor.&lt;br /&gt;
&lt;br /&gt;
Next, head up to the Speed Booster hint, then take the Ridley shortcut and view the Varia hint before taking the ball cannon up and out of Norfair. The next stop is Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:any7.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
No pit stops on the way to Kraid.&lt;br /&gt;
&lt;br /&gt;
=Kraid=&lt;br /&gt;
&lt;br /&gt;
[[File:ach3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
To avoid doing [[General_Movement#Horizontal_Bomb_Jumping_.28HBJ.29|horizontal bomb jumps]] you can fight Acid Worm, but this detour costs about 100 seconds if done optimally.&lt;br /&gt;
&lt;br /&gt;
Ideally you will head straight to Kraid. After defeating Kraid, grab Speed Booster and use it to cross the acid moat and escape Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:ach4.png | 200px]]&lt;br /&gt;
&lt;br /&gt;
Head to the right after the elevator, view the Hi-Jump hint, and you&#039;re done!&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=All_Chozo_Hints_RTA&amp;diff=3969</id>
		<title>All Chozo Hints RTA</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=All_Chozo_Hints_RTA&amp;diff=3969"/>
		<updated>2022-02-19T20:01:20Z</updated>

		<summary type="html">&lt;p&gt;Jako: first draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this category your goal is to view every Chozo statue hint. This means you cannot grab any item that is shown to you before you see the hint.&lt;br /&gt;
&lt;br /&gt;
This category is very new and not optimized, but with this preliminary route it shouldn&#039;t be too difficult to finish in 20-25 minutes.&lt;br /&gt;
&lt;br /&gt;
There are 7 chozo hints, and the current route views them in this order:&lt;br /&gt;
* Long Beam&lt;br /&gt;
* Bombs&lt;br /&gt;
* Wave Beam&lt;br /&gt;
* Ice Beam&lt;br /&gt;
* Speed Booster &lt;br /&gt;
* Varia Suit&lt;br /&gt;
* Hi-Jump&lt;br /&gt;
&lt;br /&gt;
Hi-Jump is grabbed last because it allows us to grab Speed Booster after defeating Kraid, which means we can escape his lair without defeating [[Acid Worm]].&lt;br /&gt;
&lt;br /&gt;
=Prerequisites=&lt;br /&gt;
&lt;br /&gt;
This category requires you to do:&lt;br /&gt;
&lt;br /&gt;
* [[General_Movement#Infinite_Bomb_Jumping_.28IBJ.29|Infinite Bomb Jumps]]&lt;br /&gt;
* [[General_Movement#Horizontal_Bomb_Jumping_.28HBJ.29|Horizontal Bomb Jumps]]&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:ach1.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
After the first mandatory statue, head straight to Long Beam, view the golden statue before Tourian, then head to the right to view the hint for Bombs.&lt;br /&gt;
&lt;br /&gt;
From there, proceed to grab Missiles and fight [[Charge Worm]], then grab Bombs. After that, make a detour to the Wave Beam hint at the top of Brinstar, like the Early Brinstar route featured in [[100%]].&lt;br /&gt;
&lt;br /&gt;
Fall back down on the right and head towards Norfair, taking a detour to view the Ice Beam hint.&lt;br /&gt;
&lt;br /&gt;
=Norfair and Crateria=&lt;br /&gt;
&lt;br /&gt;
[[File:any2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
[[File:ach2.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
First thing&#039;s first, head to Crateria to grab Power Grip, since there&#039;s a barrier in the way that prevents us from heading to the Ice Beam section without it.&lt;br /&gt;
&lt;br /&gt;
After returning to Norfair, head towards Ice Beam. The current route skips Ice Beam, it&#039;s uncertain if it&#039;s optimal to skip or not, since its potential time saves seem pretty minor.&lt;br /&gt;
&lt;br /&gt;
Next, head up to the Speed Booster hint, then take the Ridley shortcut and view the Varia hint before taking the ball cannon up and out of Norfair. The next stop is Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:any7.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
No pit stops on the way to Kraid.&lt;br /&gt;
&lt;br /&gt;
=Kraid=&lt;br /&gt;
&lt;br /&gt;
[[File:ach3.png | 1000px]]&lt;br /&gt;
&lt;br /&gt;
To avoid doing [[General_Movement#Horizontal_Bomb_Jumping_.28HBJ.29|horizontal bomb jumps]] you can fight Acid Worm, but this detour costs about 100 seconds if done optimally.&lt;br /&gt;
&lt;br /&gt;
Ideally you will head straight to Kraid. After defeating Kraid, grab Speed Booster and use it to cross the acid moat and escape Kraid&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
