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Thread for Super Metroid physics, analysis regarding categories and applications

Started by Aran;Jaeger, August 10, 2014, 03:11:12 PM

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Aran;Jaeger

[I will use mainly this thread as a place to provide all the knowledge I could gather about Super Metroid. And yes, although some TODO parts in here are quite old and unchanged, I have not forgotten about those, but progress is done very slowly. On the other hand, some sections here are still up to date (considering new things that have been found) and so far stay perfectly solved.]

Most of the content that is worked on in this thread corresponds to my initial post in here: http://forum.metroidconstruction.com/index.php?topic=26.425

First version of my physics compendium is done (and is under construction some posts further below in this thread, but progress in here is done slowly so far, mainly since instead of looking into it when searching for useful tricks, one could ask me anyways instead (via personal message, or in Super Metroid twitch streams or rarely in esper.net #metconst) as long as I am here, and its purpose is to obsolete the need of the presence of people that know the game´s mechanics in detail to explain these things to others (i.e. to automatize the process of answering questions) aswell as focusing all the sporadically distributed knowledge, and in particular, it is supposed to provide answers about the physics when I´m not around anymore):
http://pastebin.com/xs2zHG01

[There is still a lot of content to be added to the compendium due to new mechanics that are found.]
The compendium is planned to be updated in the future versions including a directory, a glossary, video-links for visualizations, symbols to highlight more interesting remarks, a chart for some movements within different states (of Samus)/media.

A huge list of open questions is already provided further below and is explicitly meant as a task for the community to help analysing the game´s behavior in details, since I will not get to answering/testing many of those things in the (near) future.

[Previous version (that also includes some old and partially obsoleted sequence break analysis): http://pastebin.com/zhsgYVWz]

List of screenshots of corresponding obstacles to the applicable remarks of the compendium with explanations will be done separately.
[Edit: Actually, instead of providing all the sets of obstacles for the exploitable mechanics as screenshots (that may not help to explain in sufficient detail what would have to be done to solve a given obstacle, since they in general cannot visualize the solution process), it seems to be more convenient to provide these in form of hacks and corresponding playthroughs. Do not expect such tutorial hacks any time soon, they probably will be one of the last things I get to do.]


Of course, any constructive criticism, and/or help/ideas are appreciated. Since some parts of the presented analysis are not explained in detail (yet), if there are any questions regarding the given results (and how to get to those) I should be able to explain that if needed.
For those that like solving interesting/convoluted Super Metroid related puzzles and are (hopefully) very familiar with Super Metroid´s physics, it would be great if (inbounds, non-major-glitched) Low% Analysis for hacks could be started/discussed (i.e. if low% for TAS and/or humans could be investigated maybe via looking into hacks using SMILE) and if results would be provided at some place, since that would be something I´d want to look into later; not only because it would be useful to allow actual Low% Runs of hacks at SparkConst to be attempted.


Map of all necessary map-squares:
[spoiler]
This section here is so far completely solved, except of one potentially not necessary square in Tourian, and some potential SuperJumps to reduce the number of visits of squares as explained below.

Procedure: For every single square within the map, I have checked if there exists a route/playthrough (without OoB or SpaceTime-Beam) of Super Metroid that does not activate that given map-square. If such a route does not exist (i.e. the square is within the intersection of all existing routes), the square is called "necessary".

For all squares that are not blue, I have already found a method to avoid those squares [and I distinguished the two cases that the method to avoid such a square was trivial (= green) or not that trivial (= red)], and I am so far convinced that one cannot reduce the number of blue (= neccessary) squares further. The bright-blue squares are squares that get automatically filled into the map (after defeating Kraid, Draygon or Lower-Norfair-Ridley), but in principle one would not have to go there.[For Ceres Ridley´s square, the square will not get filled if one does not go back to that room after the fight.]
The yellow square is the only special case where the necessity differs between PAL and NTSC version of the game. In NTSC, this map-square is necessary, in PAL it is not. Taco found a way to do the GGG in NTSC with a different setup than what is used for PAL to skip glasstube room.
Note that the only other Map-Square, that might otherwise not be necessary, is the one to the left of the blue square at the door to the right in the last Tourian escape room in Tourian, but this could if at all only be skipped if one could further below in this room (using space pirates or their projectiles) execute a X-Mode setup on one of the small platforms for a SuperJump (with beforehand prepared FlashSuit) through the long platform next to the door.

Number of necessary map-squares per area, and total number of necessary map-squares:
Ceres: 11; Crateria: 52; Brinstar: 63 + 3 automatically added squares in Kraids room; Wrecked Ship: 8;
Norfair: 29 + 1 automatically added square in Ridleys room; Maridia: 13 + 3 automatically added squares in Draygons room; Tourian: 63.
Altogether: 239 + 7 = 246 automatically added squares

Another map that also shows how often the necessary squares have to be activated:
[spoiler]

Blue squares: Only needs to be visited once.
Violet squares: Only needs to be visited twice.
Black squares: Only needs to be visited three times.
Golden square (at parlor room): Only needs to be visited four times.

The squares above the ship do not need to be activated twice, since in the Tourian escape, the map stops working as soon as Samus enters the ship (which one can observe in the Mini-Map), but in theory, the ship moves back through those squares.
Note that in the Colosseum, it might be possible for TAS to get R-Mode in there, then freeze a mocktroid beneath the left coloumn for a Springball-jump with reserves kicking in and then Freeze-Climbing using Grapple to be able to use X-Ray and puching Samus through the inner non-solid part to the right side to skip entering the 4th upper blue square on top of the room from the right when going towards Draygon (but not when coming back).
On the way back up in Wrecked Ship in the long vertical central shaft room, it might be possible to skip through some Map-Squares via SuperJump setups at slopes further below in the room. The same principle might hold on the way back from Ridley, in the Ridley-PB room, for the square above the sqaure of the left lower door, aswell as in the shaft room above this room, again on the way back. The same principle might hold for the square beneath the square in which the elevator platform in the Norfair room connecting to Brinstar is (but not for other squares in there since entering the outer elevator transition blocks from within the shaft after SuperJumping into there gets Samus back down after exiting that room.

Sidenote: If one rides the elevator from Brinstar down to Norfair, then the map square directly below the square in which the elevator platform in Brinstar is located at will not be activated. It will be activated when riding up the elevator back to Brinstar from Norfair, though.
[/spoiler]

Argumentation for why the with red (and green) colour outlined map-squares are not necessary:
[For all the green outlined areas, since corresponding routes can easily be found for individual map-squares that are part of those areas, it is left as an exercise to the reader to find routes for each single map-square of those that do not use that map-square.]
1. The path below the Gauntlet can be skipped entirely by using the Gauntlet if one wants to exit the ship´s area, and by using the way back from WS to the ship area whenever needed.
2. The whole red coloured area between WS and Samus´ ship can also be skipped entirely by going through Maridia suitless and entering WS from the right side and leaving it to the right side, too, since all of the other areas can be done without Gravity aswell. The same still holds also for the area near the early powerbombs in Red Brinstar, since one can collect Crocomire´s powerbombs instead.
3. By using the Big-Metroid-Skip method for example, one does not have to enter the refill-room in Tourian after the big Metroid´s room, and one can skip all of the red coloured squares in the 3rd escape room simultaneously by shinesparking through the floor from below at the end of that room. In the 4th escape room, for each red coloured square, one can easily find a route (that is still fast enough) that does not use that specific square.
4. For the red coloured squares near SporeSpawn, one can either skip all of the area near and behind SporeSpawn completely, or just use exactly this path past SporeSpawn in order to skip the squares within Charge-beam´s room, and one can get back via the elevator in Red Brinstar, too.
5. Although one has to visit Ceres-Ridley´s room (in Ceres), the mini-map will not show that map-square after the fight unless one re-enters that room afterwards.
6. In the room before the so-called "noob-bridge", via appropriate spinjumps or damage-boosts respectively, one can choose if one uses the upper-right or the lower-left square for each of those two pairs of squares, in order to proceed.[Furthermore, it is even possible to travel diagonally through those map-squares in both cases without entering any of those four squares, and the same holds even for the way back (using precise jumps and bombjumps).]
7. The lower part of Red Brinstar and the area on the left side of the breakable glass-tube can be completely skipped by going to WS early, getting Gravity and using the so-called "forgotten highway" to get from WS to Maridia, and then after finishing Norfair, one can get back by going upwards in the glass-tube room. Furthermore, by obtaining Ice in Norfair and doing a GGG that uses the freeze-walk principle, one can even skip the glass-tube´s square:
[spoiler]
https://www.youtube.com/watch?v=ZYRCKxfKURg
[/spoiler]

8. In Kraid´s lair, one does not have to get Varia nor visit the lower red outlined square near the elevator at all, because one can get Gravity instead or do some jumps across that gap in the elevator room respectively, and hence those squares are not necessary.
9. All the red outlined squares in Maridia on the left side of the Colosseum [= pre-pre-Draygon room, filled with mocktroids], can be completely skipped via the Botwoon-skip route with Gravity that uses the Freeze-Walk method in order to get past a grey door:
[spoiler]
https://www.youtube.com/watch?v=vOiAzuZBXPE
[/spoiler]

10. For some of the squares within the Colosseum (the red outlined ones), one can find a simple route for each of those squares that circumvent entering that given square for both ways: Getting to Draygon aswell as getting back. Also, one does not need to collect SpaceJump at all.
11. Existence of the Gravity-Speedbooster category proves that the area around Ice does not have to be entered. The same holds the other way around for Speedbooster area up to pre-Bubble-mountain room (from Speedbooster´s point of view) via the Gravity-Ice category. Also, in both of those categories, one does not have to enter the area around Crocomire up to pre-Bubble-mountain room (this time from Crocomire´s point of view) either.
12. In order to skip the upper Norfair path (leading to Bubble-mountain room) and Bubble-mountain room altogether, one can obtain the Shinespark-Suit at Draygon for example, and use a shinespark to get through the long hall on the right side of the upper Norfair savestation, followed by using the lower route to Lower Norfair and get back afterwards via the green-gate room above and near Crocomire.
13. For the squares in the lavapit room at the entrance to Lower Norfair, one can simply use SpaceJump with Gravity to skip those.
14. By leaving Lower Norfair using the same path that was used to get in there, one can skip the area near its exit aswell as the area around Wave entirely.
15. Skipping the room in Lower Norfair with the breakable columns and the yellow-pirates shaft there can be accomplished by ice-clipping through a platform in Mickey-Mouse room:
[spoiler]
https://www.youtube.com/watch?v=vu0Hpxu8Og4
[/spoiler]

16. Using SpaceJump, for almost all of the red outlined map-squares within the rising-acid room in Lower Norfair, one can find a route through this room that does not use such a given red outlined square. And for the one square connecting to the necessary square of the door on the right side in this room, which is on its left side, one can use an appropriate shinespark through a 1/2-block thick slope in the ledge near the door in order to skip it:
[spoiler]
https://www.youtube.com/watch?v=g21i1Vj3ymQ
[/spoiler]

17. Using the recent God-Mode exploit, one can skip all squares starting near lavapit to Lower Norfair up to the huge acid room:
[spoiler]
https://www.youtube.com/watch?v=uHxK6J-fQ1M
[/spoiler]

Argumentation for the necessity of the blue squares can be done by testing all known mechanics for all areas.
[Edit: Actually, in order to argue that certain squares are necessary, the only way would be to mention all currently known possible maneuvers that could potentially be applied, and then to explain why they do not suffice to skip the given blue squares. But explanations on why the blue squares need to be activated could be added if it is unclear, but for the most parts, looking into SMILE to see the Scroll Areas should help.]
[/spoiler]

Low%(14%)Items-Low%Map: Approximation for TAS, for PAL and NTSC:
[spoiler]
This section here is so far completely solved.
Obsolete approximation:
[spoiler]

This TAS-route approximation uses the Low%Ice-PB option, and the number of used squares is 431 = 263 (necessary squares) + 168.
[/spoiler]

New (obsolete) approximation using God-Mode:
[spoiler]

This TAS-route approximation uses the Low%X-Ice option, and the number of used squares is 412 = 247 (necessary squares) + 165.
[/spoiler]

Best approximation:
[spoiler]

This TAS-route approximation uses the last updated Low%X-PB option. In comparison to the last approximation, it skips Ice (-10), takes Ridley-Powerombs (+1), does the R-Mode FlashSuit method at the left Craterian Kago room, uses a Slope-X-Mode SuperJump in Mainstreet room, and uses a shinespark after applying a stored SuperJump in Everest room (-2), and the number of used squares is 401 = 247 (necessary squares) + 154.

[spoiler]

This map here shows the full set of best approximations that are at the same level of used squares. The yellow lines that individually connect two squares shall indicate that one can choose one of those two independently of the choice of any other such squares that are connected via a yellow line, to get a variation of the approximation that uses the same amount of squares, so there are in total 2^5=32 different best Low%(14%)Items-Low%Map approximations for TAS.
[/spoiler]
[/spoiler]
[/spoiler]

Low%Map analysis (without OoB or Space-Time-Beam, but distinguishing cases according to GT-Code):
Approximation for TAS, without GT-Code, for PAL and NTSC (simultaneously):
[spoiler]
This section here is so far completely solved.
First of all, I will keep some obsoleted TAS-routes in here, because they had some good ideas and maybe could still have some potential to improve the best approximation if they are changed/adapted suitably.

Oldest, obsoleted TAS-route, in the manner of X-Ice:
[spoiler]

Additional squares (the orange squares aswell as the pink squares which will be automatically added if one enters the map-square directly below it) (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 40 ,Wrecked Ship: 6 ,
Norfair: 54 ,Maridia: 37 ,Tourian: 7.
Altogether (neglecting necessary squares): 171
Altogether with the necessary squares: 255 + 7 + 171 = 433
I tested this route, and it is certainly feasible for TAS, but it is only an approximation and I plan on improving the approximation later.

Some information on this TAS-route here:
When the routing for this Low%Map approximation was done, I focused on Low% options (but at that time, I did not know about Low%IceBooster/Speed-Grapple) since those categories skip huge areas, and in particular, this approximation is some kind of extension of the X-Ice category. Major items that are contained in low% categories are Gravity, HighJump, Ice, Speedbooster, X-Ray, Powerbombs, Grapple; but some of these items (Gravity, Grapple, Speedbooster) would require a lot of squares to be added to the route, thus I did not consider the corresponding options in that much detail.

Explanation on the route and items that can be collected in this approximation:
Ball; 1.Missile; Bombs; Terminator room (mushroom room) E.-Tank; early SuperMissile; Missile in early SuperMissile´s room; Brinstar R.-Tank; upper Charge-room Missile; lower Charge-room Missile; Charge; Spazer; Ice; Charge-room Powerbombs [via freezing the lower red refill bug in Charge-room such that its right frozen side is slightly within the 1*2-crumble-block (using an appropriate horizontal shot for which Spazer is used) at the Powerbomb-room´s entrance, to roll a little into the crumble-block, and destroying it by laying a bomb such that the ball inside it lands "on" that block]; X-Ray; {Kraid}; Varia; Botwoon E.-Tank [after some TAS-1-wall-climbing, ice-climbing, and inbounds X-Ray-Climb in the Snail room]; {then Draygon and Ridley [using an ice-ceiling-clip in Mickey-Mouse room]}; Moat-Missile; {Phantoon}; left WS-SuperMissile; {Tourian}.
[/spoiler]

An obsoleted PAL route:
[spoiler]
So actually, I found a 3-Map-Squares-Improvement (only) for PAL that adds HighJump (and HighJump-E.-Tank aswell as HighJump-Missile), subtracts X-Ray, adds squares in Snail room and subtracts individual squares in Charge-PB room, Brinstar-R.-Tank room and the lavapit:
[spoiler]

[/spoiler]
[/spoiler]

Another obsoleted route, for NTSC (and probably for PAL, too but the Everest room diagonal shinespark through squares without hitting the Grapple-block at a stalactite was not checked there):
[spoiler]
I found a better TAS-route only for NTSC version, which is a 1-Map-Squares-Improvement over the (oldest, obsoleted) X-Ice route:
[spoiler]

It skips Ice, gets HighJump and Ridley-Powerbombs, skips Spazer and a square in lavapit and skips Charge-PB-room and area close by in favour of Red-Brinstar-PB and one in Everest room and four in the 3rd Tourian-Escape-room, adds squares in WS for a Shsp.-Suit setup and one square in Tourian refill-room and adds a square for Mainstreet room X-Ray-Climb with Blue-Suit.
[/spoiler]
[/spoiler]

An obsolete TAS-route (for both versions):
[spoiler]
(Obsolete due to God-Mode)
I found a better route once again. This time, it is a 6-Squares-Improvement for PAL and NTSC over the (oldest, obsoleted) X-Ice route. It skips X-Ray (-10), adds Ridley-Powerbomb (+1), adds Snail room squares (+4), and skips a square in the 3rd Tourian escape room that could have been skipped all the time (-1), but at that time I did not notice it, and it uses Low%Ice-PB methods:
[spoiler]

Additional squares (the orange squares aswell as the pink squares which will be automatically added if one enters the map-square directly below it) (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 30 ,Wrecked Ship: 6 ,
Norfair: 55 ,Maridia: 41 ,Tourian: 6.
Altogether (neglecting necessary squares): 165
Altogether with the necessary squares: 255 + 7 + 165 = 427
[/spoiler]
[/spoiler]

Here would be a concept for an obsolete TAS-route (only for PAL, due to pre-Draygon escape) that is not confirmed being possible:
[spoiler]

In this case, compared to the so far best approximation in the Ice-PB manner, HighJump would be added (+6), Draygon Shinespark-Suit would be used in 3rd Tourian escape room (-3), Brinstar R.-Tank and a square in lavapit aswell as a square in Charge-Powerbomb room would be skipped (-1*3), squares in Snail room would be skipped (-4), and, if needed, BlueBrinstar-Powerbombs would be gotten (+2 or +0). The issue in here would be that a ceiling-Crystal-Flash would have to be executed (either even combined with a powerbomb-drop by a snail, if one wants to skip BlueBrinstar-Powerbombs and the corresponding squares) (using Flatley-turnaround spinjumps off a snail at the right height at the door shell, and pushing Samus down quickly at the ceiling by unmorphing right after laying the powerbomb there) beneath the crumble-block at the ceiling next to the door to the left in Snail room to break it and climbing onto another snail to clip through the upper crumble-block layer to get up.
[/spoiler]

The currently third-best, confirmed possible TAS-route (for both versions):
[spoiler]
New improvement again. Now, it is an amazing 27-Squares-Improvement for PAL and NTSC over the (oldest, obsoleted) X-Ice route, due to God-Mode exploits, and funnily this new route includes X-Ice-PB route strategies again. It skips the lavapit route, uses the reverse Lower Norfair route, and adds Ridley-PBs for Blue-Suit at Draygon for a Shinespark-Suit later via Flashsuit from Shinespark to skip some squares in the 3rd Tourian escape room:
[spoiler]

[/spoiler]
Additional squares (the orange squares aswell as the pink squares which will be automatically added if one enters the map-square directly below it) (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 40 ,Wrecked Ship: 6 ,
Norfair: 47 ,Maridia: 37 ,Tourian: 3.
Altogether (neglecting necessary squares): 160
Altogether with the necessary squares: 239 + 7 + 160 = 406
[/spoiler]

The currently second-best, confirmed possible TAS-route (for both versions):
[spoiler]
In comparison to the third-best approximation, this route here uses 14%X-PB (i.e. "PowerScope") strategies, and increases the complexity of the route and techniques used within it drastically.
Regarding map squares, it adds 2 squares for the BlueBrinstar-Powerbombs, adds 1 square for refilling in Tourian, skips the 10 squares for Ice aswell as 3 squares for Spazer ad 6 squares for the Charge-Powerbomb area but adds 12 squares for the early powerbombs, and finally adds 1 square for an inbounds X-Ray-Climb in Maridia-Mainstreet that is subtracted in the Everest room.
Regarding the included techniques, one gets 15 Powerbombs in total (for necessary complicated Crystal Flashes), enters LNF from its back, generates FlashSuit at the Ninja-Pirates that is turned into BlueSuit via Crystal Spark near the GlassTube to keep the ability for a precise shinespark in Everest room after a necessary inbounds X-Ray-Climb, executes a Ceiling-CF (or R-Mode Force-Stand ceiling-clip) in pre-Botwoon room, generates FlashSuit turned into BlueSuit at Draygon to use the shinespark in order to get back up in pre-Snail-room after another needed inbounds X-Ray-Climb, and generates FlashSuit once more but this time using Mini-Kraid for a shinespark in the Tourian Escape to skip even some further  squares, which makes it the most complex route for any meaningful SM category that so far exists. Essentially, I doubt that this will be beaten in the future. The route has been improved!
[spoiler]

[/spoiler]
Additional squares (the orange squares aswell as the pink squares which will be automatically added if one enters the map-square directly below it) (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 45 ,Wrecked Ship: 6 ,
Norfair: 37 ,Maridia: 37 ,Tourian: 4.
Altogether (neglecting necessary squares): 156
Altogether with the necessary squares: 239 + 7 + 156 = 402
[/spoiler]

The currently best, confirmed possible TAS-route (for both versions):
[spoiler]
Compared to the second-best approximation, in this route, the 3rd Powerbomb pack in BlueBrinstar is skipped for 2 less squares since one actually can lure (only) the left Beetom in the Gauntlet shaft down without entering another square higher up in that room, in order to obtain R-Mode in the Kago room to the left in which one can stack/synchronize a mass of Kago bugs to deal the required damage to Samus during a Crystal Flash (after some reserve energy was replenished which still works if having one E.-Tank) for which one manipulates a powerbomb drop beforehand, to get FlashSuit. A (potentially at a slope stored) suitless Slope-X-Mode SuperJump can be used at the bottom of Mainstreet room to skip 1 square to the right of this room, and with the same technique in Everest room, one can get onto the first hill from which one can shinespark diagonally to the right through map squares, which skips 1 more square, due to BlueSuit that Samus acquires after a SuperJump.
[spoiler]

[/spoiler]
Additional squares (the orange squares aswell as the pink squares which will be automatically added if one enters the map-square directly below it) (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 43 ,Wrecked Ship: 6 ,
Norfair: 37 ,Maridia: 35 ,Tourian: 4.
Altogether (neglecting necessary squares): 152
Altogether with the necessary squares: 239 + 7 + 152 = 398
[/spoiler]

[spoiler]

This map here shows the full set of best approximations that are at the same level of used squares. The yellow lines that individually connect two squares shall indicate that one can choose one of those two independently of the choice of any other such squares that are connected via a yellow line, to get a variation of the approximation that uses the same amount of squares, so there are in total 2^5=32 different best Low%Map approximations for TAS.
[/spoiler]

The best routes so far for PAL and NTSC, among rather small room-internal and item-based variations of themselves seem to be optimal except one spot within Lower Norfair´s huge acid room where TAS probably could travel diagonally between map-squares at one point during IBJ.[For the reverse LNF route, this part is irrelevant.]
Maybe though (in PAL or even in NTSC) it might be possible for TAS to jump out of the Charge-room Powerbomb chamber, up through the crumble-block before it respawns, even without HighJump, which could improve some options.[For the PowerScope route, the Charge-room Powerbombs are irrelevant aswell.]
[/spoiler]

[By the GT-Code-less approximation obsoleted] approximation for TAS, with (forced) GT-Code, for PAL and NTSC (simultaneously):
[spoiler]
This section here is so far completely solved, except for the red part regarding the full set of optimal solutions.

