-end screen percentage expansion -intro skip -end screen suit colour = current suit colour -extra credits screens -big metroid event state fix -shaktool event state fix -new door transitions -green chozo room -hyper beam palette added to visor, gun, and morph flash -morph flash -charge attract -hyper beam uses plasma+wave -general use routines (eg. find_scroll, find_block, is_air_block, etc.) -modular hud (normal, pro, speed, rando, training) -expanded sram routines -expanded pause screen sprite drawing routine -rewritten reserve tank routine -subscreen -map -collected tanks display -item percent display -game time display -equip -new samus model -samus model modifiers -bomb timer toggle -bomb spread type toggle -expanded reserves display -options -gamplay and vfx option lists -sound fx/music toggle -hud type toggle -default subscreen toggle -button config -stats -new item percentage system -new animation speeds for many things -new plm: disappearing block -new item: dash ball -new plm: message box generating item -new plm: event manipulation plm -new block: missile block -new block: chain block -power bombs reveal block types -beam reveals block types with X-ray -maridia tube breaks to shinespark -rewritten save stations (reusable, autosave) -reserves add a filled tank instead of empty -rewritten message boxes -string substitution for tilemaps -dynamic functions (ammo display, hud specific icons, etc.) -expanded area palette blend -super missile projectile fix -respin -rewritten periodic damage routine -holding charged ice reduces heat damage -expanded beam palettes -jump out of shinesparks -shinesparks cause screen shake -speed echoes can be activated dynamically -backflip echoes -fixes to bugs from original game -low health alert can be on or off -auto-run -speed boost can be activated long or short -midair unmorph only clears horizontal speed -instant bombs when holding down -shinesparks can be steered in air -bomb spread has momentum and direction, and different charge levels -keep speed on landing -morph animation speed is based on many factors -charge spark is based on beam type -walljump charged damage fix -super missile recoil -spinjump animation is based on time in air -ball spark -charge flash is based on beam colour -rewritten transition table processing routine -new transition table -upspin, instamorph, etc. -rewritten samus palette loading routines -cannon tint -new morph animation -beam flicker on/off -beam trails on/off -bomb sprite uses beam colour -charge spark particles palette fix -run on water, lava, acid -auto-morph -block index fix -scroll block bts -liquid level changing block -speedbooster restart on slopes -bomb radius expansion -screen shake on/off -enemy loading optimization -frozen enemies explode from speed booster but not screw attack -backflip -enemy palette load based on bts tiles in level data -faster elevators -big meteoroid pose fix -BT fog moves faster based on BT health -BT shakes screen when getting up -FX’s can have direction and speed per room -decompression optimization -faster map scrolling -walljumps no longer push samus away from wall -no loss of bluest when turning midair -extra time when choosing shinespark direction -grapple now exits into spindump if holding run -no blue filter on title screen -horizontal jumps no longer lose height with speed booster on -no flicker during i frames -no flicker during elevator -no blue filter on game over screen -no height limit with space jump -recover from shinesparks faster -charge beam animation change -grapple beam colour = equipped beam colour -new fire rate for weapons -allows running in lava -longer shinespark timer -no screw attack green palette -GT doesn’t freeze game -shorter charge time -xray scope beam width speed -new enemy headers -new enemy projectile headers -new sounds for item pickups -tons and tons of small tweaks to things like: boss ai, enemy ai, speed of projectiles, other things you can change in smile -new palettes -new level data