=Brinstar=&lt;br /&gt;
&lt;br /&gt;
[[File:ach4.png | 200px]]&lt;br /&gt;
&lt;br /&gt;
Head to the right after the elevator, view the Hi-Jump hint, and you&#039;re done!&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Ach4.png&amp;diff=3968</id>
		<title>File:Ach4.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Ach4.png&amp;diff=3968"/>
		<updated>2022-02-19T20:00:27Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Ach3.png&amp;diff=3967</id>
		<title>File:Ach3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Ach3.png&amp;diff=3967"/>
		<updated>2022-02-19T20:00:21Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Ach2.png&amp;diff=3966</id>
		<title>File:Ach2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Ach2.png&amp;diff=3966"/>
		<updated>2022-02-19T20:00:15Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=File:Ach1.png&amp;diff=3965</id>
		<title>File:Ach1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=File:Ach1.png&amp;diff=3965"/>
		<updated>2022-02-19T20:00:04Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2081</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2081"/>
		<updated>2022-02-07T02:45:07Z</updated>

		<summary type="html">&lt;p&gt;Jako: added weapon information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;br /&gt;
&lt;br /&gt;
=Weapon Information=&lt;br /&gt;
&lt;br /&gt;
Beam damage is based strictly on how many non-Charge beams you have active, i.e. Long+Ice will do as much damage as Ice+Wave.&lt;br /&gt;
&lt;br /&gt;
Plasma Beam deals damage every frame it is inside an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Charged !! Pseudo-Screw !! Cooldown (frames)&lt;br /&gt;
|-&lt;br /&gt;
|0 Beams || 2 || 8 || 8 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|1 Beam || 3 || 12 || 12 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|2 Beams || 4 || 16 || 16 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|3 Beams || 5 || 20 || 20 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|4 Beams || 6 || 24 || 24 || 6 &lt;br /&gt;
|-&lt;br /&gt;
|Missile || 20 || - || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|Super Missile || 100 || - || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|Bomb || 8 || - || - || 6 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2075</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2075"/>
		<updated>2022-02-07T02:22:35Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || Only appear in the long Rio room seen during the escape from Kraid&#039;s lair.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2072</id>
		<title>List of Enemies</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=List_of_Enemies&amp;diff=2072"/>
		<updated>2022-02-07T02:16:29Z</updated>

		<summary type="html">&lt;p&gt;Jako: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enemies do 2x damage in Hard mode, and 0.5x (rounded down) on Easy mode.&lt;br /&gt;
&lt;br /&gt;
Varia Suit reduces damage by 20% (rounded down) and Gravity Suit reduces damage by 50% (rounded down).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy !! Name !! Damage (P/V/G) !! Health !! Power Bombs !! Supers !! Missiles !! Large Health !! Small Health !! Nothing !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mua.png]] || [[Acid Worm]] || 10/8/5 || 600 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:AcidWormS.png]] || [[Acid Worm]] Spit || 10/8/5 || 1 || 0.00% || 0.00% || 29.30% || 21.88% || 39.06% || 9.77% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Atomic.png]] || Atomic || 30/24/15 || 40 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Lightning does 50/40/25 damage on direct hit, 10/8/5 if you touch the surface where it hit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Baristute.png]] || Baristute || 58/46/29 || 200 || 9.77% || 36.13% || 44.34% || 9.77% || 0.00% || 0.00% || Also called big sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Charlie.png]] || Charlie || 50/40/25 || 100 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Lightning does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Deorem.png]] || [[Charge Worm]] || 12/9/6|| 60 || 0.00% || 0.00% || 68.36% || 0.00% || 29.30% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DeoremSpike.png]] || Charge Worm Spike || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Desgeega.png]] || Desgeega || 30/24/15 || 