Additional squares (neglecting the necessary ones):
Ceres: 0 ,Crateria: 27 ,Brinstar: 31 ,Wrecked Ship: 5 ,
Norfair: 47 ,Maridia: 35 ,Tourian: 3.
Altogether (neglecting necessary squares): 148
Altogether with the necessary squares: 255 + 7 + 148 = 410
This approximation should be optimal, and the only theoretical square that could maybe be skipped would be the upper most orange square in the huge acid room in Lower Norfair, by shinesparking horizontally into one of the slopes at that long ground next to the door on the right side (and letting the shinespark stop using appropriate amount of health) to fall through the ground there and moving diagonally to the left suitably, provided it is at all possible. This route also is a lower bound for the number of squares used for optimal Low%Map (without GT-Code) routes for PAL and NTSC.
List of variations of this route that can be made without changing the number of used squares:
[spoiler]
TODO...
[/spoiler]
[/spoiler]

[Note to myself: Stuff down here in this post partially needs to be revisited/looked into/checked again and updated.]
Important: Even the "already complete parts" down here in this post have to be revisited due to Flashsuit from Shinespark technique and God-Mode exploits and Taco´s NTSC left-side GGG!>_>

(incomplete) maps for the exploration analysis (distinguishing PAL and NTSC):
[The maps are relatively small, so it is recommended to enlarge them to see the differences between some of the many colours.]
[spoiler]NTSC:

Procedure: For every map-square, find all minimal item-combinations that allow the player in theory (means: regarding tool-assisted gameplay) to get there [with a certain, given ruleset, which is "no OoB, no Spazer+Plasma, no GT-Code and no Bomb-Grapple-Hang-Teleportations" in this case].
"Minimal" is defined by set-inclusion [for example: If one can get to a position A with a = (Ball,1 Missile pack) and with
b = (Ball,1 Missile pack, Bombs), then a obsoletes/replaces b since it is a strict subset of b] where item-types and amounts are compared.
For all map-squares, for which the set of all such minimal options is the same, the same colour is used [note that this set is a subset of the power-set of the set of all items, and in general it is not just one item-combination].
Also, the identity of items for which there exist other items of the same kind is neglected in here (means: I do not distinguish which Missile, SuperMissile, Powerbomb, E-Tank or R-Tank was collected, and only look at the amount of those items).
Meaning of the colours:
bright-blue (Ceres, Ship-area, parts of Blue-Brinstar): {( )}  [empty set, unique minimal item-combination to explore the corresponding map-squares in this case]
blue (in Blue-Brinstar): {(Ball)}
violet (Blue-Brinstar, Ship-area): {(Ball,1*M)}
red (Ship-area, left part of Brinstar): {(Ball,1*M,Bomb)}
orange (right part of Brinstar, upper Norfair, Ship-area): {(Ball,1*M,Bomb,1*SM)=:E1}
[ E for "equipment". I use those abbreviations to make things shorter, since these items are needed quite often, obviously]
yellow (Brinstar, Wrecked Ship, Ship-area, outer Maridia, entrance to Lower Norfair):
{(Ball,1*M,Bomb,1*SM,1*PB)=(E1,1*PB)=:E2}
dark-green (near Charge-room in Brinstar): {(E2),(E1,Ice,Wave),(E1,Ice,Spazer)}
pink (Tourian): {min.-item-combinations to be able to at least enter Tourian, no explicit form available...}
brown-golden (near old Craterian shaft): {min.-item-combinations to be able to collect the Craterian SuperMissile}*
[* means that the explicit form of the set can be found in the Item-Tree Analysis in my second post in this thread]
brown-red (near Dachora´s room): {min.-item-combinations to be able to collect the left Charge-room E-Tank}*
dark-blue (Tourian): {min.-item-combinations to be able to kill Mother Brain (completely), no explicit form available...}
"normal"-grey (Mother Brain´s screen): {min.-item-combinations to get into Mother Brain´s screen, no explicit form available...}
green-grey-yellow (below Ice): {(E2),(E1,Speed)}
dark-violet (near Crocomire): {min.-item-combinations to get into the last screen of the bottom path from Ice to Crocomire, no explicit form available...}
turquoise (Lower Norfair): {min.-item-combinations to be able to at least survive riding the elevator leading to Lower Norfair, no explicit form available...}
bright-orange (near Plasma): {min.-item-combinations to be able to collect Plasma}*
blue,dotted (Maridian beach): {min.-item-combinations to be able to collect the hindmost Maridian beach items}*
red,dotted (near Draygon): {min.-item-combinations to be able to collect Draygon´s Missile}*
violet,dotted (near Springball): {min.-item-combinations to be able to at least get past the powerbomb-block-wall in Shaktool´s room, no explicit form available}
orange,dotted (near Snail-room): {min.-item-combinations to be able to collect the first Maridian beach Missile}*
bright-blue,dotted (screen of Maridian Powerbomb): {min.-item-combinations to be able to collect the Maridian Powerbomb}*
dark-green,dotted (near Golden Torizo): {min.-item-combinations to be able to collect GT´s Missile, no explicit form available}
pink,dotted (screen of Ridley´s E-Tank): {min.-item-combinations to be able to collect Ridley´s E-Tank, no explicit form available}
bright-green,dotted (near Ridley): {min.-item-combinations to be able to at least get into Ridley´s room, no explicit form available}
black,dotted (near Ridley-Powerbomb): {min.-item-combinations to be able to collect Ridley´s Powerbomb, no explicit form available}
brown-red,dotted (near Botwoon): {min.-item-combinations to be able to at least get into Botwoon´s screen}
[explicit form can be concluded using given information, but I have not done the corresponding reasoning yet]
green-grey-yellow,dotted (near Red Brinstar´s green gate):
{(E2,Ice),(E2,Gravity),(E2,Grapple),(E2,Speed,X-Ray,Springball)} [Speed = Speedbooster]
There are some remaining areas/screens for which I do neither know already which of them share the same min.-item-combinations nor what those are (grey screens): both Cacatac-rooms in Maridia; screens on the right side of Botwoon; Springball entrance area.

PAL:

Procedure: In principle the same as for the NTSC part.
Meaning of the colours:
Everything is the same as in the NTSC part, except:
bright-green (Maridia): {(E2),(E1,Ice)}
black (Wrecked Ship, Maridia): {(E2),(E1,Ice,HighJump)}
yellow,dotted (near Snail-room): {min.-item-combinations to be able to collect the Maridian R-Tank}*
green-grey-yellow,dotted (near Red Brinstar´s green gate): {(E1,Ice),(E2,Gravity),(E2,Grapple),(E3,Speed,HighJump)}
[ E3 := (Ball,2*M,Bomb,2*SM,2*PB), for Crystal Flashes]
dark-violet,dotted (Maridian mountain room): {(E2,HighJump)}

TODO: proofs, proofs, proofs, and argumentations aswell as finish that analysis (at least partially), as always...
[/spoiler]

Aran;Jaeger

[Previous post could not be enlarged anymore it seeems, so I will continue here.]


Minimal number of used beam-shots analysis (for PAL and NTSC, inbounds, without SpaceTime-beam) [as a generalization of the "beam-less" category]:
[spoiler]
This section here is so far completely solved. Except that visualizations need to be done for the TAS-only options and the humanly doable HighJump option, and that the X-Ray option needs to be confirmed (and then visualized).
Definition: The goal is to beat the game while using the beam as few times as needed [including that SBAs, Hyper-beam, Chainsaw- and Murder-beam count as using the beam].

The following 8 uses of the beam (which are also the only beam-shots needed throughout the whole game) are necessary:
1. One beam-shot for opening the left blue-shell at the landing site.
2. One beam-shot for opening the blue-shell at the bottom of the room above the climb room.
3. One beam-shot for opening the blue-shell at the bottom of the climb room.
4. One beam-shot for opening the right blue-shell in the old MotherBrain room.
5. One beam-shot for opening the right blue-shell in Blue-Brinstar elevator room.
6. One beam-shot for destroying (at least) one shot-block in pre-1stMissile-room.
7. One beam-shot for opening the blue-shell at the bottom of pre-1stMissile-room.
8. One beam-shot for opening the capsule containing the first Missiles.

As soon as one collects Missiles, one can use 4 of them to enter the old MotherBrain room and needs to get Missile-drops there, with which one can get to (the ship in order to save and) the Bomb Torizo room without using the beam at all, provided one gets appropriate drops (which is easier to get if one does not lose health beforehand). After getting bombs, one can always open blue-shells with those.

{(Ball, 20*M, Bombs, 10*SM, 3*PB, Varia, E-Tank)}*{(Gravity), (HighJump), (Grapple), (X-Ray)}*{(2*E-Tank), (E-Tank, R-Tank), (2*R-Tank)} is the set of all (3) different min.-beam-shots-Low%(40%) options:
Ball, Bombs, 1 E-Tank, at least 3 Tanks in total are always needed. In order to kill MB2 without using the beam, even if one has all 50 SuperMissiles, at least 180-3*50=30 Missiles are needed. Therefore one does not need to skip the Zebetites since one can destroy them and MB1´s glass-tank one after another using the Missile-Refill-Station. Metroids can be killed with Powerbombs, with a Ceiling-CF. one can get past pre-Botwoon-room, with e.g. Sniqq´s lavapit method one can enter Lower Norfair and via Shinespark-Suit using Draygon one can even collect the Craterian SuperMissile. In order to not have to use at least some Hyper-beam shots on MB3, one needs the ammunition for a CF. (appropriately during a Rainbow-beam to let Missile- or SuperMissile-count overflow) after defeating MB2, and for this fight in Low% conditions, one should have as many SuperMissiles as possible since each SuperMissile-pack is worth exactly 3 Missile-packs. The Shinespark-Suit gained that way shall be used to skip the poles after MB. Calculations then give these 3 optimal combinations for Low% conditions.
Without Gravity, HighJump and Grapple, one can via Crystal Flashes alone due to Sniqwc3´s Elevator-FlashSuit kill all Bosses except Mother Brain and get all SuperMissiles except the Maridian-Beach SuperMissiles and the Snail-room SuperMissiles; and only adding one of those 3 items allows for getting the remaining ammunition and thus killing Mother Brain aswell. X-Ray would allow to carry a BlueSuit out of Draygon´s room, but it neither would allow to climb Everest without losing the BlueSuit nor getting up in the pre-beach room from below without using a shinespark. Though in the case of adding Speedbooster, even if one could get FlashSuit in Colosseum room, one could not get past Everest nor could one get up from below in pre-beach room without using a shinespark.
Actually, after travelling with FlashSuit to Everest, X-Ray even in suitless under-water circumstances might allow for Slope-X-Mode via damage-boost using enemy knockback (which is possible) followed by a diagonal shinespark/SuperJump onto Everest releasing Samus with BlueSuit that could be used to get up in the beach room, and (inbounds) X-Ray-Climb would anyways suffice for the SuperMissile in Snail-room.

Max% for this category (without GT-Code) is 100%, and the proof is left as an exercise for the reader. [For Springball one can use Ceiling-CF.; for the E-Tank at right side of Charge room one can use a GGG; Maridian Pirates can be killed e.g. with ScrewAttack or Echoes.]
Demonstration videos for the Low%-category in the case of taking Gravity:
[spoiler]
https://www.youtube.com/watch?v=Xy44cLY370U
https://www.youtube.com/watch?v=lGf0URlAnJY
[/spoiler]
[/spoiler]
[Note to myself: Stuff down here in this post partially needs to be revisited/looked into/checked again and updated.]
Important: Even the "already complete parts" down here in this post have to be revisited due to Flashsuit from Shinespark technique and God-Mode exploits and Taco´s NTSC left-side GGG!>_>

Minimal "maximal number of simultaneously pressed buttons" ana

Aran;Jaeger

Non-major-glitched NBMB analysis:
[spoiler]
This section here is so far completely solved.

Obsoleted map:

New map (*: due to Plasma, see below):

No-Boss/Mini-Boss (NBMB) Analysis:

[Major-glitches : = (using) Out of Bounds, (using) Golden Torizo Code, activating Spazer and Plasma at the same time. The Out of Bounds area of a room is always defined as the complement of Inbounds which is considered being the convex hull of all screens of a room that are shown in the Super Metroid Integrated Level Editor (SMILE for short).]

Definition:
Mini-Bosses: Bomb Torizo, Spore Spawn, Crocomire, Golden Torizo, Botwoon.
Bosses: Kraid, Phantoon, Draygon, Ridley, Mother Brain.
Goal:
Collect as many items as possible without killing a single boss or mini-boss permanently (after defeating the boss/mini-boss, the boss/mini-boss does not reappear in its room anymore) or temporarily (after defeating the boss/mini-boss, the boss/mini-boss still appears in its room).
[If one should also be able to go back to the ship, then the only difference about the following results would be that one could not collect Golden Torizo´s SuperMissile pack and get back to the ship without major-glitches or killing Golden Torizo.]

Items that cannot be collected in NBMB, the numbers here correspond to the NBMB item map:

[ 0 ]: Kraid-Energy-Tank cannot be collected without major-glitches or killing Kraid because one cannot get through the grey door in front of the entrance to that room.

[1]: Wrecked-Ship-Items [Gravity, Missile pack in WS on the upper right side, WS-E.-Tank, SuperMissile pack on the left side in WS, SuperMissile pack on the right side in WS, WS-R.-Tank and Missile pack in WS-R.-Tank´s room] will only appear if Phantoon was killed or major-glitches are used since otherwise the state of WS will not change. The only exception here is the Missile pack below the long entrance hall in the central shaft of Wrecked Ship.

[2]: Varia behind Kraid cannot be collected without killing Kraid or using major-glitches because one cannot get past the grey door on the right side behind Kraid.

[3]: SpaceJump cannot be collected without killing Draygon, using major-glitches or having Grapple (for this method:
[spoiler]
https://www.youtube.com/watch?v=Hs88Jzbox_U
[/spoiler]
) because otherwise one cannot get through the grey door on the left side in Draygon´s room.

[4]: Items in Crocomire´s lair [Crocomire-Powerbomb pack, Missile pack on the right side of the shaft in Crocomire´s lair, Missile pack near Grapple in the big room with the acid, Grapple] cannot be collected without major-glitches or killing Crocomire because of the spike-wall in Crocomire´s room that will only disappear when Crocomire is dead (i.e. the room-state changed).

[5]: The Missile pack in Golden Torizo´s room cannot be collected without major-glitches or without having SpaceJump (to get through the floor in the room with the statue on the left side of the elevator in Lower Norfair) or without having Grapple (to get through the crumble blocks after a Ceiling-Crystal-Flash in Golden Torizo´s room).

[6]: Ridley-Energy-Tank cannot be collected without major-glitches (if the method in the description of this video
[spoiler]
https://www.youtube.com/watch?v=e6MYZmmIgzI
[/spoiler]
does not work) because of the grey door on the left side which will only open after Ridley´s death.

[7]: Plasma cannot be collected without major-glitches or killing Draygon because of the grey door in front of the path leading to Plasma. [Edit: (*) Update: Actually theoretically, it is possible to collect Plasma while staying inbounds using deep-X-Ray-Climb in the eastern beach room near Plasma, followed by Sniqwc3´s step-by-step transition-skip in order to activate the proper transition blocks to enter pre-pre-Plasma room.]

Difference between permanent and temporary (no-major-glitched) NBMB:

[8]: Crocomire-Energy-Tank can be collected by killing Crocomire temporarily and then one can get out of Crocomire´s room without killing Crocomire permanently (i.e. before Crocomire-room´s state changes), but this is not possible without major-glitches if one does not even want to kill Crocomire temporarily because without Plasma one cannot stun Crocomire long enough to roll over Crocomire and collect the Energy-Tank before Crocomire hits Samus such that she will teleport back in front of Crocomire without causing Crocomire to fall into the acid.

All the other items can be collected:
[spoiler]
https://www.youtube.com/watch?v=hjYTkJyKMe8
https://www.youtube.com/watch?v=RuGnvrAGPSs
https://www.youtube.com/watch?v=JycrnORzEpI
https://www.youtube.com/watch?v=DwuoaZ0SVbo
[/spoiler]

In the temporary NBMB category, it would still be possible to collect the Energy-Tank behind Botwoon and the Missile pack near Draygon:
[spoiler]
https://www.youtube.com/watch?v=cwrhrrfUasM
(add HighJump to get past the first cacatac room and then use a shinespark for the second cacatac room.)
https://www.youtube.com/watch?v=Nww_OnyDV8s
[/spoiler]

Map squares that cannot be entered in the NBMB category, the numbers here correspond to the NBMB exploration map:

[1]: Tourian cannot be entered without major-glitches or killing the four bosses because only that causes the floor in the statue room to disappear.

[2]: Without Grapple or major-glitches, it is not possible to get into the room with Gravity in it and if one enters the room that contains Wrecked Ship Reserve-Tank from the top left or from the middle left side then one cannot enter the lower part of that room without major-glitches because the statue will not work if Phantoon is still alive.

[3]: One cannot get past the grey door in front of the entrance to that Missile pack without major-glitches or killing Phantoon.

[4]: One cannot get past the grey door in front of the entrance to Plasma without major-glitches or killing Draygon.
[Edit: Because of (*) (see above), the map-squares in Plasma area actually need to be added to the reachable squares.]

[5]: One cannot get into the room containing SpaceJump without major-glitches or killing Draygon.

[6]: One cannot get into the room containing Varia without major-glitches or killing Kraid.

[7]: One cannot enter the room containing Kraid-E-Tank without major-glitches or killing Kraid.

[8]: One cannot get past the spike-wall in Crocomire´s room without major-glitches or killing Crocomire.

[9]: Without major-glitches or SpaceJump or Grapple, one cannot get into the lower part of the statue room in Lower Norfair.

[10]: Without major-glitches or killing Ridley, one cannot get past the grey door in front of the entrance leading to that Energy-Tank.

All the other map squares can be entered (in both sub-categories).

[1.Sidenote: Due to the inbounds Botwoon-skip method, actually a "No-Miniboss"-category is (humanly) doable even inbounds.
2.Sidenote: Max%-NoBoss (without major glitches) is (84+6)%=90% due to (*) (see above) (which is even humanly doable) and adds Grapple, Grapple-Missile, Crocomire-shaft-Missile, Crocomire-PB, SpaceJump and GT-Missile to the set of items that is obtained in the permanent NBMB category. In order to get SpaceJump and get out of Draygon´s lair (to then simply collect GT-Missile after lowering the acid) without killing Draygon, one can use
[spoiler]
https://www.youtube.com/watch?v=Hs88Jzbox_U
[/spoiler]
(which is still completely within the convex hull of the screens of Draygon´s room which can be seen in SMILE after switching off the foreground to see Samus´ actual position in relation to the screen) and then escape to the right side in a similar manner as this:
[spoiler]
https://www.youtube.com/watch?v=cG_RNLSnJms
[/spoiler]
and afterwards in pre-Draygon room, one may for example use mid-air-Springball-jumps with HighJump to escape.]
[/spoiler]

Edit: The compendium can be found at the Super Metroid Wiki (http://deanyd.net/sm/index.php?title=Main_Page , http://pastebin.com/xs2zHG01), to which I will move all this step by step, so I removed its content here.

List of referenced videos in the compendium:
[spoiler]
[1]; Visualisation for some Super Metroid remarks part 1
[spoiler]
https://www.youtube.com/watch?v=ItaseeTNhWI&list=UU5M90zTdMDWQpxnCgcIuoRA
[/spoiler]

[2]; Visualisation for some Super Metroid remarks part 2
[spoiler]
https://www.youtube.com/watch?v=aDLCItTy4zc
[/spoiler]

[3]; Visualisation for some Super Metroid remarks part 3
[spoiler]
https://www.youtube.com/watch?v=0kp6pXewXaA
[/spoiler]

[4]; Some results during Super Metroid research
[spoiler]
https://www.youtube.com/watch?v=HN-Y4tL8fvI
[/spoiler]

[5]; Crystal Flashes in various situations
[spoiler]
https://www.youtube.com/watch?v=6ZtlFqVyQ3s
[/spoiler]

[/spoiler]

Aran;Jaeger

Edit: The compendium can be found at the Super Metroid Wiki (http://deanyd.net/sm/index.php?title=Main_Page , http://pastebin.com/xs2zHG01), to which I will move all this step by step, so I removed its content here.

Aran;Jaeger

Edit: The compendium can be found at the Super Metroid Wiki (http://deanyd.net/sm/index.php?title=Main_Page , http://pastebin.com/xs2zHG01), to which I will move all this step by step, so I removed its content here.

Quietus

I know this thread doesn't seem to be garnering much interest, but you deserve to be commended on your meticulous work. :^_^:

personitis

I actually referenced this earlier to see about clipping through 1-tile thick floors by freezing an enemy at a specific height and still being able to unmorph. It's a shame that such a clip is apparently not possible otherwise I could potentially skip some 90% of Tourian in the original Redesign. :(

Quietus

Yeah, without a slope it's only possible with floors that are 1/2 a block high. :neutral:

Aran;Jaeger

Thx, Quietus =)

And Person701, I will try to look into that Redesign sequence break issue and see if at all something can be done there [although it is true that methods to get deep into the ground are very rare and/or require quite special environmental circumstances since the original game doesn´t provide the godly Megaball that is insane when it comes to sinking into the ground ;) ], later when I have some time (probably on the weekend), and when I got results, I will edit this post.
Edit: I tested Tourian now:

[A general issue is that although one could e.g. X-Ray-Climb in those rooms to get past the ceilings (using doors or gates), I do not know where the inbounds (editable) area of those rooms actually ends for each of those rooms. Hence I do not know if such options would already use OoB or just some off-screen movement.]

In the first Tourian room (long shaft with little platforms) there is no path to glitch into.
2nd room (with red-gate): There would be that tunnel in the ground into which one cannot get by freezing a Metroid above it, Springball-jumping below it and unmorphing appropriately. That way one could get into the slope in the ground before the red-gate but there seem to be solid blocks beneath it aswell, but there would be a more major problem anyways, even if one could get into that tunnel, which I will explain a little later. At that horizontal solid gate enemy (through which Metroids apparently cannot move), the Springball-unmorph method beneath a frozen enemy does not work since unmorphing is not possible there, and the gate does not seem to be destructible. I do not know if some parts of the ground consists of (horizontal) ground-slopes, though at least turning a horizontal shinespark into a fast running/rolling animation potentially could get one through such, provided some room conditions are met.
3rd room (with 2 Metroids): Via either Freeze-Walk or a shinespark setup (in the previous room) one could X-Ray-Climb to get into the upper tunnel, which also works if one obtains R-Mode in that room to use a force-stand in ballform during a jump to clip through the ceiling, but the issue then is that the transition blocks in the tunnel are missing and one falls simply out of bounds when rolling to the right side into that vertical tunnel, which seems to hold in general for other rooms in their first states.
4th room (hall to the left with Metroids): One could ceiling-clip into the tunnel but it would not help due to the same reasons.
The tunnel in the 5th room can be entered after ice-ceiling-clipping into the tunnel in room 6 and following that tunnel until entering room 4 in which the ball then stucks.
Most of the following rooms are irrelevant, but in the room that one enters after killing MB (which one has to enter already to get to MB), one can ice-ceiling-clip again at the bottom left side and then enter an escape-room from the wrong side that has pirates and air-explosions in it, but if one then gets back to the previous room, the escape state of the room is not triggered there (no pirates nor explosions can be seen, but Metroids are still there).

Since entering the room after MB seems to not trigger the escape sequence (which it does in the original game), I would have to know what event actually triggers that (which probably leads back to MB, although MB in the original game only triggers the escape timer).
Edit: Drewseph told me that killing Mother Brain in SM Redesign triggers the escape, actually.
- - - - -

Map of all potential doors at which R-Mode or God-Mode setups are theoretically possible (in the original Super Metroid):
[spoiler]

The yellow boxes next to doors mean that when entering the room in which this box is from the corresponding door on the other side, it is theoretically possible to obtain R(eserve)-Mode in the room in which the yellow box is, at the place where this box is. The meaning of the red boxes is analogous, just for God-Mode and not just R-Mode. At the places with the yellow dotted boxes, I am not sure if it is possible to set up R-Mode there (in PAL and/or NTSC).
[/spoiler]

Minimal sets of used buttons analysis (for PAL and NTSC, inbounds, without SpaceTime-beam [or GT-Code which already needs Dash and Cancel]) [as a generalization of the "No-Dash-Button" category]:
[spoiler]
The set of all (2) button-sets which (theoretically) allow for beating the game and that are minimal with respect to subsets is given by {(Left, Right, Down, Up, Jump, Shot, Select)}*{(Dash), (L, R)}=
{(Left, Right, Down, Up, Jump, Shot, Select, Dash), (Left, Right, Down, Up, Jump, Shot, Select, L, R)}.

One can easily check that TAS can get across the so-called "Noob-Bridge" even without the use of Dash, by ledge-grabbing onto one crumble-block after another. The Ice-beam though cannot be collected if neither L nor R nor the Dash button is allowed to be used at any time. And without Ice, one cannot use the Botwoon-skip route and one cannot get past the pre-Botwoon room since that would need either a Ceiling-CF., or an Ice-ceiling-clip, or X-Ray (for R.-Mode), or speed echoes, or a shinespark. Thus, the above mentioned button combinations are indeed the only minimal options.

In both cases, Max% is 100% (which is even humanly doable).
TODO: Provide visualization videos for the Max% options.

Set of all Low% options for the case that L and R are added:
[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge) ]
[Interior = (E2, 1*E-Tank) ]
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB) ]

Gravity-Powerbomb:
(Core+1*M+1*SM+1*PB, Gravity, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 2*R-Tank)

And this option (with all its sub-categories) is the only one, since
(i) all 14% categories that use Speedbooster need Dash to start running for Echoes.
(ii) all 14% categories that use X-Ray need Dash to use it.
(iii) One cannot enter the temporary Blue-Suit state without Speedbooster, Blue-Suit needs Shinespark-Suit if one does not have Speedbooster, Shinespark-Suit needs a Crystal Flash, and for this, one needs at least 10 powerbombs.
(iv) Hypothesis: One cannot collect Ice if one neither can use Dash nor a Shinespark can be used (without major-glitches).
Thus, only 14%Gravity-PB and 14%Ice-PB would remain, but in the latter case, due to the hypothesis, one would have to obtain Shinespark-Suit in order to get to Ice, and in this case, the Shinespark-Suit could only be gotten at Draygon to whom one can only get using Ice in this category, which leaves us only with 14%Gravity-PB, which is a valid option for TAS.

Set of all Low% options for the case that Dash is added:
[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge) ]
[Interior = (E2, 1*E-Tank) ]
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB) ]

Gravity-Ice:
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;
(Core+2*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*R-Tank)

X-Ice:
(Core+1*M+1*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)

HighJump-Ice-PAL:
(Core+1*M+1*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)

Ice-Speed:
(Core+1*M+1*SM, Speed, Ice, 2*E-Tank) ;
(Core+2*SM, Speed, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;
(Core+2*SM, Speed, Ice, 2*R-Tank)

In all 14% categories that do not use Ice, a diagonal shinespark for the Zebetite-Skip is necessary, which requires the R button, and all categories that include "PB" require a Crystal Flash and hence L and R. This leaves us with 14%X-Ice, 14%HighJump-Ice(PAL), 14%Gravity-Ice, 14%Ice-Speed, which are all valid options.
[/spoiler]

Map of all rooms (with corresponding room states) in which it is possible to obtain CF-Mode (via simply executing a Crystal Flash [when at least already 1 fireflea is dead during the CF, in the case of fireflea rooms]):
[spoiler]

In the green rooms, the room state does not matter, and one can obtain CF-Mode there. For the orange rooms, those rooms have to be in their inactive state in order to allow Samus to obtain CF-Mode in those (i.e. Crateria and BlueBrinstar needs to be unawakened for the orange Crateria and BlueBrinstar rooms and Wrecked Ship needs to be inactive for the orange rooms in there).
[/spoiler]

Map of all starting places (marked with green colour, or in the case that GT Code is allowed: orange colour) that would allow TAS to beat the game (inbounds):
[spoiler]

[/spoiler]

Collection of maps for all (relevant) WrongWarps (i.e. transitions that lead from a given room into another room that is not directly connected to that room in the sense of the Zebes map) in Super Metroid (using Tewtal´s WrongWarp tool for Super Metroid hacks):
[spoiler]
[Tewtal´s WrongWarp tool is in the attachment at the bottom of this post. Tewtal´s WrongWarp tool shows all WrongWarps that all rooms of a hack individually theoretically can have.]

