Super Metroid Map Randomizer
Version: 4

Getting up a 2-tile-high jump in a morph passage by mid-air morphing off the opposite wall
A mid-air morph that has to be done within an elevation difference of 3 tiles (with a ceiling removing any extra room). It's a lot more precise than with more room.
Being proficient at avoiding the baby Metroid
Executing a strat that requires waiting or doing the same thing over and over again for over 3 minutes, even with good execution
Using a frozen Beetom to perform a ceiling clip
Using SpaceJump to carry SpeedBooster's blue suit into some speed blocks that couldn't be reached just by running and jumping
The ability to break blocks above Samus while maintaining an ongoing IBJ.
From a submerged platform, setting up a single bomb jump above the water line to propel Samus up and out of the water. It's recommended to apply a number of tries as leniency here for the PBs version.
Managing to break free of the water while doing a sunken dual wall climb, without the help of space jump
Continuous Walljump. Doing a precise forward jump that causes Samus to move back down right after the top of a wall while retaining her momentum. This leads to a tiny window where a walljump can be performed, still with the original momentum.
Basic variant of jumping into a two block high space and performing the actions needed to clip up through the ceiling.
A tech that involves multiple damage boosts with precise timing. No room for missing one of them.
Repeatedly freezing a crab to climb up a wall, using no other support. This does not include the simple act of using a frozen crab as a stepping stone, even on a wall or in midair.
The ability to crouch before jumping to reach higher ledges.
The ability to reliably jump while landing on a crumble block. This may employ the small amount of jump buffering the game offers.
The ability to reliably spin jump while landing on a crumble block. This is much tighter than regular crumble jumps because the jump buffering does not help.
Performing a Crystal Flash.
Using a Crystal Flash to take advantage of the fact it forces Samus to stand up.
Taking damage from an enemy to assist Samus in her movement
A precise walljump that additionally needs to done as far from the wall as possible.
A horizontal bomb jump using two bombs. Longer range than single HBJ, much harder to execute, doesn't work with PBs.
Using the SpringBallJumpMidAir twice during a single jump to gain even more height. This only works underwater with HiJump. This consists of a tight variant of SpringBallJumpMidAir, then turning off spring ball, then a second SpringBallJumpMidAir all while still climbing upwards.
The ability to aim down to reduce Samus' hitbox to reach higher ledges.
Using grapple jump off a Draygon turret. FIXME does it actually require HiJump?
Climbing a wall with consecutive walljumps very quickly, e.g. for setting up a full halfie.
Positioning Samus at the very edge of a platform, facing away, then turning around and jumping to initiate the jump from a position that is off the platform (and slightly below it)
The ability to open a left facing green gate using supers. It's recommended to apply a number of tries as leniency here. If this tech is turned off, it's strongly recommended to turn off canHeatedGGG at the same time.
The ability to open a left-facing blue gate using missiles or supers. It's recommended to apply a number of tries as leniency here. If this tech is turned off, it's strongly recommended to turn off canHeatedGateGlitch at the same time.
Using Grapple on an enemy to clip into a wall
Using grapple to propel yourself upwards, then continuously morphing/unmorphing/jumping in midair to climb upwards
Turning off Gravity Suit right after the start of an underwater jump to achieve higher height
Executing a gravity jump off a walljump
Navigating heat rooms without immunity to heat damage.
Separate from canGGG to simplify the cost per attempt. If this tech is turned off, it's strongly recommended to turn off canGGG at the same time. This will be naturally impossible without Varia if canHeatRun is turned off.
Separate from canGateGlitch to simplify the cost per attempt. If this tech is turned off, it's strongly recommended to turn off canGateGlitch at the same time. This will be naturally impossible without Varia if canHeatRun is turned off.
This maneuver involves manipulating baby turtle movement to group them together in a corner, to clear the rest of the surface to charge a shinespark. Much easier with morph.