40 || 0.00% || 0.00% || 48.83% || 39.06% || 9.77% || 2.34% || Also called sidehoppers&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dragon.png]] || Dragon || 18/14/9 || 18 || 2.93% || 3.91% || 9.77% || 9.77% || 48.83% || 24.80% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:DragonP.png]] || Dragon Fireball || 8/6/4 || 1 || 0.00% || 0.00% || 19.53% || 9.77% || 29.30% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gadora.png]] || Gadora || 25/20/12 || 60 || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || 0.00% || Projectile does 30/24/15 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametB.png]] || Gamet || 8/6/4 || 4 || 2.93% || 2.93% || 19.53% || 14.65% || 39.06% || 20.90% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GametR.png]] || Gamet || 16/12/8 || 13 || 5.86% || 6.25% || 24.41% || 39.06% || 24.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 0.00% || 0.00% || 29.30% || 9.77%|| 48.33% || 12.11% || These geegas appear ONLY in the long zipline room above Acid Worm.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Geega.png]] || Geega || 8/6/4 || 4 || 4.88% || 9.77% || 39.06% || 43.95%|| 2.34% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaG.png]] || Geruda || 30/24/15 || 40 || 9.77% || 27.34% || 43.36% || 19.53% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:GerudaR.png]] || Geruda || 16/12/8 || 10 || 2.93% || 9.77% || 19.53% || 0.00% || 19.53% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hive.png]] || Hive || 14/11/7 || 64 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Only drops health if frozen&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Holtz.png]] || Holtz || 40/32/20 || 30 || 4.88% || 75.59% || 19.53% || 0.00% || 0.00% || 0.00% || Also called owls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoCoccoon.png]] || [[Imago Cocoon]] || 30/24/15 || 0 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoSpore.png]] || [[Imago Cocoon|Imago Spore]] || 20/16/10 || 1 || 0.00% || 0.00% || 39.06% || 9.77% || 0.00% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Imago.png]] || [[Imago]] || 10/8/5 || 750 || 0.00% || 0.00% || 75.59% || 24.41% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoStinger.png]] || [[Imago|Imago Spike]] || 20/16/10 || 1 || 0.00% || 0.00% || 80.47% || 0.00% || 19.53% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ImagoLarva.png]] || Imago Worm || 20/16/10 || 30 || 0.00% || 0.00% || 0.00% || 58.59% || 41.41% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kraid.png]] || Kraid || 20/16/10 || 300 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:KraidC.png]] || Kraid&#039;s Claws || 4/3/2 || 1 || 0.00% || 0.00% || 48.83% || 19.53% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaMissile.png]] || [[Mecha_Ridley|Mecha Missile]] || 80/64/40 || 4 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:MechaRidley.png]] || [[Mecha Ridley]] || 150/120/75 || 360 || 0.00% || 0.00% || 0.00% || 100% || 0.00% || 0.00% || Laser does 50/40/25 damage, fireball does 60/48/30 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mella.png]] || Mella || 6/4/3 || 3 || 0.49% || 0.98% || 7.81% || 0.00% || 19.53% || 71.19% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mellow.png]] || Mellow || 5/4/3 || 3 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Metroid.png]] || Metroid || 1/0.25/0.125 || 100 || 0.00% || 12.11% || 48.83% || 39.06% || 0.00% || 0.00% || Damage is per frame, and it is the same on Easy/Normal mode.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:MotherBrain.png]] || Mother Brain || 20/16/10 || 700 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || Laser does 50/40/25 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Multiviola.png]] || Multiviola || 18/14/9 || 12 || 2.93% || 4.88% || 9.77% || 4.88% || 29.30% || 48.24% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaP.png]] || Nova || 12/9/6 || 4 || 2.93% || 2.93% || 9.77% || 0.00% || 19.53% || 64.84% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:NovaR.png]] || Nova || 22/17/11 || 12 || 4.88% || 5.86% || 19.53% || 4.88% || 39.06% || 25.78% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Polyp.png]] || Polyp || 0 || 20 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:PolypD.png]] || Polyp Projectile || 8/6/4 || 1 || 0.49% || 0.49% || 1.95% || 0.49% || 9.77% || 86.82% ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ridley.png]] || Ridley || 30/24/15 || 1000 || 0.00% || 19.53% || 31.64% || 48.83% || 0.00% || 0.00% || Body damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyT.png]] || Ridley&#039;s Tail || 50/40/25 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF1.png]] || Ridley Fireball || 15/12/7 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Fireballs shot at the start of the fight&lt;br /&gt;