In this section, with "(full) room" I refer to the inbounds area together with the Out of Bounds area of a SMILE room.
The green balls in the following maps individually indicate the rooms that correspond to the nets of WrongWarps to other rooms that those given rooms have. The exits of the WrongWarps (i.e. rooms into which they lead (but not the exact positions in the target room!) ) are indicated by the rooms in which the ends of the lines lie, for which I used 4 different colours: red, yellow, bright blue and violet (that have no meaning at all, and are only there to not let lines with the same colour intersect with each other, in order to avoid confusion).
In these WrongWarp maps, the WrongWarps that lead out of the Ceres Elevator room (7DF45) aswell as the Ceres-Ridley room (7E0B5), and the Wrecked Ship Attic room (7CA52) and Kraid´s room (7A59F) (which are indicated by green lines around them) are missing. Some rooms also do not have any WrongWarps, and are thus indicated by just the green ball that does not have any lines leaving out of it. [It in certain cases might be helpful to enlarge the pictures or change brightness/contrast to see the content of the maps.]

Notes:
Two [WrongWarp-]transition-blocks are said to have the same "[WrongWarp] type" if and only if they are located in the same room and lead to the same room (but can lead to different places in the target room) [and are WrongWarps].
Note that there can be transition blocks (for WrongWarps) that have different transition values but have the same WrongWarp type; and thus, rooms may have transition blocks with different transition values of the same WrongWarp type, but these multi-connections to a given other room are not indicated in the maps (for simplicity).
A given WrongWarp [type] is called "natural WrongWarp [type]", if there is an Out of Bounds version of this room that contains this WrongWarp [type] without creating the WrongWarp [type] via glitched beams or X-Ray-ing (in the OoB area).
Every room individually can have different Out of Bounds areas/versions (that also depend on the rooms that were entered in the intro demos aswell as the order of previously visited rooms (and thus also the save point at which one started) because of the remnants that they leave in the general space into which the game loads the inbounds area of the currently visited room, and may also depend on the version, i.e. PAL/NTSC).
Every room individually may have for every WrongWarp type multiple transition blocks for the given WrongWarp.
WrongWarps of a given room that lead to a to this room "normally" connected room are not shown in the maps (since that would be redundant in some sense), but WrongWarps of rooms to themselves are shown.
Note that the lines that lead into the square in which the "Orange Geemer room" lies do not lead to the Western WS Ocean room.

Ceres:
[spoiler]

[/spoiler]
Crateria-1:
[spoiler]

[/spoiler]
Crateria-2:
[spoiler]

[/spoiler]
Crateria-3:
[spoiler]

[/spoiler]
Wrecked-Ship-1:
[spoiler]

[/spoiler]
Wrecked-Ship-2:
[spoiler]

[/spoiler]
Brinstar-1:
[spoiler]

[/spoiler]
Brinstar-2:
[spoiler]

[/spoiler]
Brinstar-3:
[spoiler]

[/spoiler]
Upper-Norfair-1:
[spoiler]

[/spoiler]
Upper-Norfair-2:
[spoiler]

[/spoiler]
Upper-Norfair-3:
[spoiler]

[/spoiler]
Lower-Norfair-1:
[spoiler]

[/spoiler]
Lower-Norfair-2:
[spoiler]

[/spoiler]
Maridia-1:
[spoiler]

[/spoiler]
Maridia-2:
[spoiler]

[/spoiler]
Maridia-3:
[spoiler]

[/spoiler]
Maridia-4:
[spoiler]

[/spoiler]
Tourian-1:
[spoiler]

[/spoiler]
Tourian-2:
[spoiler]

[/spoiler]
[/spoiler]

Hack-breaking analysis and low% analysis for hacks (inbounds without major glitches):
[This here is in its early stages and further results in here may come for certain hacks at some point in the future. It might also be useful for Low% attempts at SparkConst, namely to see what item-combinations a corresponding low% run/playthrough could consist of.]
[spoiler]
First of all, a list of hacks that do not have a proper ending with the Outro that can be reached, and hence will at least temporarily be ignored (although one could for these kinds of hacks also try to figure out what options exist to get to certain places):
[spoiler]
Overhaul:
-

Full Hacks:
SM. Ceribris (Version 6.21)
SM. Super Mega-Metroid X-2
-

Mini Hacks:
SM. Arena 7
SM. Dark World
SM. Few Room Hack
SM. Lunar Pull
SM. Mindfuck
SM. Perspective
SM. Phantom
SM. Platinum Hexadecimal
SM. Playground
SM. Ridley´s Revenge (Tyjet66)
SM. Screwed and Chopped
SM. Sil [demo]
SM. Shadow
SM. Puzzle
SM. Marathon
SM. Nocturn
SM. Vacation
SM. Arena
SM. Arena 2
SM. Battle
SM. Samus Returns
SM. Tubes
SM. Titanic Ceres Arena
SM. Enemy Scroll
-

Demo Hacks:
SM. Apocalypse
SM. Cider [Demo]
SM. Eternity [Demo]
SM. Event Horizon [demo]
SM. Fear [Demo]
SM. Rainbow City [Demo]
SM. Retaliation [Demo]
SM. ∑++ [Demo]
SM. Volta [demo]
SM. X – Chapter 1: Investigation [demo]
-

Christmas Contest Hacks:
SM. A Super Metroid Christmas
SM. Christmas Metroid
-

Halloween Contest Hacks:
SM. KT JDDD Halloween
-

One Week Contest Hack(s):
-

The Hacking Exhibitionist Contest Hacks:
-

Winter Solstice Contest Hacks:
-

Summer Fun Contest Hacks:
-

Mini Contest Tournament Hacks:
-

Half Hacks:
SM. Hard Mode Crazy (JAM)
SM. Warfare
SM. Special Metroid 3
SM. Hiper Metroid
SM. Zeon
SM. Bicho
SM. Kaizo
SM. Maridia
-

One Room Hacks:
SM. Avenger´s Hack
SM. Avenger´s Hack 2
SM. Confinement
SM. Enigma
SM. Escape (devonodev)
SM. Ridley´s Challenge
SM. Landing Site Abuse
SM. Legend of Doom
SM. Maze
SM. One Room Hack
SM. Speedbooster Practice
SM. Starburst
SM. Super Made in Metroid – Attack of the Rinkas
SM. TAS Practice
SM. Torture Hack
SM. Ultimate Challenge
SM. Yonpi Ks One Room-TR
-

Other Hacks:
SM. Insanity
SM. Rebirth v.0
SM. Opus 1
SM. Training Camp v.7.0
SM. Unknown
-
[/spoiler]

Remaining One Room Hacks:
[spoiler]

SM. The Technique Trainer:
[spoiler]
(Ball, Springball, Varia, Speed, 1*PB) = 5% = Low% is the unique low%-solution, and humanly doable.
Uniqueness follows, since even if one clips through the ceiling of the tunnel right at Varia which would be the only way to avoid Speedbooster, then in both directions one would have to collect at least 2 more items (that are different from the key items one already has to have at that point).
- Ball is needed for a 1-tunnel right at the beginning
- Springball is placed into the only (narrow) path/tunnel that is accessible, hence it is needed
- It is not possible to push Samus through walls with Grapple before Varia, and Varia is within the only available way, hence Varia is needed
- Speedbooster is needed in order to proceed at the only remaining path that allows Samus to beat the game without collecting 2 more items after Varia is collected
- 1*PB is needed since a powerbomb needs to be layed to trigger the ending
[/spoiler]

SM. Permastuck Practic:
[spoiler]
(Ball, X-Ray, 1*SM, 1*PB) =  4% = Low% is the unique (and humanly doable) low%-solution.
- Ball is in Samus´´only available way
- X-Ray is needed for a force-stand to get past the ceiling and 1*SM and 1*PB are needed to destroy blocks near the blocks that induce the Outro
[/spoiler]

SM. Evacuation:
[spoiler]
(Speed) = 1% = Low% is the unique (humanly doable) low%- (and max%-)solution.
- Speedbooster is the only accessible item and needed to get past the speed-blocks
[/spoiler]

SM. Permastuck Practic 2:
[spoiler]
(1*SM) = 1% = Low%, is the unique (humanly doable) low%- (and max%-)solution
- 1*SM is all one can collect and is needed to destroy the SuperMissile blocks before the blocks that induce the ending
[/spoiler]

SM. Challenge (Webber1900):
[spoiler]
(Ball, Bomb, Missile-item, SuperMissile-item, Speed, Wave, SpaceJump, HighJump, Grapple, E-Tank-item, R-Tank-item, 1*PB) is the unique (humanly doable) low%-solution.
- Ball is needed to get through thin tunnels, Bomb for bomb-blocks in the only available path
- Missiles are needed to get past a red shell (and the item provides 250 Missiles) and SuperMissiles are needed to destroy blocks aswell
- Speedbooster is needed to get past speed-blocks, Wave for a blue gate and SpaceJump, HighJump, the E-Tank-item aswell as the R-Tank-item are within Samus´ only available path
- Grapple is needed for a grapple-block and 1*PB is needed to escape after defeating Mother Brain
[/spoiler]
[/spoiler]

Mini Contest Tournament Hacks:
[spoiler]

SM. Adams Hack:
[spoiler]
(Speed) = 1% = Low% is the unique (humanly doable) low%-solution.
- since one cannot get through slope blocks or small tunnels without sufficient speed or items, at least 1 item is needed, and all other accessible items alone would not suffice to get to the ending, but with Speedbooster one can charge a shinespark near the tunnel to the left, get some running speed using the speed-keep after turnarounds and landing on the ground, jump diagonally high to a specific place at the ceiling where only 1 horizontal ceiling-slope hinders Samus to get past the ceiling and starts a shinespark as close to this slope as possible to gte through there
[/spoiler]

SM. Retro Dust:
[spoiler]
(Ball, Bombs) = 2% = Low% is the unique (humanly doable) low%-solution.
- Ball is needed for small tunnels and Bombs to break through some blocks
[/spoiler]

SM. Vismund Presents: Spikes!!:
[spoiler]
() = 0% = Low% is the (obviously) unique (humanly doable) low%-solution.
[/spoiler]

SM. Celestriaus III [very hard]:
[spoiler]
(Ball, Springball, SpaceJump, Speed) and (Ball, Bomb, Springball, Speed) is the complete set of low%-solutions, and Low% = 4%. These are probably not humanly doable, but if one adds SpaceJump to the second option, the resulting combination should be humanly doable.
- Ball is always needed due to small tunnels and Springball is needed since the only path leads through this item, but Bombs are not needed, since TAS can Pause Abuse to skip those by rolling on the spikes where the horizontal gate poles at the beginning are
- Speedbooster is needed to get past the speed-blocks near the end, either together with energy and a shinespark which would mean that Bombs have to be collected, or without energy//shinespark (and in this case, the spikes can be avoided using TAS-IBJ. methods), but together with SpaceJump to use the re-spin ability and temporary BlueSuit to get through the speed-blocks
[/spoiler]
[/spoiler]

Halloween Contest Hacks:
[spoiler]

SM. Hallow Eve:
[spoiler]
All items except the green refill capsules (which do not count for the resulting %) are forced upon Samus within the only available path to the ending, hence Low% = 24% is the unique (humanly doable) low%-solution.
[/spoiler]

SM. Sam&Phazar´s Halloween Hack:
[spoiler]
(Ball) = 1% = Low% is the unique (humanly doable) low%-solution.
- Ball is needed to get through a small tunnel leading to the ending (and one can get past a spikewall with a diagonal jump turned into ballform)
[/spoiler]

SM. Hauntroid:
[spoiler]
All items on the way are forced upon Samus and are needed to get to the ending, hence Low% = 34% is the unique (humanly doable) low%-solution.
[/spoiler]
[/spoiler]


[/spoiler]

List of (all known) existing and/or maybe theoretically possible options to get out of bounds (defined as outside of the rectangular areas that one can see in SMILE, that the game loads when Samus enters the corresponding room) in Super Metroid, for all rooms [section is under construction]:
[spoiler]
First of all, the main methods to get OoB are given by various X-Ray-Climb setups aswell as Transition-Skip methods. Thus, these will be handled separately from other room-specific options that lead to OoB.

List of general X-Ray-Climb setups:
[spoiler]
(to be done)
[/spoiler]

List of horizontal and vertical Transition-Skip methods:
[spoiler]
(to be done)
[/spoiler]

List of general restrictions/constraints for X-Ray-Climbs and Transition-Skips:
[spoiler]
- For Missile-/SuperMissile-/PB.-/Kill-Count-/Boss-/Animal-saved-/(...)-door-shells, one in general needs the corresponding equipment to open those for X-Ray-Climb (at the door on its other side) or Transition-Skip (at the given door) methods.
- For X-Ray-Climb, the door in which one wants to climb has to have a door-shell and has to be horizontally connecting (in particular, it is not possible to X-Ray-Climb using vertically connecting doors) aswell as inbounds reachable from the other side, i.e. the door on the other side needs to be accessible properly.
- In some cases, either the structure of the OoB area or (mostly) inbounds structures (i.e. slopes above and next to the door-shell) require a deep X-Ray-Climb (for which some setups exist) in order that only the blocks exactly above the door-shell get effectively in contact with Samus (and for heated rooms sufficient energy may be needed, and for climbs while an escape timer runs, it may be necessary to climb fast enough).
- In general, it is to be determined if a door can be reached with Shsp.-Charge, Shsp.-Suit or Blue-Suit in order to see if a Shsp. for a deep X-Ray-Climb can be applied (but in general, one can reach any door with Blue-Suit).
- In general, the walljump-check spinjump that is used to get stuck in a door-shell on the other side of a room has to be adapted to HighJump, fluids/surrounding media, SpaceJump and possible decelerated states of Samus.
- For Transition-Skip methods, in general only doors/transition-blocks at the boundary of the rectangular inbounds area that do not necessarily have inbounds solid blocks behind them have to be used (i.e. in some cases, larger rooms also have (door-)transitions in its interior which may not be useful to get OoB).
- For vertical downwards Transition-Skip methods, it in general has to be tested if sufficient falling speed can be obtained before getting close to a downwards connecting door; and analogously, for vertical upwards Transition-Skip methods, it in certain cases would need to be checked if walljumps at walls next to the doors are sufficient to walljump at those to get past the transition-blocks with perfectly timed pausing and pose-change in the frame one would get in contact with the door, or if Shsp.s can be applied.
- To explicitly, quickly test/see on your own which X-Ray-Climb/Transition-Skip setups for given doors can be applied, it is highly recommended to look into rooms using the editor SMILE !
[/spoiler]

Since the general methods of X-Ray-Climb and Transition-Skips can be applied almost everywhere, only the instances of doors for/in which those cannot be applied will be listed in the following:

List of doors/rooms at which Transition-Skip methods cannot be applied [complete]:
[spoiler]
Ceres: All rooms (since one cannot pause the game there)

Crateria: In the Craterian shaft (climb-room) before the old Mother Brain room, the door on the left and the upper most door on the right side cannot be used.

Brinstar: (no exceptions)

Norfair: (no exceptions)

Wrecked Ship: The entrance door to the spike-hall next to the Bowling Torizo cannot be used, provided Wrecked Ship is already active.

Maridia: The transitions in the bottom in the snail-room (aqueduct), aswell as those in Maridian-PB. room and Maridian R.-Tank room, aswell as in the room above the quicksand room above the room with the grey door in Plasma´s area, aswell as in Botwoon-E.-Tank room, (maybe) cannot be used.
The transitions in the bootom of both rooms, the pre-Maridian-PB. room and pre-Maridian-R.-Tank room, cannot be used. The same holds for the quicksand room beneath Botwoon-E.-Tank room and the quicksand room above the room with the grey door in Plasma´s area.
Both transitions in the long vertical Maridian tube cannot be used.

Tourian: The door on the right side in the Tourian-Torizo room aswell as in Big Metroid room cannot be used. The door on the right side in the first escape room cannot be used, which (maybe) also holds for the upper door in the second escape room, aswell as the doors on the left side in the third and fourth escape room.
[/spoiler]

List of doors/rooms at which X-Ray-Climb methods cannot be applied:
[spoiler]
(to be done)
Ceres: All rooms of Ceres (since instead of door-shells, enemies are placed next to the transitions).

Crateria:

Brinstar:

Norfair:

Wrecked Ship:

Maridia:

Tourian:

[/spoiler]

List of remaining options to get OoB for all rooms in all areas:
[spoiler]
(to be done)
[/spoiler]

[/spoiler]

JAM

Wow, a lot of information here. Thank you for doing all that!

Quote from: Aran;Jaeger on April 21, 2015, 04:26:39 PM
but if one then gets back to the previous room, the escape state of the room is not triggered there (no pirates nor explosions can be seen, but Metroids are still there).
If room doesn't have alternate state related to event $0E, there'll be no explosions, no shaking and enemies still will be there. I can can give a cheat codes to pass through the every closed door you want (if there is a proper door connection after it) and you'll see that yourself.

Quote from: Aran;Jaeger on April 21, 2015, 04:26:39 PM
Since entering the room after MB seems to not trigger the escape sequence (which it does in the original game), I would have to know what event actually triggers that (which probably leads back to MB, although MB in the original game only triggers the escape timer).
Edit: Drewseph told me that killing Mother Brain in SM Redesign triggers the escape, actually.
Escape sequence is triggered by Layer1_2 (aka FX0) code in the room 7DE4D. You could just use that pointer in hacks to make escape event start in another room. This code is just making event $0E happened, that's all. Explosions are set by certain FX2 pointers. Of course, you can start escape sequence if you enter the room 7DE4D from the wrong side, but without the timer. Connect Mother Brain room's escape exit to another room (not 7DE4D) and timer will run but event will not be triggered.

Aran;Jaeger

List of rooms of the original Super Metroid game (with their proper SMILE names, where one can also look up to what rooms those room names individually correspond to), and the set of all normal transitions aswell as WrongWarps to all other rooms that each room individually can in principle lead into, derived using Tewtal´s WrongWarp tool:
The types of transition blocks (that are refered to using hexadecimal numbers, on the left side of the "->" arrow) lead to the afterwards given room, in each case.
In this WrongWarp list, the Ceres Elevator room (7DF45) aswell as the Ceres-Ridley room (7E0B5), and the Wrecked Ship Attic room (7CA52) and Kraid´s room (7A59F) are missing (on both sides, i.e. the rooms they can connect to and vice versa).
There exist exactly 263 rooms in the game (including the test room (7E82C) and the disjoint part of the pre-Crocomire room (7B3E1) ).
The hexadecimal values for block types (in this case only transition blocks) at the start of every line, VW(XY) with V,W,X,Y in {1,2,3,4,5,6,7,8,9,A,B,C,D,E,F} and V+8=X, corespond to the different kinds of transition blocks that can be seen together with their block values using (e.g. Tewtal´s) hitbox-viewer for an emulator like SNES9X RR v. 1.51.
The results provided in here are visualized in a more comfortable way via maps in my above updated post.
[spoiler]
* * *
Crateria:
[spoiler]
791F8:
0(80)->792FD
1(81)->795D4
2(82)->792B3
3(83)->793AA
3F(BF)->791F8
40(C0)->7965B
- - -

792B3:
0(80)->791F8
1(81)->7965B
6C(EC)->791F8
- - -

792FD:
0(80)->7990D
1(81)->791F8
2(82)->798E2
3(83)->79879
4(84)->796BA
5(85)->793D5
6(86)->79A44
4D(CD)->792FD
- - -

793AA:
0(80)->791F8
19(99)->79AD9
2A(AA)->795FF
2B(AB)->7CA08
2C(AC)->79461
2D(AD)->7CA52
2E(AE)->7C98E
2F(AF)->7CE40
71(F1)->795D4
72(F2)->795FF
73(F3)->7962A
- - -

793D5:
0(80)->792FD
46(C6)->793FE
47(C7)->7968F
- - -

793FE:
0(80)->795FF
1(81)->7CA08
2(82)->79461
3(83)->7CA52
4(84)->7C98E
5(85)->7CE40
47(C7)->795D4
48(C8)->795FF
49(C9)->7962A
67(E7)->795A8
68(E8)->7D30B
- - -

79461:
0(80)->793FE
1(81)->7968F
4E(CE)->7CBD5
4F(CF)->79552
79(F9)->7957D
- - -

7948C:
0(80)->795D4
1(81)->795FF
2(82)->7962A
20(A0)->795A8
21(A1)->7D30B
5A(DA)->792FD
63(E3)->794FD
64(E4)->7957D
- - -

794CC:
0(80)->795A8
1(81)->7D30B
3A(BA)->792FD
43(C3)->794FD
44(C4)->7957D
6E(EE)->7957D
6F(EF)->794CC
- - -

794FD:
0(80)->7CBD5
1(81)->79552
2B(AB)->7957D
40(C0)->79552
41(C1)->795A8
- - -

79552:
0(80)->794FD
1(81)->7957D
2B(AB)->7957D
2C(AC)->794CC
41(C1)->791F8
42(C2)->7948C
6C(EC)->7948C
6D(ED)->7A322
- - -

7957D:
0(80)->79552
1(81)->795A8
41(C1)->7948C
42(C2)->793FE
6F(EF)->792B3
70(F0)->799BD
- - -

795A8:
0(80)->7957D
1(81)->794CC
16(96)->791F8
17(97)->7948C
41(C1)->7948C
42(C2)->7A322
- - -

795D4:
0(80)->791F8
1(81)->7948C
2B(AB)->7948C
2C(AC)->7A322
- - -

795FF:
0(80)->7948C
1(81)->793FE
2E(AE)->792B3
2F(AF)->799BD
48(C8)->79461
49(C9)->7C98E
- - -

7962A:
0(80)->7948C
1(81)->7A322
67(E7)->792FD
68(E8)->799F9
69(E9)->799F9
6A(EA)->7975C
6B(EB)->7DEDE
- - -

7965B:
0(80)->792B3
1(81)->799BD
1A(9A)->79461
1B(9B)->7C98E
- - -

7968F:
0(80)->79461
1(81)->7C98E
- - -

796BA:
0(80)->792FD
1(81)->799F9
2(82)->799F9
3(83)->7975C
4(84)->7DEDE
41(C1)->796BA
42(C2)->797B5
- - -

7975C:
0(80)->796BA
1(81)->797B5
64(E4)->79879
- - -

797B5:
0(80)->7975C
1(81)->79E9F
69(E9)->79AD9
72(F2)->792FD
73(F3)->79804
- - -

79804:
0(80)->79879
50(D0)->792FD
51(D1)->79994
7B(FB)->79969
7C(FC)->79AD9
- - -

79879:
0(80)->792FD
1(81)->79804
2B(AB)->799BD
2C(AC)->792FD
59(D9)->799BD
5A(DA)->79938
- - -

798E2:
0(80)->792FD
1(81)->79994
2B(AB)->79969
2C(AC)->79AD9
59(D9)->798E2
- - -

7990D:
0(80)->799BD
1(81)->792FD
2E(AE)->799BD
2F(AF)->79938
58(D8)->7990D
59(D9)->79969
5A(DA)->7A5ED
5B(DB)->7965B
76(F6)->796BA
77(F7)->796BA
- - -

79938:
0(80)->79969
1(81)->79AD9
2E(AE)->798E2
58(D8)->7D3DF
- - -

79969:
0(80)->799BD
1(81)->79938
2A(AA)->7990D
2B(AB)->79969
2C(AC)->7A5ED
2D(AD)->7965B
48(C8)->796BA
49(C9)->796BA
7D(FD)->79A90
7E(FE)->792FD
- - -

79994:
0(80)->798E2
2A(AA)->7D3DF
- - -

799BD:
0(80)->7990D
1(81)->79969
2(82)->7A5ED
3(83)->7965B
1E(9E)->796BA
1F(9F)->796BA
53(D3)->79A90
54(D4)->792FD
79(F9)->79A44
- - -

799F9:
0(80)->796BA
1(81)->796BA
35(B5)->79A90
36(B6)->792FD
5B(DB)->79A44
70(F0)->79938
71(F1)->79B9D
72(F2)->79FE5
73(F3)->79C5E
74(F4)->79BC8
75(F5)->79CB3
76(F6)->79AD9
77(F7)->7A011
78(F8)->79AD9
7A(FA)->7A201
- - -

79A44:
0(80)->79A90
1(81)->792FD
26(A6)->79A44
3B(BB)->79938
3C(BC)->79B9D
3D(BD)->79FE5
3E(BE)->79C5E
3F(BF)->79BC8
40(C0)->79CB3
41(C1)->79AD9
42(C2)->7A011
43(C3)->79AD9
45(C5)->7A201
7C(FC)->7A0A4
7D(FD)->79DC7
- - -

79A90:
0(80)->79A44
15(95)->79938
16(96)->79B9D
17(97)->79FE5
18(98)->79C5E
19(99)->79BC8
1A(9A)->79CB3
1B(9B)->79AD9
1C(9C)->7A011
1D(9D)->79AD9
1F(9F)->7A201
56(D6)->7A0A4
57(D7)->79DC7
6A(EA)->7AE32
77(F7)->79C35
78(F8)->79AD9

7A5ED:
0(80)->799BD
1(81)->7A66A
2A(AA)->7A56B
5A(DA)->7CF80
5B(DB)->7A471
5C(DC)->7A7DE
72(F2)->7B4AD
- - -

7A66A:
0(80)->7A5ED
1(81)->7DAAE
33(B3)->7AEB4
3C(BC)->7A59F
47(C7)->7DAE1
65(E5)->7A322
* * *
[/spoiler]
* * *
Brinstar:
[spoiler]
79AD9:
0(80)->79938
1(81)->79B9D
2(82)->79FE5
3(83)->79C5E
4(84)->79BC8
5(85)->79CB3
6(86)->79AD9
7(87)->7A011
8(88)->79AD9
A(8A)->7A201
41(C1)->7A0A4
42(C2)->79DC7
55(D5)->7AE32
62(E2)->79C35
63(E3)->79AD9
75(F5)->7A6A1
- - -

79B5B:
0(80)->7A0A4
1(81)->79DC7
14(94)->7AE32
21(A1)->79C35
22(A2)->79AD9
34(B4)->7A6A1
56(D6)->79BC8
6D(ED)->79B9D
- - -