The ability to pass through some enemies (Metal Pirates) undamaged by shooting.
Infinite Bomb Jump. Using consecutive bomb jumps to gain height indefinitely.
Being able to glitch through the Mother Brain zebetites by using a frozen Rinka and iFrames.
Using i-frames to setup a jump from a spike floor. The i-frames are typically obtained by getting damaged by said spike floor
Using Iframes to perform a walljump off a spike wall
For delayed walljumps that require extreme precision, in the vicinity of pixel+frame perfect.
Doing a gravity Jump in lava, causing Samus to take damage
Alias for canMockball
Taking advantage of the smaller hitbox of spinjump and down-aim to squeeze through two-tile gaps.
The ability to identify a bug enemy that moves in a diving pattern (Mellow, Mella, or Menu) and inches upwards or downwards with each dive. Once that enemy has been identified, subsequently making it dive repeatedly until it is at the proper height to execute a strat.
Clipping into the Maridia tube from above by unmorphing.
Being proficient at avoiding Metroids
Performing the same input as a mockball, but in midair, in order to maintain forward momentum while morphing in midair
Using a Mochtroid's movement to climb upwards by continually freezing it higher up
Using a frozen Mochtroid to clip through a one-tile-high wall.
Alias for canMachball
Jumping off a ledge while moonwalking to fall with an uncapped speed
Moving along a 2-tile-high passage while standing up by repeatedly spin-jumping and then pressing down. Comes with softlock risks without Morph Ball.
Using a frozen Multiviola to clip through a one-tile-high wall.
A tech common to all ice clips except Mochtroid (which lines up perfectly so is pretty trivial). It requires either pixel perfect enemy positioning or the ability to force a standup with XRay.
Setting up an ice clip at exactly the right pixel, so the clip can work without the leniency allowed by an X-Ray standup
The ability to pass through some enemies (Kihunters) undamaged by shooting Plasma.
A walljump that needs to be performed at a fairly precise spot in order to yield the desired result.
Using a frozen Puyo to clip through a one-tile-high wall.
The combination of a crumble quick drop, and landing on a lower surface and jumping back over the crumble block before it re-forms.
The ability to get out of water by walljumping while the water is at its lowest point, and to do so in a timely manner, e.g. before a Yapping Maw drags you into a sand pit.
Being able to glitch through the second Zebetite barrier, clipping through it by morphing/unmorphing/remorphing on a frozen Rinka.
A general tech for opening right-facing gates from the left. Individual strats may differ, so requirements are left for individual strats to define.
Enter the partner door (which faces left in the adjacent room) with a stationary spinjump moving away to touch the transition with momentum that will get you stuck in the destination door. That destination door is right-facing in the room where the X-Ray climb happens. Then use the X-Ray's forced standup trick to climb up through in-bound walls.
The ability to start an IBJ off a jump on sand. Pretty obnoxious. If we add a midair IBJ tech, this should require it.
Setting up a Mochtroid climb from a sand floor, where failure in a suitless environment can mean death
The ability to use the Speed Booster to store a charge, then fly in a direction until an obstacle is hit.
Shooting a large number of off-screen shot blocks, overloading the memory and making it possible to clip through otherwise solid blocks. Only known application is Frog Speedway.
A horizontal bomb jump using a single bomb. Since it uses one bomb, it works with PBs as well.
Piggybacking on top of a climbing snail to get up a wall
Manipulating a snail's position to setup a ceiling clip. Currently requires Gravity because all known applications are underwater, but maybe there should be a helper for that instead?
Being able to glitch through the Mother Brain zebetites by using a shinespark and iFrames.
Using a mid-air mockball to bounce off a surface with SpringBall while retaining previous momentum.
Reaching a higher than normal height with a jump, by morphing in mid-air and then turning on SpringBall while still climbing upwards. This makes it possible to use SpringBall while Samus is still climbing upwards, for an additional jump.
A springball jump that starts with a walljump to gain more height. It often relies on the momentum change when equipping or unequipping SpringBall while morphed and moving horizontally.