|-&lt;br /&gt;
|[[File:RidleyF2.png]] || Ridley Fireball || 30/24/15 || 1 || 0.00% || 3.32% || 82.03% || 9.77% || 4.88% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaG.png]] || Rinka || 20/16/10 || 7 || 0.00% || 9.77% || 56.05% || 34.18% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 34.18% || 4.88% || 0.98% || 58.98% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RinkaR.png]] || Rinka || 10/8/5 || 7 || 0.00% || 0.98% || 58.59% || 4.88% || 0.00% || 35.55% || These rinkas look identical to the red ones but have different drop rates. They are found by Mother Brain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio1.png]] || Rio || 12/9/6 || 16 || 4.88% || 4.88% || 9.77% || 9.77% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Rio2.png]] || Rio || 12/9/6 || 20 || 4.88% || 4.88% || 24.41% || 24.41% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper.png]] || Ripper || 10/8/5 || 20 || 3.91% || 7.81% || 39.06% || 7.81% || 4.88% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperP.png]] || Ripper || 20/16/10 || 40 || 3.91% || 29.30% || 29.30% || 19.53% || 4.88% || 13.09% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:RipperF.png]] || Ripper || 2/1/1 || 1 || 0.00% || 0.00% || 0.00% || 50.00% || 50.00% || 0.00% || Only appears in [[Imago Cocoon]]&#039;s room. Can only be killed by cocoon falling on it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ripper2.png]] || Ripper II || 30/24/15 || 30 || 4.88% || 29.30% || 36.52% || 19.53% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sidehopper.png]] || Sidehopper || 20/16/10 || 30 || 0.00% || 4.88% || 9.77% || 19.53% || 9.77% || 56.05% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skree.png]] || Skree || 10/8/5 || 3 || 2.93% || 2.93% || 9.77% || 4.88% || 9.77% || 69.73% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:SkreeP.png]] || Skree || 20/16/10 || 8 || 9.77% || 9.77% || 14.65% || 14.65% || 29.30% || 21.88% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Skultera.png]] || Skultera || 30/24/15 || 20 || 0.00% || 0.00% || 50.00% || 40.23% || 9.77% || 0.00% || Fish&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirate.png]] || Space Pirate || 100/80/50 || 30 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SpacePirateB.png]] || Space Pirate || 50/40/25 || 72 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || Shot does 100/80/50 damage. Only vulnerable to Plasma Beam, which doesn&#039;t travel through it i.e. uncharged full beam combo only does 6 damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Squeept.png]] || Squeept || 16/12/8 || 8 || 4.88% || 4.88% || 90.23% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turret.png]] || Turret || 10/8/5 || 1 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineXS.png]] || Vine || 6/4/3 || 3 || 0.00% || 0.00% || 19.53% || 4.88% || 29.30% || 46.29% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineS.png]] || Vine || 10/8/5 || 6 || 0.00% || 0.00% || 29.30% || 4.88% || 24.41% || 41.41% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineM.png]] || Vine || 15/12/7 || 12 || 0.00% || 0.00% || 39.06% || 4.88% || 19.53% || 36.52% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineL.png]] || Vine || 20/16/10 || 18 || 0.00% || 0.00% || 58.59% || 9.77% || 19.53% || 12.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:VineT.png]] || Vine || 25/20/12 || 24 || 0.00% || 0.00% || 100% || 0.00% || 0.00% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaB.png]] || Viola || 16/12/8 || 12 || 2.93% || 4.88% || 19.53% || 1.95% || 19.53% || 51.17% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ViolaR.png]] || Viola || 30/24/15 || 20 || 4.88% || 9.77% || 19.53% || 9.77% || 29.30% || 26.76% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Waver.png]] || Waver || 12/9/6 || 8 || 1.95% || 1.95% || 4.88% || 3.91% || 9.77% || 77.54% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zeb.png]] || Zeb || 6/4/3 || 2 || 4.88% || 7.81% || 24.41% || 7.81% || 