79B9D:
0(80)->79C35
1(81)->79AD9
13(93)->7A6A1
35(B5)->79BC8
4C(CC)->79B9D
76(F6)->79C5E
- - -

79BC8:
0(80)->79AD9
1(81)->79C07
4B(CB)->79C89
4C(CC)->79AD9
- - -

79C07:
0(80)->79BC8
17(97)->79B9D
41(C1)->79C5E
56(D6)->79AD9
57(D7)->79D19
58(D8)->7A07B
- - -

79C35:
0(80)->79B9D
2A(AA)->79C5E
3F(BF)->79AD9
40(C0)->79D19
41(C1)->7A07B
72(F2)->79D9C
73(F3)->79CB3
74(F4)->79E11
75(F5)->79E52
76(F6)->7A184
77(F7)->79E11
78(F8)->7A0D2
79(F9)->7A130
7A(FA)->7A0A4
- - -

79C5E:
0(80)->79C89
1(81)->79AD9
- - -

79C89:
0(80)->79C5E
15(95)->79AD9
16(96)->79D19
17(97)->7A07B
48(C8)->79D9C
49(C9)->79CB3
4A(CA)->79E11
4B(CB)->79E52
4C(CC)->7A184
4D(CD)->79E11
4E(CE)->7A0D2
4F(CF)->7A130
50(D0)->7A0A4
- - -

79CB3:
0(80)->79AD9
1(81)->79D19
2(82)->7A07B
33(B3)->79D9C
34(B4)->79CB3
35(B5)->79E11
36(B6)->79E52
37(B7)->7A184
38(B8)->79E11
39(B9)->7A0D2
3A(BA)->7A130
3B(BB)->7A0A4
- - -

79D19:
0(80)->79D9C
1(81)->79CB3
2(82)->79E11
3(83)->79E52
4(84)->7A184
5(85)->79E11
6(86)->7A0D2
7(87)->7A130
8(88)->7A0A4
7C(FC)->79D19
7D(FD)->79D19
- - -

79D9C:
0(80)->79D19
1(81)->79DC7
25(A5)->79B5B
26(A6)->79D9C
5B(DB)->79D19
5C(DC)->79E9F
5D(DD)->79FBA
- - -

79DC7:
0(80)->79B5B
1(81)->79D9C
36(B6)->79D19
37(B7)->79E9F
38(B8)->79FBA
6C(EC)->79E52
6D(ED)->79F11
6E(EE)->797B5
- - -

79E11:
0(80)->79D19
1(81)->79D19
22(A2)->7A7B3
- - -

79E52:
0(80)->79D19
1(81)->79E9F
2(82)->79FBA
36(B6)->79E52
37(B7)->79F11
38(B8)->797B5
6F(EF)->79E9F
70(F0)->79F64
71(F1)->7A107
- - -

79E9F:
0(80)->79E52
1(81)->79F11
2(82)->797B5
39(B9)->79E9F
3A(BA)->79F64
3B(BB)->7A107
7E(FE)->79E52
7F(FF)->7A253
- - -

79F11:
0(80)->79E9F
1(81)->79F64
2(82)->7A107
45(C5)->79E52
46(C6)->7A253
- - -

79F64:
0(80)->79F11
1(81)->7A1AD
18(98)->7D48E
31(B1)->79AD9
32(B2)->7A011
47(C7)->79FE5
48(C8)->7A051
49(C9)->79AD9
4A(CA)->7A22A
67(E7)->7A011
7C(FC)->79CB3
- - -

79FBA:
0(80)->79E52
1(81)->7A253
75(F5)->79B5B
76(F6)->79D19
- - -

79FE5:
0(80)->79AD9
1(81)->7A011
16(96)->79FE5
17(97)->7A051
18(98)->79AD9
19(99)->7A22A
36(B6)->7A011
4B(CB)->79CB3
- - -

7A011:
0(80)->79FE5
1(81)->7A051
2(82)->79AD9
3(83)->7A22A
20(A0)->7A011
35(B5)->79CB3
7B(FB)->79F11
- - -

7A051:
0(80)->7A011
15(95)->79CB3
5B(DB)->79F11
- - -

7A07B:
0(80)->79CB3
46(C6)->79F11
70(F0)->7A130
- - -

7A0A4:
0(80)->79B5B
1(81)->79D19
E(8E)->7CF54
17(97)->79D19
46(C6)->79D19
47(C7)->7A15B
70(F0)->79D19
- - -

7A0D2:
0(80)->79D19
2F(AF)->79D19
30(B0)->7A15B
59(D9)->79D19
- - -

7A107:
0(80)->79F11
2A(AA)->7A130
53(D3)->79F64
54(D4)->7A1D8
6E(EE)->7CA52
7D(FD)->79AD9
- - -

7A130:
0(80)->79D19
1(81)->7A15B
2A(AA)->79D19
54(D4)->7A1AD
7D(FD)->7A011
- - -

7A15B:
0(80)->7A130
29(A9)->79F64
2A(AA)->7A1D8
44(C4)->7CA52
53(D3)->79AD9
7C(FC)->7A2F7
7D(FD)->79FBA
7E(FE)->7A293
7F(FF)->7A3DD
- - -

7A184:
0(80)->79D19
2A(AA)->7A1AD
53(D3)->7A011
- - -

7A1AD:
0(80)->79F64
1(81)->7A1D8
1B(9B)->7CA52
2A(AA)->79AD9
53(D3)->7A2F7
54(D4)->79FBA
55(D5)->7A293
56(D6)->7A3DD
57(D7)->7A618
73(F3)->7A2CE
74(F4)->7A253
- - -

7A1D8:
0(80)->7A1AD
29(A9)->7A011
7B(FB)->7A293
- - -

7A201:
0(80)->79AD9
29(A9)->7A2F7
2A(AA)->79FBA
2B(AB)->7A293
2C(AC)->7A3DD
2D(AD)->7A618
49(C9)->7A2CE
4A(CA)->7A253
7B(FB)->7A253
7C(FC)->7A322
- - -

7A22A:
0(80)->7A011
52(D2)->7A293
7C(FC)->7A3AE
7D(FD)->7A37C
7E(FE)->7A2F7
7F(FF)->7962A
- - -

7A253:
0(80)->7A2F7
1(81)->79FBA
2(82)->7A293
3(83)->7A3DD
4(84)->7A618
20(A0)->7A2CE
21(A1)->7A253
52(D2)->7A253
53(D3)->7A322
- - -

7A293:
0(80)->7A2CE
1(81)->7A253
32(B2)->7A253
33(B3)->7A322
65(E5)->793FE
- - -

7A2CE:
0(80)->7A293
2A(AA)->7A3AE
2B(AB)->7A37C
2C(AC)->7A2F7
2D(AD)->7962A
2E(AE)->7D104
30(B0)->7A734
57(D7)->7A322
70(F0)->7A322
- - -

7A2F7:
0(80)->7A253
1(81)->7A322
33(B3)->793FE
73(F3)->7A253
74(F4)->7A408
- - -

7A322:
0(80)->7A3AE
1(81)->7A37C
2(82)->7A2F7
3(83)->7962A
4(84)->7D104
6(86)->7A734
2D(AD)->7A322
46(C6)->7A322
73(F3)->7A3DD
74(F4)->7CF54
75(F5)->7A447
- - -

7A37C:
0(80)->7A322
19(99)->7A322
46(C6)->7A3DD
47(C7)->7CF54
48(C8)->7A447
- - -

7A3AE:
0(80)->7A322
2D(AD)->7A3DD
2E(AE)->7CF54
2F(AF)->7A447
- - -

7A3DD:
0(80)->7A253
1(81)->7A408
35(B5)->7A408
3B(BB)->7D13B
47(C7)->798E2
4A(CA)->7A6A1
4B(CB)->7A4B1
4C(CC)->7A4DA
61(E1)->7B6C1
6A(EA)->7A471
- - -

7A408:
0(80)->7A3DD
1(81)->7CF54
2(82)->7A447
69(E9)->7A471
6A(EA)->7A521
6B(EB)->7A70B
- - -

7A447:
0(80)->7A408
6(86)->7D13B
12(92)->798E2
15(95)->7A6A1
16(96)->7A4B1
17(97)->7A4DA
2C(AC)->7B6C1
35(B5)->7A471
- - -

7A471:
0(80)->7A6A1
1(81)->7A4B1
2(82)->7A4DA
17(97)->7B6C1
20(A0)->7A471
7D(FD)->7A521
7E(FE)->7A59F
7F(FF)->7A641
- - -

7A4B1:
0(80)->7A471
5D(DD)->7A521
5E(DE)->7A59F
5F(DF)->7A641
- - -

7A4DA:
0(80)->7A471
1(81)->7A521
2(82)->7A70B
33(B3)->7A4DA
34(B4)->7A56B
- - -

7A521:
0(80)->7A4DA
1(81)->7A56B
6C(EC)->7A253
- - -

7A56B:
0(80)->7A521
1(81)->7A59F
2(82)->7A641
41(C1)->799BD
42(C2)->7A66A
6B(EB)->7A56B
- - -

7A618:
0(80)->7A253
29(A9)->7A5ED
2A(AA)->7DAAE
5C(DC)->7AEB4
65(E5)->7A59F
70(F0)->7DAE1
- - -

7A641:
0(80)->7A56B
30(B0)->7CF80
31(B1)->7A471
32(B2)->7A7DE
48(C8)->7B4AD
62(E2)->7948C
65(E5)->7A4DA
- - -

7A6A1:
0(80)->7CF80
1(81)->7A471
2(82)->7A7DE
18(98)->7B4AD
32(B2)->7948C
35(B5)->7A4DA
5E(DE)->7A815
5F(DF)->7A8B9
74(F4)->7B510
- - -

7A6E2:
0(80)->7A59F
B(8B)->7DAE1
29(A9)->7A322
53(D3)->7A7B3
54(D4)->7AFA3
7E(FE)->7A815
7F(FF)->7A7B3
- - -

7A70B:
0(80)->7A4DA
29(A9)->7A815
2A(AA)->7A8B9
3F(BF)->7B510
54(D4)->7A7DE
55(D5)->7A788
- - -

7A734:
0(80)->7A322
2A(AA)->7A7B3
2B(AB)->7AFA3
55(D5)->7A815
56(D6)->7A7B3
57(D7)->7AA41
58(D8)->7AA0E
59(D9)->7A6A1
5B(DB)->7B167
5C(DC)->7B0B4
* * *
[/spoiler]
* * *
Upper Norfair:
[spoiler]
7A75D:
0(80)->7A815
1(81)->7A8B9
16(96)->7B510
2B(AB)->7A7DE
2C(AC)->7A788
5C(DC)->7A865
5D(DD)->7A75D
5E(DE)->7A7DE
5F(DF)->7A8F8
- - -

7A788:
0(80)->7A7B3
1(81)->7AFA3
2B(AB)->7A815
2C(AC)->7A7B3
2D(AD)->7AA41
2E(AE)->7AA0E
2F(AF)->7A6A1
31(B1)->7B167
32(B2)->7B0B4
7B(FB)->7D252
- - -

7A7B3:
0(80)->7A7DE
1(81)->7A788
31(B1)->7A865
32(B2)->7A75D
33(B3)->7A7DE
34(B4)->7A8F8
59(D9)->7A8B9
5A(DA)->7A815
- - -

7A7DE:
0(80)->7A815
1(81)->7A7B3
2(82)->7AA41
3(83)->7AA0E
4(84)->7A6A1
6(86)->7B167
7(87)->7B0B4
50(D0)->7D252
59(D9)->7A8B9
- - -

7A815:
0(80)->7A865
1(81)->7A75D
2(82)->7A7DE
3(83)->7A8F8
28(A8)->7A8B9
29(A9)->7A815
52(D2)->7A75D
53(D3)->7A865
54(D4)->7A890
7A(FA)->7A011
- - -

7A865:
0(80)->7A8B9
1(81)->7A815
2A(AA)->7A75D
2B(AB)->7A865
2C(AC)->7A890
52(D2)->7A011
59(D9)->7D9FE
5F(DF)->7A8F8
60(E0)->7AA0E
61(E1)->7B192
62(E2)->7AFCE
63(E3)->7A98D
- - -

7A890:
0(80)->7A8B9
34(B4)->7A815
35(B5)->7A923
7E(FE)->79E9F
- - -

7A8B9:
0(80)->7A75D
1(81)->7A865
2(82)->7A890
28(A8)->7A011
2F(AF)->7D9FE
35(B5)->7A8F8
36(B6)->7AA0E
37(B7)->7B192
38(B8)->7AFCE
39(B9)->7A98D
- - -

7A8F8:
0(80)->7A815
1(81)->7A923
4A(CA)->79E9F
57(D7)->79E9F
5A(DA)->7AA82
5B(DB)->7A923
- - -

7A923:
0(80)->7A8F8
1(81)->7AA0E
2(82)->7B192
3(83)->7AFCE
4(84)->7A98D
61(E1)->7AA41
- - -

7A98D:
0(80)->7AA82
1(81)->7A923
31(B1)->7A7DE
32(B2)->7A923
6B(EB)->7A98D
6C(EC)->7AADE
6D(ED)->7AB07
6E(EE)->7AAB5
- - -

7A9E5:
0(80)->7AA41
1F(9F)->7DD2E
2E(AE)->7A7DE
2F(AF)->7A9E5
68(E8)->7AA82
- - -

7AA0E:
0(80)->7A7DE
1(81)->7A923
3A(BA)->7A98D
3B(BB)->7AADE
3C(BC)->7AB07
3D(BD)->7AAB5
68(E8)->7AA82
- - -

7AA41:
0(80)->7A7DE
1(81)->7A9E5
3A(BA)->7AA82
63(E3)->7AA82
64(E4)->7AB64
65(E5)->7AB3B
66(E6)->7AB8F
7D(FD)->7AB07
- - -

7AA82:
0(80)->7A98D
1(81)->7AADE
2(82)->7AB07
3(83)->7AAB5
2E(AE)->7AA82
71(F1)->7ABD2
72(F2)->7AB07
- - -

7AAB5:
0(80)->7AA82
29(A9)->7AA82
2A(AA)->7AB64
2B(AB)->7AB3B
2C(AC)->7AB8F
43(C3)->7AB07
6D(ED)->7AB07
6E(EE)->7AC2B
- - -

7AADE:
0(80)->7AA82
43(C3)->7ABD2
44(C4)->7AB07
7A(FA)->7AC00
7B(FB)->7AB64
- - -

7AB07:
0(80)->7AA82
1(81)->7AB64
2(82)->7AB3B
3(83)->7AB8F
1A(9A)->7AB07
44(C4)->7AB07
45(C5)->7AC2B
- - -

7AB3B:
0(80)->7AB07
2A(AA)->7AB07
2B(AB)->7AC2B
78(F8)->7AB8F
79(F9)->7AC00
- - -

7AB64:
0(80)->7ABD2
1(81)->7AB07
37(B7)->7AC00
38(B8)->7AB64
4E(CE)->7AC2B
4F(CF)->7ABD2
7B(FB)->7AC83
- - -

7AB8F:
0(80)->7AB07
1(81)->7AC2B
4E(CE)->7AB8F
4F(CF)->7AC00
7A(FA)->7ACB3
7B(FB)->7AC5A
- - -

7ABD2:
0(80)->7AC00
1(81)->7AB64
17(97)->7AC2B
18(98)->7ABD2
44(C4)->7AC83
- - -

7AC00:
0(80)->7AC2B
1(81)->7ABD2
2D(AD)->7AC83
78(F8)->7B07A
79(F9)->7AD1B
- - -

7AC2B:
0(80)->7AB8F
1(81)->7AC00
2C(AC)->7ACB3
2D(AD)->7AC5A
44(C4)->7AC83
45(C5)->7AFA3
46(C6)->7AF72
47(C7)->7AEDF
48(C8)->7AD5E
49(C9)->7B07A
4A(CA)->7B0DD
75(F5)->79A90
- - -

7AC5A:
0(80)->7AC83
4B(CB)->7B07A
4C(CC)->7AD1B
- - -

7AC83:
0(80)->7ACB3
1(81)->7AC5A
18(98)->7AC83
19(99)->7AFA3
1A(9A)->7AF72
1B(9B)->7AEDF
1C(9C)->7AD5E
1D(9D)->7B07A
1E(9E)->7B0DD
49(C9)->79A90
56(D6)->79A90
59(D9)->7ACF0
- - -

7ACB3:
0(80)->7AC83
1(81)->7AFA3
2(82)->7AF72
3(83)->7AEDF
4(84)->7AD5E
5(85)->7B07A
6(86)->7B0DD
31(B1)->79A90
3E(BE)->79A90
41(C1)->7ACF0
7D(FD)->7AD5E
7E(FE)->7AD5E
7F(FF)->7ADDE
- - -

7ACF0:
0(80)->7B07A
1(81)->7AD1B
37(B7)->7ACB3
38(B8)->7ADAD
39(B9)->7ADAD
3A(BA)->7AE07
3B(BB)->7B656
74(F4)->79C5E
77(F7)->7ADAD
- - -

7AD1B:
0(80)->7ACF0
3C(BC)->7AD5E
3D(BD)->7AD5E
3E(BE)->7ADDE
69(E9)->7AD5E
6A(EA)->7AE32
- - -

7AD5E:
0(80)->7ACB3
1(81)->7ADAD
2(82)->7ADAD
3(83)->7AE07
4(84)->7B656
3D(BD)->79C5E
40(C0)->7ADAD
6A(EA)->7AE07
6B(EB)->7AE74
- - -

7ADAD:
0(80)->7AD5E
1(81)->7AD5E
2(82)->7ADDE
2D(AD)->7AD5E
2E(AE)->7AE32
5D(DD)->793FE
66(E6)->79552
- - -

7ADDE:
0(80)->7ADAD
2A(AA)->7AE07
2B(AB)->7AE74
48(C8)->7A0A4
4B(CB)->7AEB4
4C(CC)->7AE32
4D(CD)->7AF14
4E(CE)->7AFFB
6B(EB)->7AEDF
6C(EC)->7AE74
- - -

7AE07:
0(80)->7AD5E
1(81)->7AE32
30(B0)->793FE
39(B9)->79552
6C(EC)->7ACB3
6D(ED)->7AEB4
6E(EE)->7B051
- - -

7AE32:
0(80)->7AE07
1(81)->7AE74
1E(9E)->7A0A4
21(A1)->7AEB4
22(A2)->7AE32
23(A3)->7AF14
24(A4)->7AFFB
41(C1)->7AEDF
42(C2)->7AE74
6E(EE)->79C89
71(F1)->7AE74
72(F2)->7AF3F
- - -

7AE74:
0(80)->7AEB4
1(81)->7AE32
2(82)->7AF14
3(83)->7AFFB
20(A0)->7AEDF
21(A1)->7AE74
4D(CD)->79C89
50(D0)->7AE74
51(D1)->7AF3F
7F(FF)->7B106
- - -

7AEB4:
0(80)->7AEDF
1(81)->7AE74
2D(AD)->79C89
30(B0)->7AE74
31(B1)->7AF3F
5F(DF)->7B106
60(E0)->7ACB3
61(E1)->7B139
- - -

7AEDF:
0(80)->7ACB3
1(81)->7AEB4
2(82)->7B051
30(B0)->7AF14
31(B1)->7B236
33(B3)->7B1BB
59(D9)->7D54D
5F(DF)->79C5E
62(E2)->7A788
63(E3)->7ACB3
- - -

7AF14:
0(80)->7AE74
1(81)->7AF3F
2F(AF)->7B106
30(B0)->7ACB3
31(B1)->7B139
5D(DD)->7A923
5E(DE)->7B026
5F(DF)->7B139
7C(FC)->79F11
- - -

7AF3F:
0(80)->7AF14
1(81)->7B236
3(83)->7B1BB
29(A9)->7D54D
2F(AF)->79C5E
32(B2)->7A788
33(B3)->7ACB3
5E(DE)->7B026
5F(DF)->7AE74
- - -

7AF72:
0(80)->7B106
1(81)->7ACB3
2(82)->7B139
2E(AE)->7A923
2F(AF)->7B026
30(B0)->7B139
4D(CD)->79F11
5A(DA)->7AFCE
5B(DB)->7AFFB
- - -

7AFA3:
0(80)->7A788
1(81)->7ACB3
2C(AC)->7B026
2D(AD)->7AE74
57(D7)->7AEDF
68(E8)->7D48E
- - -

7AFCE:
0(80)->7A923
1(81)->7B026
2(82)->7B139
1F(9F)->79F11
2C(AC)->7AFCE
2D(AD)->7AFFB
56(D6)->7ACB3
57(D7)->7ACF0
73(F3)->7A7DE
- - -

7AFFB:
0(80)->7B026
1(81)->7AE74
2B(AB)->7AEDF
3C(BC)->7D48E
71(F1)->7ACB3
- - -

7B026:
0(80)->7AFCE
1(81)->7AFFB
2A(AA)->7ACB3
2B(AB)->7ACF0
47(C7)->7A7DE
70(F0)->7B167
71(F1)->7AF72
- - -

7B051:
0(80)->7AEDF
11(91)->7D48E
46(C6)->7ACB3
71(F1)->79E52
74(F4)->7AF72
75(F5)->7AFCE
- - -

7B07A:
0(80)->7ACB3
1(81)->7ACF0
1D(9D)->7A7DE
46(C6)->7B167
47(C7)->7AF72
- - -

7B0B4:
0(80)->7A7DE
29(A9)->7B167
2A(AA)->7AF72
6F(EF)->7A923
- - -

7B0DD:
0(80)->7ACB3
2B(AB)->79E52
2E(AE)->7AF72
2F(AF)->7AFCE
45(C5)->7B106
46(C6)->7A7DE
6F(EF)->7AF3F
- - -

7B106:
0(80)->7B167
1(81)->7AF72
46(C6)->7A923
- - -

7B139:
0(80)->7AF72
1(81)->7AFCE
17(97)->7B106
18(98)->7A7DE
41(C1)->7AF3F
56(D6)->7B283
57(D7)->7B236
- - -

7B167:
0(80)->7B106
1(81)->7A7DE
2A(AA)->7AF3F
3F(BF)->7B283
40(C0)->7B236
- - -

7B192:
0(80)->7A923
52(D2)->7B1E5
53(D3)->7B3A5
54(D4)->7AF3F
78(F8)->79DC7
- - -

7B1BB:
0(80)->7AF3F
15(95)->7B283
16(96)->7B236
* * *
[/spoiler]
* * *
Lower Norfair:
[spoiler]
7B1E5:
0(80)->7B283
1(81)->7B236
- - -

7B236:
0(80)->7B1E5
1(81)->7B3A5
2(82)->7AF3F
26(A6)->79DC7
33(B3)->79DC7
36(B6)->7B1E5
37(B7)->7B6C1
52(D2)->7B6C1
53(D3)->7B3A5
- - -

7B283:
0(80)->7B1E5
1(81)->7B6C1
1C(9C)->7B6C1
1D(9D)->7B3A5
6C(EC)->7B32E
6D(ED)->7B482
- - -

7B2DA:
0(80)->7B6C1
1(81)->7B3A5
50(D0)->7B32E
51(D1)->7B482
- - -

7B305:
0(80)->7B6C1
24(A4)->7B698
25(A5)->7B37A
37(B7)->7D48E
50(D0)->7B236
51(D1)->7B40A
52(D2)->7B236
53(D3)->7B2DA
54(D4)->7B457
6E(EE)->7B3A5
- - -

7B32E:
0(80)->7B698
1(81)->7B37A
13(93)->7D48E
2C(AC)->7B236
2D(AD)->7B40A
2E(AE)->7B236
2F(AF)->7B2DA
30(B0)->7B457
4A(CA)->7B3A5
- - -

7B37A:
0(80)->7B32E
1(81)->7B482
48(C8)->7B3A5
49(C9)->7B4AD
- - -

7B3A5:
0(80)->7B236
1(81)->7B40A
2(82)->7B236
3(83)->7B2DA
4(84)->7B457
1E(9E)->7B3A5
59(D9)->7B3A5
5A(DA)->7B4AD
5F(DF)->7DA2B
- - -

7B3E1:
0(80)->7B3A5
3B(BB)->7B3A5
3C(BC)->7B4AD
41(C1)->7DA2B
66(E6)->7B40A
67(E7)->7B4E5
68(E8)->7B457
- - -

7B40A:
0(80)->7B3A5
1(81)->7B4AD
39(B9)->7A051
3C(BC)->7B37A
3D(BD)->7B62B
- - -

7B457:
0(80)->7B3A5
1(81)->7B4AD
6(86)->7DA2B
2B(AB)->7B40A
2C(AC)->7B4E5
2D(AD)->7B457
47(C7)->7B4AD
48(C8)->7B585
78(F8)->7D3DF
- - -

7B482:
0(80)->7B37A
1(81)->7B62B
47(C7)->7B656
48(C8)->7B6EE
49(C9)->7B55A
6C(EC)->7B6EE
6D(ED)->7B510
- - -

7B4AD:
0(80)->7B40A
1(81)->7B4E5
2(82)->7B457
1C(9C)->7B4AD
1D(9D)->7B585
4D(CD)->7D3DF
6C(EC)->7B5D5
6D(ED)->7B4E5
6E(EE)->7B6EE
6F(EF)->7B741
- - -

7B4E5:
0(80)->7B4AD
1(81)->7B585
31(B1)->7D3DF
50(D0)->7B5D5
51(D1)->7B4E5
52(D2)->7B6EE
53(D3)->7B741
75(F5)->7A293
78(F8)->7B62B
79(F9)->7B585
- - -

7B510:
0(80)->7B656
1(81)->7B6EE
2(82)->7B55A
25(A5)->7B6EE
26(A6)->7B510
- - -

7B55A:
0(80)->7B6EE
1(81)->7B510
7E(FE)->7AD5E
7F(FF)->7B510
- - -

7B585:
0(80)->7B5D5
1(81)->7B4E5
2(82)->7B6EE
3(83)->7B741
25(A5)->7A293
28(A8)->7B62B
29(A9)->7B585
53(D3)->7B482
54(D4)->7B5D5
- - -

7B5D5:
0(80)->7B62B
1(81)->7B585
2B(AB)->7B482
2C(AC)->7B5D5
58(D8)->7DFD7
76(F6)->7B2DA
77(F7)->7B305
78(F8)->7B283
- - -

