Changelog from vanilla AM2R to Momentum Mod 0.3a: MECHANICS CHANGES: RUNNING AND JUMPING: -Running responds to player input faster. (this does not apply when turning, so as to allow players to aim shots and position themselves more precisely.) -Speed increases gradually (starting from vanilla run speed) while running, even before acquiring speedbooster -Jumping before speedbooster is active will no longer cap your speed -While in spinjump state, there is no air friction, so you can maintain your speed. In normal jumping/falling state, you will slow down quickly, so respin to keep speed. -The faster you run, the higher you jump. -New sound effect and graphic that indicates speedbooster activation. -Upon landing, Samus will no longer stop in her tracks for 5 frames like she does in vanilla (this was likely done in the original to mimic gba metroid movement.) -Added vertical spinjump from RoS and Super. BALL STATES: -Mockball is now possible before (and after) speedbooster, functions like super metroid. To activate, morph within 12 frames of landing. -Morphing in the air no longer halts vertical or horizontal speed (unmorphing does.) -Unmorphing on the ground while holding left or right will put the player straight into the running state, instead of crouch. -Unmorphing or leaving spin by aiming, while jump is held, will retain speed. -Note that in earlier versions of momentum mod, spider ball's speed was doubled. This change has since been reverted. -Spring ball is available from the start of the game. OTHER: LEVEL DESIGN: -Power grip is no longer available from the start of the game. -Platform layouts before power grip is acquired has been altered to accomodate this change. -Arachnus now drops Power Grip instead of Spring Ball. Changes from 0.3.1a to 0.4a: -Smoothed out walking and running- no teleports at the beginning of the state change -Retooled vertical spin jump to activate more like its original appearances. -Slowed down the player slightly overall allowing for better reaction times when moving through the level -gave player more options to preserve speed -unmorphing or leaving spinjump while holding jump preserves speed, allowing for mockballs to be chained together -if you don't want to jump the full height, release and re-press jump, then remorph before hitting the ground. -this change also allows for mockball to be activated with super metroid inputs -gave mockball a minimum speed -speedboosting into a slope now maintains 100% of your speed instead of briefly slowing you down -fixed a large majority of zip crashes (if the game would have crashed, you'll get stuck in a wall instead.) -Remaining crashes involve zipping towards open doors when the object deactivation radius is disabled.