48.83% || 6.25% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboP.png]] || Zebbo || 10/8/5 || 6 || 2.93% || 9.77% || 19.53% || 19.53% || 39.06% || 9.18% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZebboR.png]] || Zebbo || 18/14/9 || 14 || 5.86% || 14.65% || 30.66% || 39.06% || 9.77% || 0.00% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zebetite.png]] || Zebetite || 0 || 140 || 0.00% || 0.00% || 0.00% || 0.00% || 0.00% || 100% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaR.png]] || Zeela || 20/16/10 || 12 || 1.95% || 1.95% || 7.81% || 11.72% || 1.95% || 74.61% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZeelaY.png]] || Zeela || 10/8/5 || 6 || 1.95% || 1.95% || 7.81% || 2.93% || 11.72% || 73.63% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerB.png]] || Zoomer || 10/8/5 || 3 || 4.88% || 4.88% || 21.88% || 1.95% || 29.30% || 37.11% || &lt;br /&gt;
|-&lt;br /&gt;
|[[File:ZoomerR.png]] || Zoomer || 8/6/4 || 8 || 4.88% || 4.88% || 9.77% || 14.65% || 2.93% || 62.89% || Also called Geemers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Drop Rates=&lt;br /&gt;
&lt;br /&gt;
Adapted from Dragonfangs&#039; guide on SRC: https://www.speedrun.com/mzm/guide/dir80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practical stuff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game does a couple of calculations based on the enemy&#039;s position, its index in RAM and multiple RNG values to get a number between 1 and 1024 (the calculation is explained in the &amp;quot;Technical Mumbo Jumbo&amp;quot; part if you&#039;re actually interested). Controlling this number in any meaningful way is not reasonable in real time, for all practical reasons it is truly random.&lt;br /&gt;
&lt;br /&gt;
This number is then tested against the raw drop rates derived from the table above. To get the raw value, multiply the number in the table by 1024.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s bigger than 1024-(rate for power bombs) you get a power bomb drop, otherwise if it&#039;s bigger than 1024-(pb rate)-(super rate) you get a super and so on, continuing with Missiles, Large health and Small health. After your drop is decided however, it can transform into something else based on your current resources.&lt;br /&gt;
&lt;br /&gt;
For health(big and small) it does the following checks:&lt;br /&gt;
&lt;br /&gt;
If health is not full: drop normally&lt;br /&gt;
otherwise, if missiles are not full: drop a missile&lt;br /&gt;
if both health and missiles are full: drop normally anyway&lt;br /&gt;
&lt;br /&gt;
For everything else, it does the following:&lt;br /&gt;
&lt;br /&gt;
Is the resources in question not full: drop normally&lt;br /&gt;
otherwise, if health is not full: drop a large health&lt;br /&gt;
otherwise, as long as you have the item unlocked: drop normally anyway&lt;br /&gt;
or finally, failing everything else: drop a small health&lt;br /&gt;
&lt;br /&gt;
So when looking at the drop tables, you can (in cases that matter) add both health drop rates to missile drop rate if you&#039;re full on health. And if anything else is maxed out, add it to large health drop rate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical Mumbo Jumbo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game uses two RAM values for the RNG calculation: 0x3000C77 and 0x3000002. I will refer to them as &amp;quot;frame1&amp;quot; and &amp;quot;frame2&amp;quot; respectively in the formula. These change every frame but can also change by invoking random elements (like checking for drops).&lt;br /&gt;
&lt;br /&gt;
The formula starts as follows (% denotes a modulo operation):&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + ((frame2 + 1)/16) + (enemy&#039;s index in the list of enemies) + (enemy x position) + (enemy y position)) % 32&lt;br /&gt;
&lt;br /&gt;
the result will then be used as an index to fetch a number from this list, I&#039;ll refer to the fetched number as &amp;quot;listRNG&amp;quot;:&lt;br /&gt;
{13, 2, 6, 8, 7, 9, 14, 10, 2, 4, 14, 4, 12, 15, 13, 12, 11, 1, 3, 15, 0, 6, 7, 8, 11, 5, 0, 3, 5, 1, 9, 10}&lt;br /&gt;
&lt;br /&gt;
the calculation continues:&lt;br /&gt;
&lt;br /&gt;
((frame1 + 1) % 256 + (frame2 + 1) + listRNG¤256) % 1024&lt;br /&gt;
&lt;br /&gt;
and the resulting number is compared against the drop rates.&lt;br /&gt;
&lt;br /&gt;