7B62B:
0(80)->7B482
1(81)->7B5D5
2D(AD)->7DFD7
4B(CB)->7B2DA
4C(CC)->7B305
4D(CD)->7B283
- - -

7B656:
0(80)->7AD5E
1(81)->7B510
21(A1)->7B32E
4C(CC)->7B510
4D(CD)->7B55A
4E(CE)->7B585
7D(FD)->791F8
- - -

7B698:
0(80)->7B32E
2B(AB)->7B510
2C(AC)->7B55A
2D(AD)->7B585
5C(DC)->791F8
67(E7)->791F8
7E(FE)->793FE
- - -

7B6C1:
0(80)->7B2DA
1(81)->7B305
2(82)->7B283
40(C0)->7B585
42(C2)->791F8
4D(CD)->791F8
64(E4)->793FE
6F(EF)->793FE
- - -

7B6EE:
0(80)->7B510
1(81)->7B55A
2(82)->7B585
31(B1)->791F8
3C(BC)->791F8
53(D3)->793FE
5E(DE)->793FE
69(E9)->793FE
75(F5)->794FD
- - -

7B741:
0(80)->7B585
2(82)->791F8
D(8D)->791F8
24(A4)->793FE
2F(AF)->793FE
46(C6)->794FD
* * *




* * *
Wrecked Ship:

7C98E:
0(80)->793FE
1(81)->7968F
2(82)->7CE40
3D(BD)->793FE
3E(BE)->7CAF6
76(F6)->7D57A
- - -

7CA08:
0(80)->793FE
1(81)->7CAF6
39(B9)->7D57A
46(C6)->7D57A
53(D3)->7CA52
77(F7)->7CA08
78(F8)->7CD5C
79(F9)->7CDA8
7A(FA)->7CC6F
7B(FB)->7CA52
7C(FC)->7CDF1
7D(FD)->7CE8A
- - -

7CAAE:
0(80)->7CA52
24(A4)->7CA08
25(A5)->7CD5C
26(A6)->7CDA8
27(A7)->7CC6F
28(A8)->7CA52
29(A9)->7CDF1
2A(AA)->7CE8A
- - -

7CAF6:
0(80)->7CA08
1(81)->7CD5C
2(82)->7CDA8
3(83)->7CC6F
4(84)->7CA52
5(85)->7CDF1
6(86)->7CE8A
- - -

7CB8B:
0(80)->7CD5C
1(81)->7CBD5
25(A5)->794FD
26(A6)->7CB8B
27(A7)->7CC27
4E(CE)->7CBD5
72(F2)->7CAF6
73(F3)->7CCCB
74(F4)->7CD13
- - -

7CBD5:
0(80)->794FD
1(81)->7CB8B
2(82)->7CC27
29(A9)->7CBD5
4D(CD)->7CAF6
4E(CE)->7CCCB
4F(CF)->7CD13
7B(FB)->7CC6F
- - -

7CC27:
0(80)->7CBD5
24(A4)->7CAF6
25(A5)->7CCCB
26(A6)->7CD13
52(D2)->7CC6F
76(F6)->7CC6F
- - -

7CC6F:
0(80)->7CAF6
1(81)->7CCCB
2(82)->7CD13
2E(AE)->7CC6F
52(D2)->7CC6F
- - -

7CCCB:
0(80)->7CC6F
24(A4)->7CC6F
- - -

7CD13:
0(80)->7CC6F
6F(EF)->7ACF6
- - -

7CD5C:
0(80)->7CAF6
1(81)->7CB8B
26(A6)->7CAF6
72(F2)->793FE
73(F3)->7C98E
- - -

7CDA8:
0(80)->7CAF6
4C(CC)->793FE
4D(CD)->7C98E
71(F1)->7CAF6
- - -

7CDF1:
0(80)->7CAF6
61(E1)->7CEFB
- - -

7CE40:
0(80)->793FE
1(81)->7C98E
25(A5)->7CAF6
- - -

7CE8A:
0(80)->7CAF6
* * *
[/spoiler]
* * *
Maridia:
[spoiler]
7CED2:
0(80)->7CEFB
24(A4)->7CFC9
25(A5)->7CF54
26(A6)->7CF80
27(A7)->7CED2
41(C1)->7CEFB
42(C2)->7A408
57(D7)->7CEFB
58(D8)->7A6A1
59(D9)->7D21C
- - -

7CEFB:
0(80)->7CFC9
1(81)->7CF54
2(82)->7CF80
3(83)->7CED2
1D(9D)->7CEFB
1E(9E)->7A408
33(B3)->7CEFB
34(B4)->7A6A1
35(B5)->7D21C
- - -

7CF54:
0(80)->7CEFB
1(81)->7A408
16(96)->7CEFB
17(97)->7A6A1
18(98)->7D21C
- - -

7CF80:
0(80)->7CEFB
1(81)->7A6A1
2(82)->7D21C
7D(FD)->797B5
- - -

7CFC9:
0(80)->7CEFB
1(81)->7D08A
2(82)->7D017
3(83)->7D0B9
4(84)->7D0B9
27(A7)->7CFC9
28(A8)->7D055
29(A9)->7D0B9
2A(AA)->7D0B9
46(C6)->7D017
78(F8)->7D104
79(F9)->7CFC9
7A(FA)->7D017
7B(FB)->7D017
7C(FC)->7CFC9
7D(FD)->7D1A3
- - -

7D017:
0(80)->7CFC9
1(81)->7D055
2(82)->7D0B9
3(83)->7D0B9
1F(9F)->7D017
51(D1)->7D104
52(D2)->7CFC9
53(D3)->7D017
54(D4)->7D017
55(D5)->7CFC9
56(D6)->7D1A3
- - -

7D055:
0(80)->7D017
32(B2)->7D104
33(B3)->7CFC9
34(B4)->7D017
35(B5)->7D017
36(B6)->7CFC9
37(B7)->7D1A3
73(F3)->7D16D
- - -

7D08A:
0(80)->7CFC9
1(81)->7D21C
3D(BD)->7D0B9
3E(BE)->7A322
55(D5)->7DA2B
72(F2)->7D1DD
- - -

7D0B9:
0(80)->7D104
1(81)->7CFC9
2(82)->7D017
3(83)->7D017
4(84)->7CFC9
5(85)->7D1A3
41(C1)->7D16D
5A(DA)->7D13B
5B(DB)->7D1DD
75(F5)->7D0B9
76(F6)->7D1DD
77(F7)->7D5A7
- - -

7D104:
0(80)->7D0B9
1(81)->7A322
18(98)->7DA2B
35(B5)->7D1DD
- - -

7D13B:
0(80)->7D16D
19(99)->7D13B
1A(9A)->7D1DD
34(B4)->7D0B9
35(B5)->7D1DD
36(B6)->7D5A7
51(D1)->7D16D
52(D2)->7D1A3
53(D3)->7D340
- - -

7D16D:
0(80)->7D13B
1(81)->7D1DD
1B(9B)->7D0B9
1C(9C)->7D1DD
1D(9D)->7D5A7
38(B8)->7D16D
39(B9)->7D1A3
3A(BA)->7D340
- - -

7D1A3:
0(80)->7D0B9
1(81)->7D1DD
2(82)->7D5A7
1D(9D)->7D16D
1E(9E)->7D1A3
1F(9F)->7D340
67(E7)->7DA2B
- - -

7D1DD:
0(80)->7D16D
1(81)->7D1A3
2(82)->7D340
4A(CA)->7DA2B
71(F1)->7AFFB
7E(FE)->7D433
7F(FF)->7D30B
- - -

7D21C:
0(80)->7D08A
1(81)->7D252
2(82)->7CF80
3(83)->7D3B6
1B(9B)->7D21C
1C(9C)->7D461
31(B1)->7D387
32(B2)->7D2AA
47(C7)->7D27E
- - -

7D252:
0(80)->7D21C
1(81)->7D461
16(96)->7D387
17(97)->7D2AA
2C(AC)->7D27E
6F(EF)->7A011
77(F7)->7D5EC
78(F8)->7D408
79(F9)->7D387
7A(FA)->7D433
- - -

7D27E:
0(80)->7D387
1(81)->7D2AA
16(96)->7D27E
59(D9)->7A011
61(E1)->7D5EC
62(E2)->7D408
63(E3)->7D387
64(E4)->7D433
- - -

7D2AA:
0(80)->7D27E
43(C3)->7A011
4B(CB)->7D5EC
4C(CC)->7D408
4D(CD)->7D387
4E(CE)->7D433
- - -

7D2D9:
0(80)->7D433
1(81)->7D30B
19(99)->7D2D9
1A(9A)->7D3DF
1B(9B)->794CC
57(D7)->7D340
58(D8)->7D27E
- - -

7D30B:
0(80)->7D2D9
1(81)->7D3DF
2(82)->794CC
3E(BE)->7D340
3F(BF)->7D27E
6A(EA)->7D30B
- - -

7D340:
0(80)->7D5EC
1(81)->7D408
2(82)->7D387
3(83)->7D433
3B(BB)->7D21C
64(E4)->7D48E
65(E5)->7D340
- - -

7D387:
0(80)->7D340
1(81)->7D27E
2C(AC)->7D30B
56(D6)->7D2D9
58(D8)->7D340
65(E5)->7A22A
6D(ED)->7D252
6E(EE)->7D48E
- - -

7D3B6:
0(80)->7D21C
29(A9)->7D48E
2A(AA)->7D340
6C(EC)->7D461
6D(ED)->7D4C2
6E(EE)->7D408
7E(FE)->79CB3
- - -

7D3DF:
0(80)->7D30B
2A(AA)->7D2D9
2B(AB)->7D86E
2C(AC)->7D340
39(B9)->7A22A
41(C1)->7D252
42(C2)->7D48E
- - -

7D408:
0(80)->7D48E
1(81)->7D340
43(C3)->7D461
44(C4)->7D4C2
45(C5)->7D408
55(D5)->79CB3
5D(DD)->7D48E
5E(DE)->7D646
- - -

7D433:
0(80)->7D2D9
1(81)->7D86E
2(82)->7D340
F(8F)->7A22A
17(97)->7D252
18(98)->7D48E
5E(DE)->7D54D
5F(DF)->7D461
- - -

7D461:
0(80)->7D252
1(81)->7D48E
47(C7)->7D54D
48(C8)->7D461
76(F6)->7D5A7
77(F7)->7D4EF
- - -

7D48E:
0(80)->7D461
1(81)->7D4C2
2(82)->7D408
12(92)->79CB3
1A(9A)->7D48E
1B(9B)->7D646
48(C8)->7D57A
49(C9)->7D4C2
76(F6)->7D5A7
77(F7)->7D51E
- - -

7D4C2:
0(80)->7D48E
1(81)->7D646
2E(AE)->7D57A
2F(AF)->7D4C2
5C(DC)->7D5A7
5D(DD)->7D51E
- - -

7D4EF:
0(80)->7D54D
1(81)->7D461
2F(AF)->7D5A7
30(B0)->7D4EF
5C(DC)->7D1A3
5D(DD)->7D54D
5E(DE)->7D57A
5F(DF)->7D617
60(E0)->7D6FD
61(E1)->7D765
- - -

7D54D:
0(80)->7D5A7
1(81)->7D4EF
2D(AD)->7D1A3
2E(AE)->7D54D
2F(AF)->7D57A
30(B0)->7D617
31(B1)->7D6FD
32(B2)->7D765
65(E5)->7D5A7
66(E6)->7D95E
- - -

7D57A:
0(80)->7D5A7
1(81)->7D51E
39(B9)->7D340
3A(BA)->7D9FE
46(C6)->7CB8B
66(E6)->7D4C2
67(E7)->7D69A
68(E8)->7D8C5
69(E9)->7D646
- - -

7D5A7:
0(80)->7D1A3
1(81)->7D54D
2(82)->7D57A
3(83)->7D617
4(84)->7D6FD
5(85)->7D765
38(B8)->7D5A7
39(B9)->7D95E
- - -

7D5EC:
0(80)->7D340
1(81)->7D9FE
D(8D)->7CB8B
2D(AD)->7D4C2
2E(AE)->7D69A
2F(AF)->7D8C5
30(B0)->7D646
57(D7)->7D646
58(D8)->7D8C5
6A(EA)->7A130
72(F2)->7D8C5
- - -

7D617:
0(80)->7D5A7
1(81)->7D95E
73(F3)->7D5A7
- - -

7D646:
0(80)->7D4C2
1(81)->7D69A
2(82)->7D8C5
3(83)->7D646
2A(AA)->7D646
2B(AB)->7D8C5
3D(BD)->7A130
45(C5)->7D8C5
72(F2)->7D913
73(F3)->7D81A
74(F4)->7D78F
- - -

7D69A:
0(80)->7D646
1(81)->7D8C5
13(93)->7A130
1B(9B)->7D8C5
48(C8)->7D913
49(C9)->7D81A
4A(CA)->7D78F
- - -

7D6D0:
0(80)->7D8C5
2D(AD)->7D913
2E(AE)->7D81A
2F(AF)->7D78F
6F(EF)->7D72A
70(F0)->7DA60
- - -

7D6FD:
0(80)->7D5A7
34(B4)->7D5A7
- - -

7D72A:
0(80)->7D913
1(81)->7D81A
2(82)->7D78F
42(C2)->7D72A
43(C3)->7DA60
5D(DD)->7D95E
5E(DE)->7D898
5F(DF)->7D898
60(E0)->7D913
78(F8)->7D9D4
79(F9)->7D72A
- - -

7D765:
0(80)->7D5A7
70(F0)->7D913
- - -

7D78F:
0(80)->7D72A
1(81)->7DA60
1B(9B)->7D95E
1C(9C)->7D898
1D(9D)->7D898
1E(9E)->7D913
36(B6)->7D9D4
37(B7)->7D72A
60(E0)->7D5EC
75(F5)->7D6FD
76(F6)->7D6FD
- - -

7D7E4:
0(80)->7D95E
1(81)->7D898
2(82)->7D898
3(83)->7D913
1B(9B)->7D9D4
1C(9C)->7D72A
45(C5)->7D5EC
5A(DA)->7D6FD
5B(DB)->7D6FD
- - -

7D81A:
0(80)->7D9D4
1(81)->7D72A
2A(AA)->7D5EC
3F(BF)->7D6FD
40(C0)->7D6FD
65(E5)->7D69A
66(E6)->7D6D0
- - -

7D845:
0(80)->7D913
67(E7)->7D7E4
68(E8)->7D72A
69(E9)->7D845
6A(EA)->7DA2B
- - -

7D86E:
0(80)->7D5EC
15(95)->7D6FD
16(96)->7D6FD
3B(BB)->7D69A
3C(BC)->7D6D0
- - -

7D898:
0(80)->7D6FD
1(81)->7D6FD
26(A6)->7D69A
27(A7)->7D6D0
7C(FC)->7B3A5
- - -

7D8C5:
0(80)->7D69A
1(81)->7D6D0
56(D6)->7B3A5
63(E3)->7DA60
70(F0)->79AD9
78(F8)->7D81A
- - -

7D913:
0(80)->7D7E4
1(81)->7D72A
2(82)->7D845
3(83)->7DA2B
35(B5)->7D617
36(B6)->7D7E4
- - -

7D95E:
0(80)->7D617
1(81)->7D7E4
57(D7)->7D9FE
58(D8)->7D913
- - -

7D9AA:
0(80)->7DA60
D(8D)->79AD9
15(95)->7D81A
2A(AA)->7D5EC
2B(AB)->7DA2B
7A(FA)->7A6A1
- - -

7D9D4:
0(80)->7D81A
15(95)->7D5EC
16(96)->7DA2B
65(E5)->7A6A1
6D(ED)->7DAE1
6E(EE)->7A66A
70(F0)->7DF1B
- - -

7D9FE:
0(80)->7D5EC
1(81)->7DA2B
50(D0)->7A6A1
58(D8)->7DAE1
59(D9)->7A66A
5B(DB)->7DF1B
- - -

7DA2B:
0(80)->7D9FE
1(81)->7D913
2A(AA)->7D78F
2B(AB)->7D9AA
- - -

7DA60:
0(80)->7D78F
1(81)->7D9AA
* * *
[/spoiler]
* * *
Tourian:
[spoiler]
7DAAE:
0(80)->7DAE1
1(81)->7A66A
3(83)->7DF1B
29(A9)->7DAAE
2A(AA)->7DB31
49(C9)->7A521
51(D1)->7DAE1
52(D2)->7DB7D
77(F7)->7DB31
78(F8)->7DBCD
- - -

7DAE1:
0(80)->7DAAE
1(81)->7DB31
20(A0)->7A521
28(A8)->7DAE1
29(A9)->7DB7D
4E(CE)->7DB31
4F(CF)->7DBCD
76(F6)->7DB7D
77(F7)->7DC19
- - -

7DB31:
0(80)->7DAE1
1(81)->7DB7D
26(A6)->7DB31
27(A7)->7DBCD
4E(CE)->7DB7D
4F(CF)->7DC19
74(F4)->7DBCD
75(F5)->7DC65
- - -

7DB7D:
0(80)->7DB31
1(81)->7DBCD
28(A8)->7DB7D
29(A9)->7DC19
4E(CE)->7DBCD
4F(CF)->7DC65
5F(DF)->7A322
6C(EC)->7A322
74(F4)->7DC19
75(F5)->7DCB1
- - -

7DBCD:
0(80)->7DB7D
1(81)->7DC19
26(A6)->7DBCD
27(A7)->7DC65
37(B7)->7A322
44(C4)->7A322
4C(CC)->7DC19
4D(CD)->7DCB1
72(F2)->7DC65
73(F3)->7DCFF
- - -

7DC19:
0(80)->7DBCD
1(81)->7DC65
11(91)->7A322
1E(9E)->7A322
26(A6)->7DC19
27(A7)->7DCB1
4C(CC)->7DC65
4D(CD)->7DCFF
7B(FB)->7DCFF
- - -

7DC65:
0(80)->7DC19
1(81)->7DCB1
26(A6)->7DC65
27(A7)->7DCFF
55(D5)->7DCFF
- - -

7DCB1:
0(80)->7DC65
1(81)->7DCFF
2F(AF)->7DCFF
7A(FA)->7DCFF
7B(FB)->7DDF3
- - -

7DCFF:
0(80)->7DCB1
1(81)->7DDC4
2(82)->7DD2E
29(A9)->7A408
36(B6)->7A408
4B(CB)->7DDF3
72(F2)->7A56B
7A(FA)->7DDC4
7B(FB)->7DE23
7C(FC)->7DD58
- - -

7DD2E:
0(80)->7DCFF
4B(CB)->7DCFF
4C(CC)->7DDF3
- - -

7DD58:
0(80)->7DDF3
27(A7)->7A56B
2F(AF)->7DDC4
30(B0)->7DE23
31(B1)->7DD58
47(C7)->7DDF3
5C(DC)->7DD58
5D(DD)->7DE7A
- - -

7DDC4:
0(80)->7DCFF
1(81)->7DDF3
5B(DB)->7DE4D
5C(DC)->7DEA7
- - -

7DDF3:
0(80)->7DDC4
1(81)->7DE23
2(82)->7DD58
18(98)->7DDF3
2D(AD)->7DD58
2E(AE)->7DE7A
5A(DA)->7DE7A
5B(DB)->7DEDE
- - -

7DE23:
0(80)->7DDF3
15(95)->7DD58
16(96)->7DE7A
42(C2)->7DE7A
43(C3)->7DEDE
7C(FC)->7DAAE
- - -

7DE4D:
0(80)->7DD58
1(81)->7DE7A
2D(AD)->7DE7A
2E(AE)->7DEDE
67(E7)->7DAAE
- - -

7DE7A:
0(80)->7DE4D
1(81)->7DEA7
32(B2)->7DEA7
33(B3)->796BA
- - -

7DEA7:
0(80)->7DE7A
1(81)->7DEDE
3A(BA)->7DAAE
- - -

7DEDE:
0(80)->7DEA7
1(81)->796BA
67(E7)->7DF45
68(E8)->7DFD7
- - -

7DF1B:
0(80)->7DAAE
* * *
[/spoiler]
* * *
Ceres:
[spoiler]
7DF8D:
0(80)->7DF45
1(81)->7DFD7
25(A5)->7DF8D
26(A6)->7E021
42(C2)->7AFA3
4A(CA)->7DFD7
4B(CB)->7E06B
6F(EF)->7E021
70(F0)->7E0B5
7F(FF)->7A4DA
- - -

7DFD7:
0(80)->7DF8D
1(81)->7E021
1D(9D)->7AFA3
25(A5)->7DFD7
26(A6)->7E06B
4A(CA)->7E021
4B(CB)->7E0B5
5A(DA)->7A4DA
- - -

7E021:
0(80)->7DFD7
1(81)->7E06B
25(A5)->7E021
26(A6)->7E0B5
35(B5)->7A4DA
- - -

7E06B:
0(80)->7E021
1(81)->7E0B5
10(90)->7A4DA
* * *
[/spoiler]
* * *
Test Room:
[spoiler]
7E82C:
2A(AA)->79D19
* * * * *
[/spoiler]
[/spoiler]

GT-Code-Max% (inbounds, in PAL and NTSC, without SpaceTime-beam) is 135% which only additionally to the 100% category allows the use of GT-Code:
[spoiler]
This section here is so far completely solved.
https://www.youtube.com/watch?v=GtmB9YKpOK0&list=UU5M90zTdMDWQpxnCgcIuoRA
https://www.youtube.com/watch?v=WyCeu4pg8oM&list=UU5M90zTdMDWQpxnCgcIuoRA
[/spoiler]

Max%-No-Powerbombs analysis (inbounds, without SpaceTime-beam):
[spoiler]
This section here is so far completely solved.
NTSC: 44%.
Ball, Bombs, Charge, Ice, Wave, Spazer, HighJump, Speedbooster, Varia, Grapple, Brinstar-R-Tank, Norfair-R-Tank, 1.Missiles, Blue-Brinstar-E-Tank-Missile, left Gauntlet-Missile, right Gauntlet-Missile, bomb-block-tunnel-Crateria-Missile, Crateria-shaft-Missile, early-SuperMissile-Missile, left Brinstar-R.-Tank-Missile, right Brinstar-R.-Tank-Missile, upper Charge-room-Missile, lower Charge-room-Missile, Brinstar-blue-gate-Missile, HighJump-Missile, upper Norfair-path-Missile, Bubble-Room-Missile, Norfair-pre-R.-Tank-room-Missile, Norfair-R.-Tank-Missile, Speedbooster-Missile, Wave-Missile, Crocomire-shaft-Missile, Grapple-Missile, Crocomire-return-path-Missile, left Norfair-Missile, early SuperMissile, SporeSpawn-SuperMissile, Blue-Brinstar-E-Tank, Gauntlet-E.-Tank, Crateria-mushroom-path-E.-Tank, Kraid-E.-Tank, HighJump-E.-Tank, Crocomire-E.-Tank, right Charge-room-E-Tank.


PAL and NTSC (due to Taco´s NTSC left-side GGG): 71%.
Ball, Bombs, Charge, Ice, Wave, Spazer, Plasma, HighJump, Speedbooster, SpaceJump, Varia, Gravity, Grapple, Brinstar-R-Tank, Norfair-R-Tank, Maridia-R.-Tank, 1.Missiles, Blue-Brinstar-E-Tank-Missile, left Gauntlet-Missile, right Gauntlet-Missile, bomb-block-tunnel-Crateria-Missile, Crateria-shaft-Missile, early-SuperMissile-Missile, left Brinstar-R.-Tank-Missile, right Brinstar-R.-Tank-Missile, upper Charge-room-Missile, lower Charge-room-Missile, Brinstar-blue-gate-Missile, HighJump-Missile, upper Norfair-path-Missile, Bubble-Room-Missile, Norfair-pre-R.-Tank-room-Missile, Norfair-R.-Tank-Missile, Speedbooster-Missile, Wave-Missile, Crocomire-shaft-Missile, Grapple-Missile, Crocomire-return-path-Missile, left Norfair-Missile, left Maridia-Beach-Missile,
right Maridia-Beach-Missile, Maridia-R.-Tank-Missile, Maridia-Powerbomb-Missile, Maridia-shaft-Missile, Turtle-Missile, Snail-Room-Missile, Draygon-Missile, Lake-Missile, upper Ocean-Missile, middle Ocean-Missile, lower Ocean-Missile, WS-R.-Tank-Missile, WS-shaft-Missile, right WS-Missile, early SuperMissile, SporeSpawn-SuperMissile, Maridia-Beach-SuperMissile, Maridia-shaft-SuperMissile, Snail-Room-SuperMissile, left WS-SuperMissile, right WS-SuperMissile, Blue-Brinstar-E-Tank, Gauntlet-E.-Tank, Crateria-mushroom-path-E.-Tank, Kraid-E.-Tank, HighJump-E.-Tank, Crocomire-E.-Tank, right Charge-room-E-Tank, Turtle-E.-Tank, WS-E.-Tank, Botwoon-E.-Tank.