While performing a stationary vertical jump, it's possible to mid-air morph in a manner similar to a mid-air mockball. Doing this immediately gives lateral momentum equivalent to maximum walk speed. This is meaningless under normal physics, but has underwater applications.
Quickly press and release forward and then immediately press jump (after stopping) to spin jump with no horizontal movement.
Navigating deep lava without Gravity. This isn't limited to the Lava Dive Room, but it does exclude all rooms with just shallow lava.
Performing walljumps in lava while suitless
Navigating Maridia without Gravity. This is not required for simple underwater platforming where missing a jump does not leave the player stuck somewhere, or for falling down a submerged room.
Using a series of rapid, consecutive wall jumps underwater, on two nearby walls, to climb upwards.
The ability to shoot a Super Missile at a precise location to hit an offscreen inanimate target, e.g. a Super block. It's recommended to apply a number of tries as leniency here.
Jumping during a spike in the speed-to-jumpHeight chart (when Speed Booster is active) to achieve a higher jump height than if done with all the available running room
Executing a jump that requires very precise timing
Can use Ice Beam to freeze enemies in especially precise positionings.
Moving along a 2-tile-high passage while standing up by repeatedly spin-jumping and then pressing down. The tech somes with softlock risks without Morph Ball, but this is the safer variant where Morph is available and no softlock can occur.
Canceling an aim angle while crouching and turning around, to wiggle to the right
A tech that involves mid-air morphing to drop a Morph Bomb or PB, then mid-air unmorphing to briefly hover above the bomb, then using the bomb blast to go just a bit higher than max jump height
Using an enemy in a room to accomplish something that couldn't be done if it weren't there
Can use Ice Beam to freeze enemies to use as platforms, or as walljump supports, to reach higher areas
Using as a weapon the Samus echoes that are emitted after a shinespark bonk.
Using a frozen wall crawling enemy (such as a Zeela or Geemer) to perform a ceiling clip
Using spawner bugs to gradually clip through a wall by leaning on frozen enemies.
Jump off walls, as taught by the Etecoons
The ability to reach targets on the other side of a room by shooting Wave Beam at the right spot in the opposite wall.
All-purpose tech for X-Ray climbing by repeatedly using X-Ray's forced standup trick to climb up through walls. This tech is uncoupled from different setups that place Samus in a position to do this.
Force Samus to stand up, from a crouching position, by canceling use of the XRay Scope while turning around
This is an early preview, so bugs are expected. If you encounter a problem, feedback is welcome on GitHub issues.
Known issues
  • ROM may take a while to generate. For fastest results, click "Generate ROM" only once and wait patiently. If it times out, try again with a different random seed.
  • Even if the tech is not selected, wall jumps and crouch-jump/down-grabs may be required in some places.
  • After the Kraid fight, graphics will generally be glitched (pause & unpause to fix).
  • Some map tiles associated with elevators do not appear correctly.
  • Door transitions generally have some minor graphical glitches.
  • The escape timer is not tailored to the seed (but should be generous enough to be possible to beat).
  • No door color randomization yet. To simplify things they're all just turned blue for now.
  • The end credits are vanilla.
Change log
Note: Previous versions of the rando can be accessed by clicking the links below.

Version 4 (2022-12-14):

  • Mother Brain rainbow beam no longer drains ammo (in case ammo is needed in the escape).
  • Mother Brain is marked defeated after the Mother Brain fight, so that if the player re-enters Mother Brain room Mother Brain will not spawn again.

Version 3 (2022-12-14):

  • Stop Crateria map from getting messed up when save station is used.
  • Skip map screens in file select. This was originally a temporary change for debugging the save map problem, but seemed worth keeping as a tiny quality-of-life change, making it faster to restart after resetting.

Version 2 (2022-12-13):

  • Fixed left door entrance to Crocomire Room and Mother Brain room.
  • Disabled demo (which was broken).

Version 1 (2022-12-11):

  • Initial release