14% Chargeless

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Super Metroid Category
14% chargeless
14% chargeless
0:47 IGT
Full Category
World Record Holder
World Record Holder:

Category Details

Start Timer:
On Start Game
Stop Timer:
Entering Ship Animation
Begin At:
Ceres Station
End At:
End of Zebes Escape
Major Bosses:
Boss Order:

14% Chargeless is one of the seven in-bounds low% categories that are currently humanly possible. A total of 14 items are picked up during the entire run and focuses on using the Gravity Suit and Power Bombs for level progression.

This is the only main page category that does not involve Charge Beam at any point in the run to complete the run.

Controversy & Arguments

This route has been the subject of a lot of different arguments since its inception. The goal of this section is to lay out the differing opinions as clearly and impartially as possible. The main arguments circle around the central trick/glitch involved in this route, which is the Crystal Flash Ammo Underflow glitch. The glitch is explained at the bottom of this page if you're curious how its pulled off and implemented in the run. Feel free to watch Edu207's run of this to get an idea of how it impacts the game: Crystal Flash Ammo Underflow

First, it has been contended that this route doesn't belong in a "No Major Glitches" ruleset because of the amount that it impacts the gameplay. The glitch gives you over 60,000 ammo of the underflowed type, essentially making ammo unlimited. Other "Major Glitches" (All varieties of Plasma/Spazer beams, OoB, to name a couple) are called such because of the amount of impact they provide on normal gameplay, and unlimited ammo seems like it can fit in this categorization.

Alternatively, its been put forth that this could be a "Medium Glitch," as it may be that it impacts the game more than "Minor Glitches," (Zeb Skip, Ceiling Clips, Blue Suit, etc), but is less impactful than "Major Glitches." If that were the case, it could fit in a "No Major Glitches" ruleset, because it wouldn't be a "Major Glitch."

Secondly, it may be that having unlimited ammo defeats the entire purpose of a low% run. Even though the number of items you collected is 14%, and it shows that at the end of the game, you have enough ammo to make it as if you've collected over 10,000%. This argument essentially boils down to "following the spirit of the law, not the letter," and the argument against is essentially the opposite : "following the letter of the law, not the spirit."


To finish this run, you need to know how to:

Collected Items

Morphball.png Bombs.png Varia.png Gravity.png Etank.png Etank.png Etank.png Missiles.png Missiles.png Supermissiles.png Supermissiles.png Powerbomb.png Powerbomb.png Powerbomb.png

This category is made possible by exploiting Crystal Flash alongside other game mechanics to generate shinespark suits and underflow ammo, eliminating the need for certain maneuvers such as skipping the Zebetites.

The two Crystal Flashes required are exceptionally difficult to pull off, but are basically the only notably difficult exploits of the run compared to other 14% categories.


The route starts off with Phantoon first, but a stop is made on the way there to get landing site power bombs (remember to skip charge). After Phantoon, highjump etank is collected and then one normally saves. Next comes the elevator CF (see below), it is done on the Brinstar-Norfair elevator. After getting the flashsuit, travel through Maridia and be careful not to lose the flashsuit. Once arriving at the room before Botwoon, spark through the speedblocks and fight him, being careful not to miss too many shots as you don't have charge beam. Next comes Draygon. The fight is normal except that the underflow must be done during the fight (see below). After Draygon, visit Kraid's lair on your way down to Norfair and kill Kraid. Note that Kraid may be done before Draygon, in which case you would get his etank instead of hijump etank. Then, defeat Ridley and head to Tourian. Power bombs must be used on the metroids, but it is easy seeing as you have 15 max power bombs.

The Hard Parts

One of the hardest (or at least most time consuming) parts of the run is the elevator crystal flash. Not only does it require a frame perfect press of the down button, but also requires pixel perfect pb placement. To do it, just lay the pb in the right spot and then press down on the frame that the crystal flash starts (you should have already been holding L, R, and shoot). It isn't very complicated at all, it is just very precise. The second challenging part is the Draygon underflow. The idea is simple. One must first get perma-goo from Draygon (which shall be explained shortly) then one must align to the left door (during crystal flash conditions) and frame perfectly lay a pb and start a cf while draygon is gooing. To get perma-goo, one must lay a pb and while the explosion is overlapping Draygon they must jump into her mouth and get grabbed by the goo. This will cause the game to think Samus always has goo on her which means that everytime Draygon does the goo phase she will not spit any goo and just go right for Samus. This also means that Samus will always be slow (which can be fixed by a simple reset and loading of the save).

14% Chargless Visual Cues.png

This image first shows the correct placement of the powerbomb for the elevator cf to work. Secondly, it shows the frame on which Samus should lay the powerbomb and hold cf buttons to get underflow from draygon.