[For humans though, due to the E.-Tank at the right side of Charge room, 70% is the feasible maximum.]
Demonstration videos for the PAL case:
[spoiler]
https://www.youtube.com/watch?v=xyIfiSHc9Dg
https://www.youtube.com/watch?v=vi2rVhhGx9w
[/spoiler]
[/spoiler]

LowDamage analysis (for PAL and NTSC, inbounds, without SpaceTime-beam):
[spoiler]
This section here is so far completely solved.
Lowest amount of damage (to Samus´ health) such that the game can still be beaten (even humanly) is exactly 300 (caused by a single Rainbow-beam by MotherBrain2 if and only if Varia was collected to cut 600 damage down to 300).
Set of all LowDamage-Low% options:
[Core = (Interior, Varia, Charge) = (E2, E-Tank, Varia, Charge) ]
[Interior = (E2, E-Tank) ]
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB) ]
Gravity-Ice:
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Gravity, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*R-Tank).
[Gravity is needed since Samus starts with more than 00 health, and lava in Norfair has to be entered. Ice is necessary for a damage-less Zebetite-Skip (which can be achieved by spinjumping into the first Zebetite in order to gain temporary invincibility without losing health since the Zebetites as solid (non-moving) creatures do 0 contact-damage.]
For humans, currently the lowest amount of items for LowDamage-Low% is 15% (by adding Plasma to make damage-less Norfair-Ridley fight easier).
The unique LowDamage-Max% option consists of all items except (14-5)= 9 E-Tanks (since otherwise MotherBrain2 will add further attacks if Samus´ health is more than 299 after the first Rainbow-beam even if Varia was turned off appropriately right after the Rainbow-beam), hence the maximum is 91%.
LowDamage-Low%:
[spoiler]
https://www.youtube.com/watch?v=a257KnNZxjY
https://www.youtube.com/watch?v=4kOES8twlSY
https://www.youtube.com/watch?v=mqycuBk5GJw
https://www.youtube.com/watch?v=5rIo-TwNOX4
[/spoiler]
LowDamage-Max%:
[spoiler]
https://www.youtube.com/watch?v=4JAf4B1qIO0&list=UU5M90zTdMDWQpxnCgcIuoRA
https://www.youtube.com/watch?v=w7gIdFEjJmg&list=UU5M90zTdMDWQpxnCgcIuoRA
https://www.youtube.com/watch?v=UpPoHLcLFxs&list=UU5M90zTdMDWQpxnCgcIuoRA
https://www.youtube.com/watch?v=A3J9_7EYYG8&list=UU5M90zTdMDWQpxnCgcIuoRA
[/spoiler]
[/spoiler]

Important values for calculations regarding min. item-combinations for beating the game:
[spoiler]
This section here is so far completely solved, except the red parts regarding the maximal damage (in PAL and NTSC) one can deal to LNF-Ridley by laying just one Powerbomb (in an optimal way) and turning it into a Chainsaw-Powerbomb at the right time, suitably; aswell as the resulting minimal combinations of ammunition to kill LNF-Ridley that use such CHPBs.
["ChPB" means Chainsaw-Powerbomb]
Exact minimal combinations of Missiles/SuperMissiles ammunition to destroy one Zebetite (independent of the Zebetite´s shape (there are two different shapes and a total amount of four Zebetites)):
[4SM]; [2M+3SM]; 5M+2SM; 8M+1SM; 11M; 1M+1ChPB; [1SM+1ChPB]; [2ChPB].
(The options within brackets have no use and are only hypothetical options, since they can always be substituted with better options.)
Hypothesis: There is no way to combine just one ChPB with some Missiles/SuperMissiles to destroy more than one Zebetite with less ammunition compared to destroying them one after another (although, in principle, one could hit more than one Zebetite with just one ChPB, provided that one is fast enough to shoot with Chainsaw-beam at the next Zebetite after the previous Zebetite was destroyed while the corresponding ChPB-explosion has not finished already).

Exact minimal combinations of Missile/SuperMissile ammunition to just destroy the glass-tank that surrounds MB1 in such a way that it will not reappear anymore after re-entering the room:
Formula: (18 - n)*M + n*SM, n element of {0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18}
explicitly:
18M; 17M+1SM; 16M+2SM; 15M+3SM; 14M+4SM; 13M+5SM; 12M+6SM; 11M+7SM; 10M+8SM; 9M+9SM; 8M+10SM;
7M+11SM; 6M+12SM; 5M+13SM; 4M+14SM; 3M+15SM; 2M+16SM; 1M+17SM; 18SM.
Basic information: In order to destroy the glass-tank, always exactly 18 Missile and/or SuperMissile projectiles have to hit either the tank directly and/or the brain within the glass-tank (therefore it just depends on the number of hits that the glass-tank takes, but not if SuperMissiles or Missiles were used). And, as long as the glass-tank is not destroyed, MB1 cannot die and switch to MB2, even if the brain within the glass-tank is already dead (for example if one uses 6 Missiles to open the glass-tank, and hits the brain with 10 SuperMissiles afterwards (which would suffice to kill the brain), then still another 18-6-10=2 Missile and/or SuperMissile shots would be needed to destroy the glass-tank in order to let MB1 die). Also, the glass-tank cannot get hurt using ChPBs.

Exact minimal combinations of Missile/SuperMissile ammunition to just destroy the Brain (of MB´s first form) without the (previously destroyed) glass-tank:
Formula: (30 - 3*n)*M + n*SM, n element of {0,1,2,3,4,5,6,7,8,9,10}
explicitly:
30M; 27M+1SM; 24M+2SM; 21M+3SM; 18M+4SM; 15M+5SM; 12M+6SM; 9M+7SM; 6M+8SM; 3M+9SM; 10SM.
Basic information: The brain (of MB´s first form) within the glass-tank has exactly 3000 hp, one Missile does 100 damage, one SuperMissile does 300 damage, and the brain cannot get hurt using ChPBs.

Exact minimal combinations of Missile/SuperMissile ammunition to destroy both, the glass-tank aswell as the brain within it, without leaving the room (to refill Missiles):
separated formulas (due to the glass-tank having an influence as soon as the overall number of used projectiles for MB1 would start to get below 18):
(36 - 3*n)*M + n*SM, n element of {0,1,2,3,4,5,6,7,8,9}
(8 - n)*M + (10 + n)*SM, n element of {0,1,2,3,4,5,6,7,8}
explicitly:
36M; 33M+1SM; 30M+2SM; 27M+3SM; 24M+4SM; 21M+5SM; 18M+6SM; 15M+7SM; 12M+8SM; 9M+9SM;
8M+10SM; 7M+11SM; 6M+12SM; 5M+13SM; 4M+14SM; 3M+15SM; 2M+16SM; 1M+17SM; 18SM.
Basic information: Always, exactly 6 Missile and/or SuperMissile projectiles are necessary to open the glass-tank in order to be able to hit the brain directly.

Exact minimal combinations of Missile/SuperMissile/Chainsaw-Powerbomb ammunition to just destroy MB2:
Notation: Whenever an integer m element of {-0,-1,-2,-3,...} (i.e. a negative number) appears (usually as the coefficient for the Missile ammunition) then simply substitute this coefficient with "0", and the formula will be correct.
[The reason why I use this notation is that it makes the formulas easier.]
Set of formulas, separated with respect to the number of used ChPBs:
Charge;
18ChPB;
17ChPB + (2 - 3*n)*M + n*SM, n element of {0,1};
16ChPB + (12 - 3*n)*M + n*SM, n element of {0,1,2,3,4};
15ChPB + (23 - 3*n)*M + n*SM, n element of {0,1,2,3,4,5,6,7,8};
14ChPB + (33 - 3*n)*M + n*SM, n element of {0,1,2,3,4,5,6,7,8,9,10,11};
13ChPB + (44 - 3*n)*M + n*SM, n element of {0,...,15};
12ChPB + (54 - 3*n)*M + n*SM, n element of {0,...,18};
11ChPB + (65 - 3*n)*M + n*SM, n element of {0,...,22};
10ChPB + (75 - 3*n)*M + n*SM, n element of {0,...,25};
9ChPB + (86 - 3*n)*M + n*SM, n element of {0,...,29};
8ChPB + (96 - 3*n)*M + n*SM, n element of {0,...,32};
7ChPB + (107 - 3*n)*M + n*SM, n element of {0,...,36};
6ChPB + (117 - 3*n)*M + n*SM, n element of {0,...,39};
5ChPB + (128 - 3*n)*M + n*SM, n element of {0,...,43};
4ChPB + (138 - 3*n)*M + n*SM, n element of {0,...,46};
3ChPB + (149 - 3*n)*M + n*SM, n element of {0,...,50};
2ChPB + (159 - 3*n)*M + n*SM, n element of {0,...,50};
1ChPB + (170 - 3*n)*M + n*SM, n element of {0,...,50};
0ChPB + (180 - 3*n)*M + n*SM, n element of {0,...,50}.
[50 is the maximal number of portable SuperMissiles, and there are no options to get SuperMissile drops during the fight with MB2.]
More compact formula:
Charge;
k*ChPB + (m - 3*n)*M + n*SM, n element of {0,...,h}
(k,m,h) element of {(0,180,50), (1,170,50), (2,159,50), (3,149,50), (4,138,46), (5,128,43), (6,117,39), (7,107,36),
(8,96,32), (9,86,29), (10,75,25), (11,65,22), (12,54,18), (13,44,15), (14,33,11), (15,23,8), (16,12,4), (17,2,1), (18,0,0)}.
explicitly: Kappa (there are too many to write all of them down...)
But maybe for the first short formulas:
18ChPB.
17ChPB+2M; 17ChPB+1SM.
16ChPB+12M; 16ChPB+9M+1SM; 16ChPB+6M+2SM; 16ChPB+3M+3SM; 16ChPB+4SM.
...
Basic information:
MB2 has exatly 18000 hp, one Missile does 100 damage, one SuperMissile does 300 damage, one hit with a Chainsaw-Powerbomb does 150 damage (by laying a powerbomb while Wave+Spazer+Plasma is turned on and shooting with close distance to MB2 at the brain when (, but even possible before) the powerbomb starts exploding), but with one ChPB, one can hit MB2 at most 7 times and therefore one ChPB does at most 1050 damage (which is in principle always possible).

Minimal combinations of Missile/SuperMissile/Powerbomb packs (neglecting ChPBs here for simplicity, since no one knows the exact maximal damage that can be dealt to LNF-Ridley using one ChPB, since Ridley can be hurt with the powerbomb right before switching it to a ChPB, too) to destroy LNF-Ridley:
[Here, I neglect exact ammunition counts, since in principle, one can always fill the ammunition right before entering the fight.]
(M-packs,SM-packs,PB-packs) element of {(0,6,0), (6,5,0), (12,4,0), (18,3,0), (24,2,0), (30,1,0), (36,0,0),
(2,5,1), (8,4,1), (14,3,1), (20,2,1), (26,1,1), (32,0,1), (0,5,2), (4,4,2), (10,3,2), (16,2,2), (22,1,2), (28,0,2),
(0,4,3), (6,3,3), (12,2,3), (18,1,3), (24,0,3), (2,3,4), (8,2,4), (14,1,4), (20,0,4), (0,3,5), (4,2,5), (10,1,5), (16,0,5),
(0,2,6), (6,1,6), (12,0,6), (2,1,7), (8,0,7), (0,1,8), (4,0,8), (0,0,9)}
For the non-major-glitched options, we can reduce this number of options due to having at least (1,1,1) always such that those remain:
{(2,5,1), (8,4,1), (14,3,1), (20,2,1), (26,1,1), (4,4,2), (10,3,2), (16,2,2), (22,1,2), (6,3,3), (12,2,3), (18,1,3), (2,3,4),
(8,2,4), (14,1,4), (4,2,5), (10,1,5), (6,1,6), (2,1,7)}
Basic information:
LNF-Ridley has exactly 18000 hp, one Missile does 100 damage, one SuperMissile does 2*300=600 damage, one hit with a powerbomb does 200 damage but one can hit LNF-Ridley at most 2 times with just one powerbomb which makes 400 damage in total (and it is always in principle possible to hit LNF-Ridley two times that way), and the maximal damage with just one ChPB is ? (an unknown amount of) damage.
minimal options of ammunition combinations for LNF-Ridley that include ChPBs: ???
[/spoiler]

100%Items-Low%Map analysis (without OoB and without leaving corresponding map-squares, without activating Spazer+Plasma simultaneously, but distinguishing cases according to GT-Code):
Map of all necessary map-squares:
[spoiler]
This section here is so far completely solved, except SuperJump applications, such as potentially beneath the Craterian SuperMissile, and beneath the Gauntlet Missiles, and (as stated in the section on the generally necessary squares) in the last Tourian escape room in Tourian, and in the room with the gates before Ice to skip the square in the room to the middle left of it (which actually seems likely to be possible), and in the room above Crocomire to get up in the short shaft to the right while skipping a square, and in pre-turtle room to skip squares on the way out (via SuperJump into solid blocks to start (inbounds) X-Ray-Climb there, and in Mainstreet room to get the SuperMissile via SuperJump instead (which seems likely to be possible aswell).

Independent of the used route, the blue squares will always have to be activated, the violet ones will have to be entered. For all grey squares there are methods to construct (TAS-)routes (for NTSC and PAL) that complete the game with 100% items without breaking any of the given rules.
[/spoiler]

RealRed

So I was just reading through this, and I noticed X-mode. To put it plainly, that sounds bad ass. Does this persist between door transitions? ... Is there a youtube video of it being activated/utilized?

Aran;Jaeger

X-Mode is a state in which Samus uses X-Ray while not being forced into a standing pose, so that one can move sideways e.g. via armpumping (even if there is no ground beneath Samus and one can even walk through certain block types like slopes or bright sand that way), which is initiated by falling as ball from the right height onto a block that does spike-type damage (i.e. normal spike blocks, the spikes in Kraid´s lair, Draygon´s turrets, lower and upper parts of eye doors) and unmorphing at the right time during knockback while holding Forward and Dash (but in the PAL case, one cannot buffer the Dash input by simply holding it so that X-Ray is used as soon as Samus gets in contact to the ground in running pose, so in PAL, one has to press Dash at the right time after unmorphing).

And well, when touching a transition block during X-Mode, the transition will start normally, but in the next room, the X-Mode will stay active automatically so that one cannot escape/cancel the X-Mode anymore, which means that Samus is caged in that state, which is equivalent to a softlock. I don´t know what happens in the case that the transition block is an elevator transition block though.

Here are some videos that include X-Mode and what it can be used for:
Creating BlueSuit via X-Mode:
[spoiler]
https://www.youtube.com/watch?v=-tim1wGKmuk
[/spoiler]
Shifting Samus´ pose sideways during X-Mode while keeping speed echoes for a shinespark, while enemies cannot move:
[spoiler]
https://www.youtube.com/watch?v=I6MFeq6S-Ac
[/spoiler]
A showcase video for some things that can be done with the spike-spark and X-Mode by SUPERMETROIDFTP:
[spoiler]
https://www.youtube.com/watch?v=iqPlJ__Lm50
[/spoiler]
A video that shows the graphical effects when using X-Mode, aswell as interrupted bomb explosion timer:
[spoiler]
https://www.youtube.com/watch?v=wfThwIJpbI8
[/spoiler]

- - - - -
Maps (for NTSC and PAL) that show individually for every item, for TAS without major glitches, the minimal number of items needed to get the given item. The numbers shown in there say that the corresponding item can be collected as the n-th item, with n being the number assigned to it in the maps (that maybe need to be enlarged to see their contents more clearly).
[spoiler]
NTSC:

PAL:

[In order to see what options there would individually exist for every item to get it as such n-th item, one can look up the options explicitly in the Item-Tree-Analysis that gives more general insight.]
[/spoiler]

Open questions regarding Super Metroid´s mechanics:
[spoiler]
Act(P): Is it possible to activate a CF. by laying a powerbomb above the ground and laying a bomb on the ground directly below that powerbomb appropriately and unmorphing there such that Samus gets knocked upwards into the powerbomb in a stationary pose for the CF.?
Act(P): Is it possible to activate a CF. during a loose elevator ride, and if so, what can happen (if one enters another room during that CF. possibly, which seems unlikely)?
Act(P): Is it possible to activate a CF. during a Flatley-turnaround (since at least it is possible to activate a CF. while turning around while standing/crouching) at the edge of a platform (which is used for Flatley-Jumps), or while Samus is crouching with temporary Blue-Suit, and if so, what can occur?
Act(P): Is it possible to execute a fast speed-/mockball onto a respawn-crumble-block-bridge, lay a powerbomb there, get on the other side of that bridge and turn around and do a mockball back towards that powerbomb in order to activate a CF. there?
Act(P): Is it possible to activate a CF. within a column of horizontal ground-slopes?
Act(U): Is it possible to apply the momentum-mirroring principle in order to get through 1-block- or 1/2-block-thick walls?
Act(G): How much space (measured by the number of blocks) is at least (for TAS) needed in order to obtain echoes on a horizontal platform between two speedblock-walls and treadmills everywhere in between, directed towards/against Samus´ movement?
Act(G): Is it possible to use a Reserve-Transfer (due to heat) appropriately in such a way that right when Samus starts to run, one gets onto a respawn-crumble-block-bridge and after touching the first crumble-block, the reserves kick in to make that block respawn while Samus does not move, such that one can use that same first crumble-block as a ground at a position few pixels further to continue running without falling down? Or can the same principle be used to continue running across a crumble-block-bridge with one 1-block-thick gap in it (without speedbooster, or with speedbooster at an arbitrary position within the bridge respectively)? Or can the same principle (combined with appropriate positioning and arm pumping) be used to be able to start running across a respawn-crumble-block-bridge after falling onto it in a stationary pose, unmorphed?
Stab(G): Is it possible to apply the Grapple-Bombjump-Jump method in order to switch from travelling with temporary Blue-Suit via crouching and morphing during jumps, to spinjumps/SpaceJump-jumps with Echoes (by jumping during temp. Blue-Suit mode, laying a bomb above the ground while rising, unmorphing such that Samus can still get hit by that bomb when falling down vertically, and killing a creature with Grapple appropriately (possibly with a Grapple-shot downwards) for the initial spinjump, and maybe using L/R during the procedure)?
Act(Y): Within lava/water: Is it possible to use turning off Gravity to
- do a kagoball through a 1/2-block-thick platform while falling fast, due to possibly moving downwards faster while morphing?
- get into a crumble-block in a wall while moving fast towards it (horizontally)?
- get through a 1/2-block-thick platform in the ceiling (by combining turning Gravity off with morphing (possibly via instant-walljump-morphing) or turning around)?
Act(Y): Is it possible to freeze a creature slightly behind the wall on one side of a vertically connecting door, and moving towards that position in ball form fast, in order to activate the door transition while being a little within that wall, such that one would stuck in ball form in a wall at the same horizontal position in relation to that door in the other room?
Act(Y): Is it possible to apply the Shinespark-(deep-)X-Ray-Climb setup for doors such that, on the other side of the door, one does not get stuck within the door-shell in the other room, but even gets into the transition-blocks of the other door there, or gets stuck in there that deep that one can activate the transition via walljump-check (in PAL/NTSC)? [Because if the latter situation can be obtained, it would be possible to get to such a very deep position next to the door, and then X-Ray-Climb a little upwards and do that walljump-check there at another door with the same horizontal position as the lower door.]
Act(Y): Is it possible for TAS to get through the triple-respawn-crumble-block-layer at the exit of Lower Norfair via multiple CF.s and/or Springball-Jumps or force-stand via Reserve-Mode or the 2-tunnel ceiling-clip method?
Eff(Q): Does the sound of an elevator that is used not appear if a door closes/opens appropriately while starting to ride that elevator?
Act(E1): Is it possible to freeze a creature appropriately below a ceiling, lay a bomb on top of that creature, lay a powerbomb at the ceiling right afterwards (with Springball), start IBJ. at the bomb´s position (while the creature is destroyed) and activate a ceiling-CF. that way?
Act(E1): How large can the distance between ground and ceiling be such that it is still possible to execute a ceiling-CF. (without walls for walljumps), or is a ceiling-CF. via IBJ. possible (such that one can then get through 1-block-thick ceilings via Grapple)? And does this still work within lava/falling sand?
Eff(F1): Is it in principle possible to apply the freeze-sink method to the walking enemies near Wave ("Dragons") by freezing creatures slightly below the ground and letting the Dragons walk onto them?
Eff(F1): Do projectiles by creatures disappear off-screen (if they would not disappear off-screen anyways) if the corresponding creature is frozen (for example regarding Mini-Kraid´s projectiles)?
Answer: No, they will continue moving and will not disappear.
Eff(F1): Is it possible to use the effect of SuperMissiles that the room shakes a little bit when they hit certain solid objects, in order to let a creature that cannot move off-screen and  is just one pixel off-screen move into the screen?
Act(E2): Is it possible to either get pushed into spike-walls or get pushed into walls with slightly behind it frozen creatures, by active work-robots, in order to start X-Ray-Climb there?
Eff(V): [potentially possible Pause Abuse for other creatures:] Are there enemies/(mini-)bosses for which one can use Pause Abuse when they are dead, in order to let them stay alive although they have 0 energy?
Act(IV.): Is it possible to start diagonal IBJ. at the ground on one end of a crumble-block-bridge, such that one continues that IBJ. horizontally across that bridge by getting back to the previously layed bomb by bouncing onto the crumble-block next it (to prevent falling down) after getting knocked away by it, and continue that infinite bombjump?
Act(IV.): Is it possible to execute diagonal/horizontal IBJ. with permanent Gunk-Deceleration within falling sand or within treadmills facing against Samus´ movement (with Springball)?
Act(V): If one has sufficiently much reserve energy and survives with 00 energy (via Pause Abuse), presses Start to get into the Menu, collects Varia/Gravity right before getting into the Menu, turns the reserves to "Auto" and unpauses, then the Reserve-Transfer will be activated during the "Suit-Collection-Animation", and it seems that at the end of that animation, one can start moving even before the Reserve-Transfer ends. So, what happens if one enters a door during a Reserve-Transfer (or what else can be done with that)? Or what happens if one combines the idea of the Varia-Blue-Suit method with Pause Abuse and letting the reserves kick in during the "Suit-Collection-Animation"?
Eff(D): Can Reserve-Mode force-stand be used for Zebetite-Skip? Will Reserve-Mode be lost when using an elevator into another room? Or what happens if one combines the Reserve-Mode or the Reserve-Mode force-stand with certain Cut-Scenes (MB2-rainbow-beam (and possibly enable the use of Start for Pause Abuse during that sequence), stand-up-glitch, Draygon-Grapple-Kill, saving in a savestaion,...)? What happens if one saves in Reserve-Mode (at the ship or a savestaion), if that is possible (will it be lost afterwards)? Is it possible to activate CF.s multiple times with either the powerbomb that was layed during Reserve-Mode for a CF. or with a powerbomb that was layed after doing such a CF. (since those powerbombs stay active)? Or what happens if one executes multiple CF.s in Reserve-Mode (if they overlap), and can one create artificial slowdown that way?
- - -
Act(J): Is it possible to keep the Blue-Suit state after a Shsp.-Crash-Animation the way Namespoofer claims it at page 168 at TASVideos (http://tasvideos.org/forum/viewtopic.php?t=550&postdays=0&postorder=asc&start=3340), which looks like this:
[spoiler]
https://www.youtube.com/watch?v=h54YJ77JWow
[/spoiler]?
Answer: No, PJBoy says it is fake and used a hacked savestate.
What happens if one activates a Shsp. or a CF. during Samus´ Grapple-Ruptur state?
If one does a CF. in R-Mode (and/or additionally lays another powerbomb), is it then possible to do another CF. (with appropriate ammo and energy counts) at that same place (where either the CF.-PB or the PB. afterwards was layed) without laying further powerbombs?
Is it possible to activate a CF. while the reserves kick in?
What would happen if MB2´s Rainbowbeam pushes Samus into an item? Will Samus´ bodybox go through it and ignore it or will the item be collected and if so, provided it is a suit, what would happen during and after the suit-animation?
Is it possible to land on a crumble-block (e.g. suitless underwater) while unmorphing in order to execute a crouchjump on it to get higher (using ledge-grab afterwards)?
Is it possible to do a Shsp. while falling with Shsp.-Charge, if one kills an enemy appropriately with Grapple while falling and presses Jump suitably?
With Blue-Suit, one can roll on bright sand without sinking into it, so is that also possible if one appropriately falls onto such sand with Blue-Suit (or just Echoes)?
Will spinjumps break if reserves with less than 5 reserve enegy kick in when Samus is hit by a projectile during the spinjump?
What happens if one with 00 energy and manual reserves stands within a savestation while holding L (or R) (such that the textbox would appear after releasing L (or R)) using Pause Abuse, and
- releases L while pausing,  triggers saving and then turns reserves to Auto and respawns in that savestation?
- releases L while unpausing, triggers saving and respawns in there?
Is IGJ. into mockball possible?
Can one multiply the damage that is dealt to enemies by Plasma or PB.s by pausing the game or collecting an item well-timed (such that some time goes on at the menu or during the item-fanfare, respectively), or by refilling Missiles/Energy at a station in a delayed manner suitably (such that time goes on during the textbox)?
Is it (theoretically) possible to use a reserve-bombjump (in heat, in order to lose energy fast that way) while the ball is close to the ceiling directly for a ceiling-CF before falling down?
Does Samus fly the same distances horizontally/vertically/diag. on PAL and NTSC depending on given amount of energy?
What happens if Samus gets grabbed by Draygon during IGJ.?
It seems that one doesn't lose Blue-Suit if one uses Dash while running above the ground during IGJ.?
Is it possible to switch suitless directly from IBJ.-Sinking above water/lava to IBJ.-Sinking within water/lava (maybe using a reserve-bombjump)?
Is it possible to switch from the IBJ.-Sinking-into-midair-Springball-jumps technique within (non-shaking) water/lava directly to IBJ. above the water/lava (with/without HighJump, in PAL/NTSC) (maybe if one combines it with Pause Abuse and a reserve-bombjump)?
Is it possible to switch back from (horizontal) ceiling-IBJ. to normal IBJ. below the ceiling (by laying bombs appropriately to reduce height without falling down)?
Does X-Mode activation work suitless underwater aswell, provided one moves/runs/flies fast enough (in ballform) when touching the spikes in there (or if one starts a diag. balljump above water).If so, can one that way also obtain Echoes in X-Mode?
Is the escape from Draygon fight to the left side (with CF., Grapple, X-Ray) also doable with a cap of 10PB.s (and 99 energy), by laying a PB. in the grey door, gets a PB. from gunk and gets quickly back to the spot in the shell via Grapple?
If one executes a spinjump with Gravity turned on/off in water with SpaceJump and turns Gravity off/on during the spinjump, is it then still possible to execute SpaceJumps (or one of such)  before landing on the ground?
Is it somehow possible to escape from the loose elevator ride pose (maybe at OoB) (without using transitions)?
Does the width and height of how far/many times one can shift the Zebes maps really depend on how much of the map was already explored?
If LNF-Ridley grabs Samus when he has 00 hp, can one that way obtain Shsp.-Suit or Blue-Suit if he grabs Samus during a CF. or (delayed) Shsp.?
What happens if the R-Mode Force-Stand happens while activating a bombspread or while the ball is charged for a bombspread?
Is there a input combination at the Yapping-Maw-Shsp. such that instead of a crash, one obtains Blue-Suit (or another new state)?
Are the slopes of diagonal Shsp.s in PAL and NTSC different (different angles)?
Could it be possible that if one pauses the game frame-perfectly while a CF. or Shsp.)-Crash-Animation) ends that (due to a skipped check) one obtains Shsp.-Suit or Blue-Suit?
Does G.-BJ.-J. even work without using a PB./bomb (maybe suitless in water), using perfect jump-timing?
Does the "low-health" beeping (for drops) depend on (Energy+Reserves) value instead of just the Energy value?
- - -
What happens if one is in a firefly room in R-Mode, and kills these (will the room become dark aswell)?
Is it possible (with HighJump, a turnaround crouchjump, maybe in PAL) to jump through a 1 block-thick ceiling via IGJ. and grappling downwards appropriately (e.g. at western WS ocean room)?
Can one unpause the game suitably during
- a temp. Blue-Suit crouch and then stand up and move forwards without losing Echoes?
- a spinjump with Echoes and then turn around during fade-in of screen by pressing Backwards for just 1 frame to keep Echoes (if one that way could skip a/the frame in which the game checks for turning around with Echoes)?
After executing the Ammo-glitch with appropriate CF at Rainbowbeam, what happens if
- one refills ammo at a Missile station/the ship then?
- drops are collected, i.e. how much ammo can then be obtained (limit or infinite)/gathered and can one get to that maximum of ammo after using parts of it again, or can one overflow the ammo count once again that way, or what happens if Rainbowbeam hits Samus during overflown ammo counts?
If crawling enemies (e.g. geemers/crabs) due to a shaking room using a SuperMissile fall onto/in between certain slopes, then they can get stuck in there?
If one runs fast into a door-transition while X-Ray is toggled on (by releasing Dash after sufficient speed is gathered) and spawns above ground in the next room while holding Dash for X-Ray, can one then stand with Echoes in the air, and if so, can one then fall down with Echoes vertically/do a downback with those?
Can one switch from temp. Blue-Suit crouch into slow charged speedball (without jumping!) by entering the menu while morphing, switching Springball in the menu and then start rolling?
Will Shsp.-Suit be lost if one wants to use it to obtain Blue-Suit using R-Mode?
Do Chainsaw-PB.s destroy the breakable glasstube aswell? If not, can one use such for a ceiling-CF through the glasstube with Grapple afterwards without breaking it?
Is it possible to somehow execute some sort of ceiling-mockball such that upwards momentum is kept when jumping into an underwater room from a room without water and morphing as one touches the ceiling (while turning around in ballform)?
Are physics and or OoB areas in all 2 savefiles actually absolutely the same?
Could one multiply damage via X-Ray+Hyper aswell, in theory?
Can one let the reserves kick in via direct damage to Samus during a Shsp. to get instantly below 30hp?
Can the textbox from a delayed Missile-/Energy-/Map-station appear while X-Raying or while reserve energy is transferred?
What can be done by exiting the glasstube room in certain ways while it breaks, other than crashing the game?
What would happen if one would collect a suit or would grapple onto a Grapple-block/-creature while getting eaten by a nom-nom-plant? Also, what would happen if one gets to run in a nom-nom-plant with Shsp.-Charge and executes a Shsp. within it (vert./hor.)
What happens if one executes a CF. at the very right side within the spikes suitably before Kraid appears?
Analogous to hitting the big Metroid often with Grapple while it attacks the sidehopper in order to delay the sidehopper´s death, could one apply the same when MB2 loses hp due to the big Metroid, and if so, what effects would it have (using stand-up-glitch)?
What would happen while reserves kick in if one would interrupt the death animation of Phantoon/Kraid/Ridley/MB1/MB3/Kraid1 (while Kraid rises)/Crocomire/Sporespawn (when it dies) with it?
The game seems to identify block - (and pixel-)positions if they fit together suitably (in the OoB area), such that the OoB area gets its structure, so is it possible to lay a PB. (inbunds) and then move to a position at OoB that corresponds to that position in order to activate a CF there instead?
If one collects an items within a room (with or without a capsule), then, since copies of it are in the room´s OoB area, would it be possible to collect it multiple times before exiting the room?
- - -
[/spoiler]