Note that metroids, in order to give two drops, are technically two enemies, with the second one dying at the same time and in the same location as the first one. So the only thing different between the two drops is the enemy index.&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeromission.run/index.php?title=Main_Page&amp;diff=2065</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeromission.run/index.php?title=Main_Page&amp;diff=2065"/>
		<updated>2022-02-07T02:02:03Z</updated>

		<summary type="html">&lt;p&gt;Jako: Undo revision 1989 by WillianBaumann (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;40%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Welcome to the Zero Mission Speedrunning Wiki!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Metroid: Zero Mission is a remake of the classic Metroid videogame for the NES, except this time it&#039;s updated for the Gameboy Advance with all new physics, graphics, items, and an entire new postgame section. The speedruns for Zero Mission focus heavily on platforming movement, with some stylish tricks sprinkled throughout each category.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We have a discord server for anyone to stop by and ask questions, show off, or just say hi and let us know you&#039;re giving the speedrun a try: https://discord.gg/0ePDppd9djuPisZp&lt;br /&gt;
&lt;br /&gt;
Same for the category extensions board: https://discord.gg/ZVV4gsVjR2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaderboard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The official leaderboard for speedruns is hosted by SRC at https://www.speedrun.com/mzm.&lt;br /&gt;
&lt;br /&gt;
The category extensions leaderboard can also be found at https://www.speedrun.com/mzmce.&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Basics&#039;&#039;&#039;&lt;br /&gt;
*[[General Movement]]&lt;br /&gt;
*[[Ice Floor Clips]]&lt;br /&gt;
*[[Door Clips]]&lt;br /&gt;
*[[Acid Worm Skip (AWS)]]&lt;br /&gt;
*[[Refill Glitch]]&lt;br /&gt;
*[[Zeb Skip]]&lt;br /&gt;
*[[Gate Clip]]&lt;br /&gt;
*[[Early Power Bombs]]&lt;br /&gt;
*[[Glass Tube Ice Clip]]&lt;br /&gt;
*[[Death Hover]]&lt;br /&gt;
*[[Escape Spark]]&lt;br /&gt;
*[[Glass Tube]]&lt;br /&gt;
*[[Randomizer]]&lt;br /&gt;
*[[Suitless]]&lt;br /&gt;
*[[List of Items]]&lt;br /&gt;
*[[List of Enemies]]&lt;br /&gt;
&#039;&#039;&#039;Submission/Recording Guides&#039;&#039;&#039;&lt;br /&gt;
*[[Console Setups]]&lt;br /&gt;
*[[Emulator]]&lt;br /&gt;
| width=&amp;quot;2px&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Main Categories&#039;&#039;&#039;&lt;br /&gt;
*[[Any%]]&lt;br /&gt;
*[[100%]]&lt;br /&gt;
*[[9%]]&lt;br /&gt;
&#039;&#039;&#039;Hard Mode&#039;&#039;&#039;&lt;br /&gt;
*[[Any% Hard Mode]]&lt;br /&gt;
*[[100% Hard Mode]]&lt;br /&gt;
*[[9% Hard Mode]]&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
*[[10% Hard Mode]]&lt;br /&gt;
*[[100% Map Completion]]&lt;br /&gt;
*[[Challenge%]]&lt;br /&gt;
*[[All Major Upgrades]]&lt;br /&gt;
| width=&amp;quot;2px&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Category Extensions&#039;&#039;&#039;&lt;br /&gt;
*[[Nintendo Power%]]&lt;br /&gt;
*[[NBMB]]&lt;br /&gt;
*[[True Completion]]&lt;br /&gt;
*[[15%]]&lt;br /&gt;
*[[69%]]&lt;br /&gt;
*[[99%]]&lt;br /&gt;
*[[13% Map Completion]]&lt;br /&gt;
*[[Blindfolded]]&lt;br /&gt;
*[[All Map Stations RTA]]&lt;br /&gt;
*[[All Chozo Hints RTA]]&lt;br /&gt;
*[[All Chozo Statues RTA]]&lt;br /&gt;
*[[100 Missiles RTA]]&lt;br /&gt;
| width=&amp;quot;2px&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Boss Fights&#039;&#039;&#039;&lt;br /&gt;
*[[Charge Worm]]&lt;br /&gt;
*[[Acid Worm]]&lt;br /&gt;
*[[Kraid (Boss)]]&lt;br /&gt;
*[[Imago Cocoon]]&lt;br /&gt;
*[[Imago]]&lt;br /&gt;
*[[Ridley (Boss)]]&lt;br /&gt;
*[[Mother Brain]]&lt;br /&gt;
*[[Charlie]]&lt;br /&gt;
*[[Mecha Ridley]]&lt;br /&gt;
| width=&amp;quot;2px&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;20%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background:#FFF; border:1px solid #abcdef&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Maps&#039;&#039;&#039;&lt;br /&gt;
*[[Overview]]&lt;br /&gt;
*[[Brinstar]]&lt;br /&gt;
*[[Crateria]]&lt;br /&gt;
*[[Norfair]]&lt;br /&gt;
*[[Kraid (Area)]]&lt;br /&gt;
*[[Ridley (Area)]]&lt;br /&gt;
*[[Tourian]]&lt;br /&gt;
*[[Chozodia]]&lt;br /&gt;
*[[Mother Ship]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jako</name></author>
	</entry>
</feed>