RBO-Low% analysis (without OoB, ST-Beam and GT-Code):
[spoiler]
This section here is so far completely solved, except for the red part, i.e. the optimization for humans.
Well, in principle, since for tool-assisted gameplay, 14% is minimal for RBO-Low%, one simply has to look at the 12 13 different options and see which are still feasible (for TAS). And, if one does so, then all those (sub-)categories will remain for RBO-Low% that do not have Gravity in it (so GravityIce, GravitySpeed and GravityPB are subtracted), [because in RBO, Gravity cannot be used for Maridia anymore] and have at least 1 Reserve-Tank [because suitless Lower Norfair is for TAS only doable by combining Pause Abuse with R-Tanks that are turned to manual for some parts] and do not need to go through Forgotten Highway or can get there without killing Phantoon. Those remaining options are:

X-Ice:
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)

HighJump-Ice-PAL:
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)

Ice-Powerbomb:
(Core+1*M+1*SM+1*PB, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 2*R-Tank)

Speed-Powerbomb:
(Core+1*M+1*SM+1*PB, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 2*R-Tank)

[Jump height at glasstube insufficient.]

X-Speed:
(Core+1*M+1*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Speed, 2*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 2*R-Tank)

X-Powerbomb:
(Core+1*M+1*SM+1*PB, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, X-Ray, 2*R-Tank).

Ice-Speed:
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;
(Core+2*SM, Speed, Ice, 2*R-Tank)

Speed-Grapple:
(Core+1*M+1*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 2*R-Tank) ;
(Core+2*SM, Speed, Grapple, 2*R-Tank)

Powerbomb-Powerbomb:
(Core+1*M+1*SM+2*PB, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+2*PB, 2*R-Tank)

[Jump height at glasstube insufficient.]

HighJump-Speed-PAL:
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)

I´m going to try finding the humanly doable minimum, too, but it will take some time (and probably it would be a good choice to use PAL there because of Lavapit at entrance to LNF and heat damage in general, but one can try to minimize % for both versions anyways).
I have checked some RBO runs (including those on DeerTier), and it seems that the lowest amount of items with which RBO has been beaten was 26% by jnrclerk: (Ball, Bombs, Charge, Ice, ScrewAttack, HighJump, Grapple, 8*E-Tank, 2*M, 6*SM, 3*PB).
Let´s see if that number can be lowered further ;)
Edit: So it turns out 24%RBO on NTSC is humanly doable with (Ball, Bombs, Charge, ScrewAttack, HighJump, Grapple, 5*E-Tank, 2 R-Tanks, 2*M, 6*SM, 3*PB):
[spoiler]
https://www.youtube.com/watch?v=rAOWtoh0pcQ
https://www.youtube.com/watch?v=NNcLJQvAWl0
https://www.youtube.com/watch?v=0VxO-PhOfcI
https://www.youtube.com/watch?v=qqQORhPQ2us
[/spoiler]
2.Edit: For optimal %-wise solutions for humans for RBO-Low% for NTSC and PAL, the Reverse LNF route still has to be checked and then needs to be done.
[/spoiler]

Maps of all (I might potentially though have missed a few spots) potential squares (for NTSC) in the map that contain places at which the "SuperJump" glitch could be activated (which coincides with the places at which X-Mode can be obtained) via some kind of diagonal ground-type slope and knockback, or via direct spike-knockback close to the ground (without the help of frozen enemies as platforms beneath spikes), respectively:
[spoiler]

The orange parts in there mean that certain room states are required for a slope being at the corresponding square (e.g. in the case of the attic in Wrecked Ship) or for a knockback-source being there), but the green squares show places where the room state does not matter. Also, in Ceres there would be one room that technically would allow the glitch to be started, but one usually will not have the required items there.


The bright blue parts indicate squares in which the room state does not matter, at the yellow squares, the room state does matter for SuperJump setups.
[/spoiler]

Map of all doors which one can enter during bomb-Grapple-hanging:
[spoiler]

[/spoiler]

Map of all places at which potentially the R-Mode Crystal Flash FlashSuit method can be applied:
[spoiler]
Note that most of the following instances were only tested with usual Crystal Flashes without R-Mode (in which a permanent CF-Hitbox would appear, that might make it impossible for certain enemies to damage Samus during a CF in R-Mode). It seems that without R-Mode, the CF-Hitbox lasts for about 1 second until Samus then afterwards can get damaged even by enemies that can get hurt by powerbombs (which one can observe during a CF within the yellow jumping enemies that look like X-parasites, in the early Powerbombs room, the room to the breakable glasstube, and the room above Ice). This means that it is unlikely that a R-Mode CF FlashSuit setup is possible using enemies that can be damaged by powerbombs; those places are though still coloured in the map. So, there will be two maps. One that shows places at which enemies can probably fall/move into Samus during a CF including enemies that can be hurt by powerbombs:
[spoiler]

[/spoiler]
And one map for rooms in which quite surely R-Mode CF FlashSuit method can be applied (without enemies that can normally be hurt by powerbombs):
[spoiler]

In the green rooms, the room state does not matter for the setup. For the orange rooms, those rooms have to be in a certain state in order to allow the FlashSuit setup.
[/spoiler]

Also note, that in the case of executing a CF within an enemy, one can to some extent (in the case the given enemy would deal a lot of damage per frame) gain control over the energy refill (to gain or lose energy) by equipping Gravity (or only Varia) first to be able to get energy into the Reserves, and then unequip them to let the partially filled Reserves kick in.

Ceres:
- - -
Crateria:
In both Craterian Kago rooms, the Kago-fleas can survive a powerbomb explosion and hurt Samus (in stacked/simultaneous) manner during a CF.

[In Terminator room (purple E-Tank mushroom room in Crateria), the off-screen moving Wavers are fast enough to move into Samus and hurt her during a CF without previously getting hit by the poweromb explosion, so some setup might be possible there.] [A similar setup might work in the right-most Gauntlet room with Wavers, aswell as in the room to the left of the Orange Geemer room.]

[In Parlor, it might be possible (depending on if Geemers at all can damage Samus during a CF in R-Mode) to stack multiple Geemers onto some isolated platform high up in the room, then laying a powerbomb far enough beneath them on some ground, jump up and let them fall via SuperMissile, fall back and start a CF when the Geemers get onto the lower platform to crawl around it and into Samus after some Reserves were filled.]

After skipping Bomb Torizo, Bomb Torizo does not get hurt by a powerbomb explosion and can rapidly hurt Samus during a CF.
- - -
Wrecked Ship:

Spark enemies in WS can hurt Samus rapidly during a CF aswell and will do damage faster than what the CF refills if staying suitless (and one can beforehand get energy into the Reserves if keeping Gravity on).

In the central WS shaft room, the spike-platform-enemies can be used to hurt Samus rapidly during a CF.
- - -
Brinstar:

[In the Green Brinstar elevator room, it might be possible (depending on if Zeelas at all can damage Samus during a CF in R-Mode) to stack multiple Zeelas onto some isolated platform high up in the room, then laying a powerbomb far enough beneath them on some ground, jump up and let them fall via SuperMissile, fall back and start a CF when the Zeelas get onto the lower platform to crawl around it and into Samus after some Reserves were filled.]

[In the early SuperMissile room, the off-screen moving Wavers are fast enough to move into Samus and hurt her during a CF without previously getting hit by the poweromb explosion, so it might be possible there.]

Spore Spawn drains energy rapidly enough and does not gte hurt by powerbombs, too.

[Respawning red refill bugs can hurt Samus during a CF aswell (seemingly only after they died once to the CF´s hitbox), but seemingly not rapidly enough.]

[Big green sidehoppers can survive a single powerbomb hit and do enough damage rapidly, too, so a setup might work using those.]

[Single sideways flying pipe refill bugs (like in Green Hills room) seem to do not enough damage for sufficiently long while being inside Samus during a CF, but two of those simultaneously (like in Red Tower room) might drain enough energy fast enough (with a CF mid-air using a bombjump).]

[In pre-X-Ray room, the off-screen moving Wavers are fast enough to move into Samus and hurt her during a CF without previously getting hit by the poweromb explosion, so it might be possible there.]

[Single green respawning refill bugs (like in the Nom-Nom-plant room in Red Brinstar) can do enough damage to Samus during a CF (if the CF-Hitbox already vanished).]

[In the Red Brinstar elevator room, it might be possible (depending on if the green Red Brinstar worms at all can damage Samus during a CF in R-Mode) to stack multiple worms onto some isolated platform high up in the room, then laying a powerbomb far enough beneath them on some ground, jump up and let them fall via SuperMissile, fall back and start a CF when the worms get onto the lower platform to crawl around it and into Samus after some Reserves were filled.]

[Maybe one can in Kraid´s Lair gather the Zeelas and let them crawl into the CF from above to do damage rapidly enough, so it might be possible there too.]

[In Kraid´s Lair it could also be possible in the KiHunter room to lay a powerbomb right beneath the crack in the floor low enough to not kill them but let them fall into the hole when Samus does a CF there, so a setup might be possible here aswell.]

Mini-Kraid can easily be used for a setup. He (usually) does not die to powerbombs and can do massive contact damage quickly. The same holds analogously for Kraid.
- - -
Norfair:

[In pre-HighJump room, it might be possible (depending on if the Nova at all can damage Samus during a CF in R-Mode) to have the (single) Nova high up in the room, then laying a powerbomb far enough beneath it on some ground, start a CF when the Nova gets (since it can move off-screen) to the lower area and into Samus after some Reserves were filled (but since it is just a single, weak enemy, it is unlikely that it works).] [The same holds for the room with the two gates before Ice, so it might work there, too.] [The same concept/idea might work with the Geruda in the room with the Green Gate above Crocomire and Crocomire´s room itself (since Crocomire can hurt Samus rapidly during a CF) (if one can at all obtain R-Mode in those rooms anyways).]

[In the elevator room to Brinstar, it might be possible (depending on if the Novas at all can damage Samus during a CF in R-Mode) to stack multiple of those onto some isolated platform high up in the room, then laying a powerbomb far enough beneath them on some ground, jump up and let them fall via SuperMissile, fall back and start a CF when the Novas get onto the lower platform to crawl around it and into Samus after some Reserves were filled.] [The same holds for the left-most Norfair room containing a Missile pack.] [The same concept/idea might work with the blue balls in the shaft room beneath Crocomire´s room, in the first two upper Norfair path rooms using falling Novas, in the Bubble Mountain room using Wavers, in pre-pre-Wave room using red balls, in pre Lavapit room using blue balls, in the room to the right of Lower Norfair´s elevator room using blue balls, and in the shaft room with the red pirates and the Mzoomers above Crocomire´s energy refill station room.]

[In the room above Crocomire, there are the red ball enemies that can move fast (but only inside the screen), so it might be possible using those.]

The Kago in pre-Wave room probably can be used for the FlashSuit method, too, actually.

With a CF inside a Nami (like in Lavapit room and in W(orst)R(oom)I(n)T(he)G(ame)), a setup works aswell, since they cannot get hurt by powerbombs and do rapidly damage to Samus during a CF. The same holds for Golden Torizo. A Hibashi (red long vertical steam in e.g. Lower Norfair´s elevator room) aswell as a Puromi (third-circle shaped moving red-ball steam in e.g. Pillars room) aswell as Ninja-Pirates can also be used for the setup.

[A Holtz does not die to a powerbomb explosion (but can be hurt by them) and can do damage to Samus during a (non-R-Mode) CF, so it might be possible using those (although I think in R-Mode they cannot hurt Samus normally during a CF).]

{Ridley can be hurt by Powerbombs, but Ridley´s tail is a separate object that can do damage to Samus during a CF, but in R-Mode, Ridley would flee from a powerbomb explosion, but it might be possible to do the setup there.}
- - -
Maridia:

[A setup might be possible in Colosseum and pre-Colosseum room using multiple mocktroids (that can get hurt by powerbombs) far up out of a powerbomb explosion´s reach at the bottom.]

Botwoon can be used for such a FlashSuit setup, and it is highly likely that also Shaktool can be used.

[In Plasma beach room, a Hiru (jumping pancake-looking enemy) can move far up outside the reach of a powerbomb explosion and move back towards Samus during a CF, so it might be possible using such.] [In a similar way it might be possible to use multiple snails far up above Samus (like in Snail room).] [In a similar way it might be possible to use multiple yellow worms far up above Samus in pre-Shaktool room.] [In a similar way it might be possible to use multiple crabs far up above Samus in pre-Map room, Everest room, the room to the upper left of Snail room, or Mainstreet room.]

[It might be possible using a blue or orange fish (like in the Gold-Fish room and the western beach room), too, since they do not die to a single powerbomb hit.]

The Mini-Draygons (like in the left sandy room at the bottom) can survive a single powerbomb hit and can shoot projectile-like, at the Mini-Draygons respawning enemies towards Samus that cannot be hurt by powerbombs, so it probably also works using these.

It is highly likely that the purple space pirates (like in FishTank room) can be used for the setup aswell, since they do massive damage and cannot get hurt by powerbombs.
- - -
Tourian:

[Even with 4 Metroids simultaneously draining health in the acid with suitless Samus, the CF will dominate the damage sources, so that (after getting some energy into the Reserves potentially via shortly equipping Gravity), one cannot get back close to 00hp during a CF; but a respawning Rinka can easily do the job (for rapid energy drain during a CF), so it might be possible using those.]

The Tourian sidehoppers can aswell rapidly hurt Samus during a CF and cannot get hurt by powerbombs. The same holds for MotherBrain2.

[It might maybe be possible using MotherBrain1 as damage source aswell.]
- - -
[/spoiler]

Map of all transitions that can be reached inbounds through which one can get via Transition-Skip methods (considering different states of the room (and if the door is has an enemy-kill-count shell on it), but neglecting if the door actually is next to to OoB or not):
[spoiler]

At the with green colour marked doors, the room state does not matter, and one can (given suitable items) skip through the door, at orange doors, the possibility of Transition-Skips depends on the door-type/room-state. Transition-Skips are impossible at the doors with pink colour.
[/spoiler]

Aran;Jaeger

[So many of my old posts here are already too close to the 80 000 characters limit, and it is sometimes annoying to shift parts of the posts around to other posts, so I will continue here...]

All existing Low% Categories aswell as all Minimal Categories that include Gravity (but do not use Chainsaw-Beam), and further minimal options that do not use Gravity:
[For further details regarding the Low% Categories, also see my corresponding post at Metroid2002:
https://m2k2.taigaforum.com/post/a_new_type_of_low__run_involves_ice_beam_and_x_ray_scope.html]
All different 14% Categories (without Major-glitches) as special cases of Minimal Categories:
[spoiler]
This section here is so far completely solved.
[Core = (Interior, Varia, Charge) = (E2, 1*E-Tank, Varia, Charge) ]
[Interior = (E2, 1*E-Tank) ]
[E2 = (Ball, 1*M, Bomb, 1*SM, 1*PB) ]

Gravity-Speed:
(Core+1*M+1*SM, Gravity, Speed, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 2*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*E-Tank) ;
(Core+2*SM, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=ADEMia-Np6s&index=4&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=NygeC_9AuQ4&index=5&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Gravity-Ice:
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;
(Core+2*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=HHZRLtSN8IM&index=1&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=nrPDwpcH4UQ&index=2&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=jABnHPYCHQk&index=3&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

X-Ice:
(Core+1*M+1*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=uDJucm1NQ24&index=8&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=WN4gUq7Ifj8&index=9&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=TD77jv4HG0w&index=10&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=UITCYkungwY&index=11&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=oWhcWNtLbNU&index=12&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=Qm4efhOL5Bs&index=13&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=zgkYdATUjgQ&index=14&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

HighJump-Ice-PAL:
(Core+1*M+1*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)
[spoiler]
https://www.youtube.com/watch?v=7UWlLm9qj8o&index=6&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=Gw0HpwJh6xM&index=7&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Gravity-Powerbomb:
(Core+1*M+1*SM+1*PB, Gravity, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=JxalvAuzYUQ&index=15&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Ice-Powerbomb:
(Core+1*M+1*SM+1*PB, Ice, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=gABXzks7fFo&index=16&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=wxWpJ6STXBs&index=17&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Speed-Powerbomb:
(Core+1*M+1*SM+1*PB, Speed, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=9MR1s72UQ_0&index=18&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=zricxJIARlk&index=19&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Further categories due to new findings, using the reserve-mode:

X-Speed:
(Core+1*M+1*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Speed, 2*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=E8xwru9ueN8&index=20&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=CXFgE0rGNec&index=21&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

X-Powerbomb:
(Core+1*M+1*SM+1*PB, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, X-Ray, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=lSox0jzatxs&index=22&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=6ZdRY0vPXQs&index=23&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Further categories due to new findings using an improved varia Blue-Suit method this time:

Ice-Speed:
(Core+1*M+1*SM, Speed, Ice, 2*E-Tank) ;
(Core+2*SM, Speed, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;
(Core+2*SM, Speed, Ice, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=kMJsuVglqh8&index=17&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=l-yPF02A7b8&index=18&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
https://www.youtube.com/watch?v=5Vt9hSFLL0E&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=19
https://www.youtube.com/watch?v=jdOH3a4o-N0&index=20&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5
[/spoiler]

Speed-Grapple:
(Core+1*M+1*SM, Speed, Grapple, 2*E-Tank) ;
(Core+2*SM, Speed, Grapple, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 2*R-Tank) ;
(Core+2*SM, Speed, Grapple, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=rEJxpEHljis&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=32
[/spoiler]

Again a new 12th, and a 13th 14% category, due to Sniqwc3´s Elevator-FlashSuit method and Tewtal´s Slope-Spark FlashSuit method:

Powerbomb-Powerbomb:
(Core+1*M+1*SM+2*PB, 2*E-Tank) ;
(Core+1*M+1*SM+2*PB, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM+2*PB, 2*R-Tank)
[spoiler]
https://www.youtube.com/watch?v=NvIFsjCbzP0&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=41
https://www.youtube.com/watch?v=jwtdz6A2kA0&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=24
https://www.youtube.com/watch?v=96k_nwspTzw&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=25
[/spoiler]

HighJump-Speed-PAL:
(Core+1*M+1*SM, HighJump, Speed, 2*E-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Speed, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Speed, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Speed, 2*E-Tank; PAL) ;
(Core+2*SM, HighJump, Speed, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Speed, 2*R-Tank; PAL)
[spoiler]

[url=https://www.youtube.com/watch?v=jwtdz6A2kA0&list=PL5If8zSOO37ZuXY4PmmnNxcvzRm5ak-X5&index=24


[/spoiler]
[/spoiler]
Certain minimal item-combinations:
(which are theoretically sufficient to beat the game, but within which one cannot beat the game anymore if even just a single arbitrary item of the combination is taken away) that contain at least either Varia, Gravity or one R-Tank (such that no extreme, optimal hellruns using Pause Abuse in Lower Norfair are necessary) (without Major-glitches):
Stuff down here needs to be checked again regarding minimality aswell as further independent options/branches, due to new exploits (R-Mode applications, improved Varia-BlueSuit, new Shinespark-Suit method, God-Mode and Taco´s NTSC left-side GGG...)!
Distinguishing cases:
I. Categories that include Gravity
II. Categories that do not include Gravity
1. Categories that include Charge
2. Categories that do not include Charge
a. Categories that include Varia
b. Categories that do not include Varia

All I.1.a.-Options [Gravity, Charge, Varia]:
[spoiler]
This section here is so far completely solved, except the Chainsaw-PB options that need to be worked over due to problems regarding actually getting both beams, Spazer and Plasma, turned on simultaneously, depending on other equipment!
In the case of having (E2, Charge, Gravity) Kraid, Phantoon and Ridley are no problems anymore. The remaining hurdles with their corresponding sets of (item-wise) minimal solutions are:
One either has to get past pre-Botwoon room or has to take the Botwoon-skip route, but for the latter case, Ice is required which already suffices to get past pre-Botwoon room. Thus, the Botwoon-skip route is irrelevant in this section, and we have:
(Speed), (E3), (Ice), (X-Ray, R.-Tank; [no E.-Tank up to this point]) as pre-Botwoon room´s local solvers, neglecting FlashSuit/BlueSuit options, since for BlueSuit either (Speed) or FlashSuit is needed, and FlashSuit can without Speedbooster only be obtained via CF which requires (E3), and both those options individually are already enough for that obstacle.
Minimal options for Zebetites & MB1:
without Zebetite-skip: (4*M, 1*SM), (3*M, 2*SM), (2*M, 3*SM), (1*M, 5*SM)
with Zebetite-skip: (Ice, 2*M, 2*SM), (Ice, 1*M, 3*SM), (Ice, 4*M, 1*SM), (Speed, 2*M, 2*SM), (Speed, 1*M, 3*SM), (Speed, 4*M, 1*SM), (2*M, 2*SM; FlashSuit/BlueSuit [without Speed]) [for this last option here, no other ammunition combination is available, since a CF is then required anyways]
with Chainsaw-PBs: (2*M, 2*SM, Wave, Spazer, Plasma; *), (1*M, 3*SM, Wave, Spazer, Plasma; *), (4*M, 1*SM, Wave, Spazer, Plasma; *)
And for this section, the Zebetites are (due to Charge) the only place for application of Chainsaw-PBs, and in case of using those, even with just (1*PB), no Zebetite-skip is needed anymore, since for each Zebetite only 1 Chainsaw-PB and 1 Missile is needed; and the same holds for the [Gravity, Charge, no Varia] case.
Minimal options for Rainbow-Beam: (3*E.-Tank), (2*E.-Tank, 1*R.-Tank), (1*E.-Tank, 2*R.-Tank)
For the [Gravity, Charge, no Varia] section, the only difference to this section´s constraints is:
Minimal options for Rainbow-Beam in the [Gravity, Charge, no Varia] case:
(6*E.-Tank), (5*E.-Tank, 1*R.-Tank), (4*E.-Tank, 2*R.-Tank), (3*E.-Tank, 3*R.-Tank) [for this last option here, the R.-Tank in Maridia can be collected due to Gravity], (2*E.-Tank, 4*R.-Tank, E3) [via CF at Draygon], (2*E.-Tank, 4*R.-Tank, Speed).

Combining all these options, we get:

Gravity-Ice:
(Core+1*M+1*SM, Gravity, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, Gravity, Ice, 2*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*E-Tank) ;
(Core+2*SM, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, Gravity, Ice, 2*R-Tank)
and  15%Gravity-Ice:
(Core+3*M, Gravity, Ice, 2*E-Tank) ;
(Core+3*M, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Gravity, Ice, 2*R-Tank)

Gravity-Speed:
(Core+1*M+1*SM, Gravity, Speed, 2*E-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, Gravity, Speed, 2*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*E-Tank) ;
(Core+2*SM, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, Gravity, Speed, 2*R-Tank)
and 15%Gravity-Speed:
(Core+3*M, Gravity, Speed, 2*E-Tank) ;
(Core+3*M, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Gravity, Speed, 2*R-Tank)

Gravity-Powerbomb:
(Core+1*M+1*SM+1*PB, Gravity, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Gravity, 2*R-Tank)

15%Gravity-X-Ray-R-Tank:
(Core+3*M, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Gravity, X-Ray, 2*R-Tank) ;
(Core+2*M+1*SM, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+2*M+1*SM, Gravity, X-Ray, 2*R-Tank) ;
(Core+1*M+2*SM, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+2*SM, Gravity, X-Ray, 2*R-Tank)
and 16%Gravity-X-Ray-R-Tank:
(Core+4*SM, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+4*SM, Gravity, X-Ray, 2*R-Tank)
and 17%Gravity-X-Ray-R-Tank with Chsw-PBs:
(Core+1*M+1*SM, Gravity, X-Ray, 1*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Core+1*M+1*SM, Gravity, X-Ray, 2*R-Tank, Wave, Spazer, Plasma; *) ;
(Core+2*SM, Gravity, X-Ray, 1*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Core+2*SM, Gravity, X-Ray, 2*R-Tank, Wave, Spazer, Plasma; *)
and 18%Gravity-X-Ray-R-Tank with Chsw-PBs:
(Core+3*M, Gravity, X-Ray, 1*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Core+3*M, Gravity, X-Ray, 2*R-Tank, Wave, Spazer, Plasma; *)
[/spoiler]
All I.1.b.-Options [Gravity, Charge, no Varia]:
[spoiler]
This section here is so far completely solved, except the Chainsaw-PB options that need to be worked over due to problems regarding actually getting both beams, Spazer and Plasma, turned on simultaneously, depending on other equipment!
16%Gravity-Ice:
(Interior+1*M+1*SM, Charge, Gravity, Ice, 5*E-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Ice, 5*E-Tank) ;
(Interior+2*SM, Charge, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Ice, 2*E-Tank, 3*R-Tank)
and  17%Gravity-Ice:
(Interior+3*M, Charge, Gravity, Ice, 5*E-Tank) ;
(Interior+3*M, Charge, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, Gravity, Ice, 2*E-Tank, 3*R-Tank)

16%Gravity-Speed:
(Interior+1*M+1*SM, Charge, Gravity, Speed, 5*E-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+1*SM, Charge, Gravity, Speed, 1*E-Tank, 4*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Speed, 5*E-Tank) ;
(Interior+2*SM, Charge, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+2*SM, Charge, Gravity, Speed, 1*E-Tank, 4*R-Tank)
and  17%Gravity-Speed:
(Interior+3*M, Charge, Gravity, Speed, 5*E-Tank) ;
(Interior+3*M, Charge, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+3*M, Charge, Gravity, Speed, 1*E-Tank, 4*R-Tank)

16%Gravity-Powerbomb:
(Interior+1*M+1*SM+1*PB, Charge, Gravity, 5*E-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Gravity, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Gravity, 1*E-Tank, 4*R-Tank)

17%Gravity-X-Ray-R-Tank:
(Interior+3*M, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
(Interior+2*M+1*SM, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+2*M+1*SM, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+2*M+1*SM, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+2*SM, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+2*SM, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+2*SM, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank)
and 18%Gravity-X-Ray-R-Tank:
(Interior+4*SM, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+4*SM, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+4*SM, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank)
and 19%Gravity-X-Ray-R-Tank with Chsw-PBs:
(Interior+1*M+1*SM, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+1*M+1*SM, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+1*M+1*SM, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+2*SM, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+2*SM, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+2*SM, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank, Wave, Spazer, Plasma; *)
and 20%Gravity-X-Ray-R-Tank with Chsw-PBs:
(Interior+3*M, Charge, Gravity, X-Ray, 4*E-Tank, 1*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+3*M, Charge, Gravity, X-Ray, 3*E-Tank, 2*R-Tank, Wave, Spazer, Plasma; *) ;
(Interior+3*M, Charge, Gravity, X-Ray, 2*E-Tank, 3*R-Tank, Wave, Spazer, Plasma; *)
[/spoiler]
All I.2.a.-Options [Gravity, no Charge, Varia] that do not use Chainsaw-Beam:
[spoiler]
49%Gravity-Ice:
(Interior+38*M, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+38*M, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+38*M, Varia, Gravity, Ice, 2*R-Tank) ;
47%Gravity-Ice:
(Interior+35*M+1*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, Ice, 2*R-Tank) ;
45%Gravity-Ice:
(Interior+32*M+2*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, Ice, 2*R-Tank) ;
43%Gravity-Ice:
(Interior+29*M+3*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, Ice, 2*R-Tank) ;
41%Gravity-Ice:
(Interior+26*M+4*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, Ice, 2*R-Tank) ;
39%Gravity-Ice:
(Interior+23*M+5*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, Ice, 2*R-Tank) ;
37%Gravity-Ice:
(Interior+20*M+6*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, Ice, 2*R-Tank) ;
35%Gravity-Ice:
(Interior+17*M+7*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, Ice, 2*R-Tank) ;
33%Gravity-Ice:
(Interior+14*M+8*SM, Varia, Gravity, Ice, 2*E-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, Ice, 1*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, Ice, 2*R-Tank)
and only one 32%Gravity-Ice-X-Ray category that does not already include a R-Tank (which would cause a reduction due to the Craterian SuperMissile):
(Interior+11*M+9*SM, Varia, Gravity, Ice, X-Ray, 2*E-Tank)

49%Gravity-Speed:
(Interior+38*M, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+38*M, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+38*M, Varia, Gravity, Speed, 2*R-Tank) ;
47%Gravity-Speed:
(Interior+35*M+1*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, Speed, 2*R-Tank) ;
45%Gravity-Speed:
(Interior+32*M+2*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, Speed, 2*R-Tank) ;
43%Gravity-Speed:
(Interior+29*M+3*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, Speed, 2*R-Tank) ;
41%Gravity-Speed:
(Interior+26*M+4*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, Speed, 2*R-Tank) ;
39%Gravity-Speed:
(Interior+23*M+5*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, Speed, 2*R-Tank) ;
37%Gravity-Speed:
(Interior+20*M+6*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, Speed, 2*R-Tank) ;
35%Gravity-Speed:
(Interior+17*M+7*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, Speed, 2*R-Tank) ;
33%Gravity-Speed:
(Interior+14*M+8*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, Speed, 2*R-Tank) ;
31%Gravity-Speed:
(Interior+11*M+9*SM, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+11*M+9*SM, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM, Varia, Gravity, Speed, 2*R-Tank)

47%Gravity-Powerbomb:
(Interior+35*M+1*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+35*M+1*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
45%Gravity-Powerbomb:
(Interior+32*M+2*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+32*M+2*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
43%Gravity-Powerbomb:
(Interior+29*M+3*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+29*M+3*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
41%Gravity-Powerbomb:
(Interior+26*M+4*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+26*M+4*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
39%Gravity-Powerbomb:
(Interior+23*M+5*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+23*M+5*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
37%Gravity-Powerbomb:
(Interior+20*M+6*SM+1*PB, Varia, Gravity, Speed, 2*E-Tank) ;
(Interior+20*M+6*SM+1*PB, Varia, Gravity, Speed, 1*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM+1*PB, Varia, Gravity, Speed, 2*R-Tank) ;
35%Gravity-Powerbomb:
(Interior+17*M+7*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+17*M+7*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
33%Gravity-Powerbomb:
(Interior+14*M+8*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+14*M+8*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM+1*PB, Varia, Gravity, 2*R-Tank) ;
31%Gravity-Powerbomb:
(Interior+11*M+9*SM+1*PB, Varia, Gravity, 2*E-Tank) ;
(Interior+11*M+9*SM+1*PB, Varia, Gravity, 1*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM+1*PB, Varia, Gravity, 2*R-Tank)

49%Gravity-X-Ray-R-Tank:
(Interior+38*M, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+38*M, Varia, Gravity, X-Ray, 2*R-Tank) ;
47%Gravity-X-Ray-R-Tank:
(Interior+35*M+1*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
45%Gravity-X-Ray-R-Tank:
(Interior+32*M+2*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
43%Gravity-X-Ray-R-Tank:
(Interior+29*M+3*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
41%Gravity-X-Ray-R-Tank:
(Interior+26*M+4*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
39%Gravity-X-Ray-R-Tank:
(Interior+23*M+5*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
37%Gravity-X-Ray-R-Tank:
(Interior+20*M+6*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
35%Gravity-X-Ray-R-Tank:
(Interior+17*M+7*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
33%Gravity-X-Ray-R-Tank:
(Interior+14*M+8*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, X-Ray, 2*R-Tank) ;
31%Gravity-X-Ray-R-Tank:
(Interior+11*M+9*SM, Varia, Gravity, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM, Varia, Gravity, X-Ray, 2*R-Tank)

[complete]
[/spoiler]
All I.2.b.-Options [Gravity, no Charge, no Varia] that do not use Chainsaw-Beam:
[spoiler]
51%Gravity-Ice:
(Interior+38*M, Gravity, Ice, 5*E-Tank) ;
(Interior+38*M, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+38*M, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+38*M, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
49%Gravity-Ice:
(Interior+35*M+1*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+35*M+1*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+35*M+1*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
47%Gravity-Ice:
(Interior+32*M+2*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+32*M+2*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+32*M+2*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
45%Gravity-Ice:
(Interior+29*M+3*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+29*M+3*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+29*M+3*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
43%Gravity-Ice:
(Interior+26*M+4*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+26*M+4*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+26*M+4*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
41%Gravity-Ice:
(Interior+23*M+5*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+23*M+5*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+23*M+5*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
39%Gravity-Ice:
(Interior+20*M+6*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+20*M+6*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+20*M+6*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
37%Gravity-Ice:
(Interior+17*M+7*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+17*M+7*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+17*M+7*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank) ;
35%Gravity-Ice:
(Interior+14*M+8*SM, Gravity, Ice, 5*E-Tank) ;
(Interior+14*M+8*SM, Gravity, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Gravity, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+14*M+8*SM, Gravity, Ice, 2*E-Tank, 3*R-Tank)
and only one 34%Gravity-Ice-X-Ray category that does not already include a R-Tank (which would cause a reduction due to the Craterian SuperMissile):
(Interior+11*M+9*SM, Gravity, Ice, X-Ray, 5*E-Tank)

51%Gravity-Speed:
(Interior+38*M, Gravity, Speed, 5*E-Tank) ;
(Interior+38*M, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+38*M, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+38*M, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
49%Gravity-Speed:
(Interior+35*M+1*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+35*M+1*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+35*M+1*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
47%Gravity-Speed:
(Interior+32*M+2*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+32*M+2*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+32*M+2*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
45%Gravity-Speed:
(Interior+29*M+3*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+29*M+3*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+29*M+3*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
43%Gravity-Speed:
(Interior+26*M+4*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+26*M+4*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+26*M+4*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
41%Gravity-Speed:
(Interior+23*M+5*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+23*M+5*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+23*M+5*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
39%Gravity-Speed:
(Interior+20*M+6*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+20*M+6*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+20*M+6*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
37%Gravity-Speed:
(Interior+17*M+7*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+17*M+7*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+17*M+7*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
35%Gravity-Speed:
(Interior+14*M+8*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+14*M+8*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+14*M+8*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
33%Gravity-Speed:
(Interior+11*M+9*SM, Gravity, Speed, 5*E-Tank) ;
(Interior+11*M+9*SM, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+11*M+9*SM, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+11*M+9*SM, Gravity, Speed, 1*E-Tank, 4*R-Tank)

49%Gravity-Powerbomb:
(Interior+35*M+1*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+35*M+1*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+35*M+1*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
47%Gravity-Powerbomb:
(Interior+32*M+2*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+32*M+2*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+32*M+2*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
45%Gravity-Powerbomb:
(Interior+29*M+3*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+29*M+3*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+29*M+3*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
43%Gravity-Powerbomb:
(Interior+26*M+4*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+26*M+4*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+26*M+4*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
41%Gravity-Powerbomb:
(Interior+23*M+5*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+23*M+5*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+23*M+5*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
39%Gravity-Powerbomb:
(Interior+20*M+6*SM+1*PB, Gravity, Speed, 5*E-Tank) ;
(Interior+20*M+6*SM+1*PB, Gravity, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM+1*PB, Gravity, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+20*M+6*SM+1*PB, Gravity, Speed, 2*E-Tank, 3*R-Tank) ;
37%Gravity-Powerbomb:
(Interior+17*M+7*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+17*M+7*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+17*M+7*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
35%Gravity-Powerbomb:
(Interior+14*M+8*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+14*M+8*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+14*M+8*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
33%Gravity-Powerbomb:
(Interior+11*M+9*SM+1*PB, Gravity, 5*E-Tank) ;
(Interior+11*M+9*SM+1*PB, Gravity, 4*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM+1*PB, Gravity, 3*E-Tank, 2*R-Tank) ;
(Interior+11*M+9*SM+1*PB, Gravity, 2*E-Tank, 3*R-Tank) ;
(Interior+11*M+9*SM+1*PB, Gravity, 1*E-Tank, 4*R-Tank)

51%Gravity-X-Ray-R-Tank:
(Interior+38*M, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+38*M, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+38*M, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
49%Gravity-X-Ray-R-Tank:
(Interior+35*M+1*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+35*M+1*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
47%Gravity-X-Ray-R-Tank:
(Interior+32*M+2*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+32*M+2*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
45%Gravity-X-Ray-R-Tank:
(Interior+29*M+3*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+29*M+3*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
43%Gravity-X-Ray-R-Tank:
(Interior+26*M+4*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+26*M+4*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
41%Gravity-X-Ray-R-Tank:
(Interior+23*M+5*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+23*M+5*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
39%Gravity-X-Ray-R-Tank:
(Interior+20*M+6*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+20*M+6*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
37%Gravity-X-Ray-R-Tank:
(Interior+17*M+7*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+17*M+7*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
35%Gravity-X-Ray-R-Tank:
(Interior+14*M+8*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+14*M+8*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank) ;
33%Gravity-X-Ray-R-Tank:
(Interior+11*M+9*SM, Varia, Gravity, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+11*M+9*SM, Varia, Gravity, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+11*M+9*SM, Varia, Gravity, X-Ray, 2*E-Tank, 3*R-Tank)

[complete]
[/spoiler]
All II.1.a.-Options [no Gravity, Charge, Varia] that do not use Chainsaw-Beam:
[spoiler]
X-Ice:
(Core+1*M+1*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Ice, 2*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*E-Tank) ;
(Core+2*SM, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Ice, 2*R-Tank)
and 15%X-Ice:
(Core+3*M, X-Ray, Ice, 2*E-Tank) ;
(Core+3*M, X-Ray, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, X-Ray, Ice, 2*R-Tank)

HighJump-Ice-PAL:
(Core+1*M+1*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM, HighJump, Ice, 2*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+2*SM, HighJump, Ice, 2*R-Tank; PAL)
and 15%HighJump-Ice-PAL:
(Core+3*M, HighJump, Ice, 2*E-Tank; PAL) ;
(Core+3*M, HighJump, Ice, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+3*M, HighJump, Ice, 2*R-Tank; PAL)

Ice-Powerbomb:
(Core+1*M+1*SM+1*PB, Ice, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Ice, 2*R-Tank)

Ice-Speed:
(Core+1*M+1*SM, Speed, Ice, 2*E-Tank) ;
(Core+2*SM, Speed, Ice, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Ice, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Ice, 2*R-Tank) ;
(Core+2*SM, Speed, Ice, 2*R-Tank)
and 15%Ice-Speed:
(Core+3*M, Speed, Ice, 2*E-Tank) ;
(Core+3*M, Speed, Ice, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Speed, Ice, 2*R-Tank)

remaining options that do not use Ice:
15%X-Ray-Speed-Springball-NTSC:
(Core+1*M+1*SM, X-Ray, Springball, Speed, 2*E-Tank; NTSC) ;
(Core+2*SM, X-Ray, Springball, Speed, 2*E-Tank; NTSC)
and 16%X-Ray-Speed-Springball-NTSC:
(Core+3*M, X-Ray, Springball, Speed, 2*E-Tank; NTSC)

16%X-Ray-Speed-Springball-HighJump-PAL:
(Core+1*M+1*SM, X-Ray, Springball, Speed, HighJump, 2*E-Tank; PAL) ;
(Core+2*SM, X-Ray, Springball, Speed, HighJump, 2*E-Tank; PAL)
and 17%X-Ray-Speed-Springball-HighJump-PAL:
(Core+3*M, X-Ray, Springball, Speed, HighJump, 2*E-Tank; PAL)

remaining options that do not use Springball:

15%Powerbomb-Grapple:
(Core+2*M+1*SM+1*PB, Grapple, 2*E-Tank) ;
(Core+2*M+1*SM+1*PB, Grapple, 1*E-Tank, 1*R-Tank) ;
(Core+2*M+1*SM+1*PB, Grapple, 2*R-Tank) ;
(Core+1*M+2*SM+1*PB, Grapple, 2*E-Tank) ;
(Core+1*M+2*SM+1*PB, Grapple, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+2*SM+1*PB, Grapple, 2*R-Tank)

15%X-Ray-Powerbomb-Grapple:
(Core+1*M+1*SM+1*PB, Grapple, X-Ray, 2*E-Tank)

15%Powerbomb-HighJump-Grapple:
(Core+1*M+1*SM+1*PB, Grapple, HighJump, 2*E-Tank; PAL) ;
(Core+1*M+1*SM+1*PB, Grapple, HighJump, 1*E-Tank, 1*R-Tank; PAL) ;
(Core+1*M+1*SM+1*PB, Grapple, HighJump, 2*R-Tank; PAL)

15%X-Ray-Grapple:
(Core+3*M, Grapple, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Grapple, X-Ray, 2*R-Tank) ;
(Core+2*M+1*SM, Grapple, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+2*M+1*SM, Grapple, X-Ray, 2*R-Tank) ;
(Core+1*M+2*SM, Grapple, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+2*SM, Grapple, X-Ray, 2*R-Tank)
and 16%X-Ray-Grapple:
(Core+4*SM, Grapple, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+4*SM, Grapple, X-Ray, 2*R-Tank)

Speed-Grapple:
(Core+1*M+1*SM, Speed, Grapple, 2*E-Tank) ;
(Core+2*SM, Speed, Grapple, 2*E-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+2*SM, Speed, Grapple, 1*E-Tank, R-Tank) ;
(Core+1*M+1*SM, Speed, Grapple, 2*R-Tank) ;
(Core+2*SM, Speed, Grapple, 2*R-Tank)
and 15%Speed-Grapple:
(Core+3*M, Speed, Grapple, 2*E-Tank) ;
(Core+3*M, Speed, Grapple, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, Speed, Grapple, 2*R-Tank)

remaining options that do not use Grapple:

Speed-Powerbomb:
(Core+1*M+1*SM+1*PB, Speed, 2*E-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, Speed, 2*R-Tank)

X-Speed:
(Core+1*M+1*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM, X-Ray, Speed, 2*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+2*SM, X-Ray, Speed, 2*R-Tank)
and 15%X-Speed:
(Core+3*M, X-Ray, Speed, 1*E-Tank, 1*R-Tank) ;
(Core+3*M, X-Ray, Speed, 2*R-Tank)

X-Powerbomb:
(Core+1*M+1*SM+1*PB, X-Ray, 1*E-Tank, 1*R-Tank) ;
(Core+1*M+1*SM+1*PB, X-Ray, 2*R-Tank)

[this II.1.a. part is (probably) incomplete]
[/spoiler]
All II.1.b.-Options [no Gravity, Charge, no Varia] that do not use Chainsaw-Beam:
[spoiler]
16%X-Ice:
(Interior+1*M+1*SM, Charge, X-Ray, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM, Charge, X-Ray, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM, Charge, X-Ray, Ice, 2*E-Tank, 3*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Ice, 2*E-Tank, 3*R-Tank)
and 17%X-Ice:
(Interior+3*M, Charge, X-Ray, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, X-Ray, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, X-Ray, Ice, 2*E-Tank, 3*R-Tank)

16%HighJump-Ice-PAL:
(Interior+1*M+1*SM, Charge, HighJump, Ice, 4*E-Tank, 1*R-Tank; PAL) ;
(Interior+1*M+1*SM, Charge, HighJump, Ice, 3*E-Tank, 2*R-Tank; PAL) ;
(Interior+1*M+1*SM, Charge, HighJump, Ice, 2*E-Tank, 3*R-Tank; PAL) ;
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
(Interior+2*SM, Charge, HighJump, Ice, 4*E-Tank, 1*R-Tank; PAL) ;
(Interior+2*SM, Charge, HighJump, Ice, 3*E-Tank, 2*R-Tank; PAL) ;
(Interior+2*SM, Charge, HighJump, Ice, 2*E-Tank, 3*R-Tank; PAL)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
and 17%HighJump-Ice-PAL:
(Interior+3*M, Charge, HighJump, Ice, 4*E-Tank, 1*R-Tank; PAL) ;
(Interior+3*M, Charge, HighJump, Ice, 3*E-Tank, 2*R-Tank; PAL) ;
(Interior+3*M, Charge, HighJump, Ice, 2*E-Tank, 3*R-Tank; PAL)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]

16%Ice-Powerbomb:
(Interior+1*M+1*SM+1*PB, Charge, Ice, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Ice, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Ice, 2*E-Tank, 3*R-Tank)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]

remaining options that do not use Springball:

17%Powerbomb-Grapple:
(Interior+2*M+1*SM+1*PB, Charge, Grapple, 4*E-Tank, 1*R-Tank) ;
(Interior+2*M+1*SM+1*PB, Charge, Grapple, 3*E-Tank, 2*R-Tank) ;
(Interior+2*M+1*SM+1*PB, Charge, Grapple, 2*E-Tank, 3*R-Tank) ;
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
(Interior+1*M+2*SM+1*PB, Charge, Grapple, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+2*SM+1*PB, Charge, Grapple, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+2*SM+1*PB, Charge, Grapple, 2*E-Tank, 3*R-Tank)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]

17%Powerbomb-HighJump-Grapple:
(Interior+1*M+1*SM+1*PB, Charge, Grapple, HighJump, 4*E-Tank, 1*R-Tank; PAL) ;
(Interior+1*M+1*SM+1*PB, Charge, Grapple, HighJump, 3*E-Tank, 2*R-Tank; PAL) ;
(Interior+1*M+1*SM+1*PB, Charge, Grapple, HighJump, 2*E-Tank, 3*R-Tank; PAL)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]

17%X-Ray-Grapple:
(Interior+3*M, Charge, Grapple, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, Grapple, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, Grapple, X-Ray, 2*E-Tank, 3*R-Tank) ;
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
(Interior+2*M+1*SM, Charge, Grapple, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+2*M+1*SM, Charge, Grapple, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+2*M+1*SM, Charge, Grapple, X-Ray, 2*E-Tank, 3*R-Tank) ;
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
(Interior+1*M+2*SM, Charge, Grapple, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+2*SM, Charge, Grapple, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+2*SM, Charge, Grapple, X-Ray, 2*E-Tank, 3*R-Tank)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]
and 18%X-Ray-Grapple:
(Interior+4*SM, Charge, Grapple, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+4*SM, Charge, Grapple, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+4*SM, Charge, Grapple, X-Ray, 2*E-Tank, 3*R-Tank)
[eventually have to check for options that use additional items here in order to get 4 R-Tanks; would then need to see if those can be reduced to non-redundant options]

remaining options that do not use Grapple:

16%Speed-Powerbomb:
(Interior+1*M+1*SM+1*PB, Charge, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, Speed, 1*E-Tank, 4*R-Tank)

16%X-Speed:
(Interior+1*M+1*SM, Charge, X-Ray, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM, Charge, X-Ray, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM, Charge, X-Ray, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+1*SM, Charge, X-Ray, Speed, 1*E-Tank, 4*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+2*SM, Charge, X-Ray, Speed, 1*E-Tank, 4*R-Tank)
and 17%X-Speed:
(Interior+3*M, Charge, X-Ray, Speed, 4*E-Tank, 1*R-Tank) ;
(Interior+3*M, Charge, X-Ray, Speed, 3*E-Tank, 2*R-Tank) ;
(Interior+3*M, Charge, X-Ray, Speed, 2*E-Tank, 3*R-Tank) ;
(Interior+3*M, Charge, X-Ray, Speed, 1*E-Tank, 4*R-Tank)

16%X-Powerbomb:
(Interior+1*M+1*SM+1*PB, Charge, X-Ray, 4*E-Tank, 1*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, X-Ray, 3*E-Tank, 2*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, X-Ray, 2*E-Tank, 3*R-Tank) ;
(Interior+1*M+1*SM+1*PB, Charge, X-Ray, 1*E-Tank, 4*R-Tank)

[this II.1.b. part is (probably) incomplete]
[/spoiler]
All II.2.a.-Options [no Gravity, no Charge, Varia] that do not use Chainsaw-Beam:
[spoiler]
[TODO]
[/spoiler]
All II.2.b.-Options [no Gravity, no Charge, no Varia] that do not use Chainsaw-Beam:
[spoiler]
[TODO]
[/spoiler]