13ABCA-13AC1C NOPing this whole routine makes Kraid only spit rocks at Samus and never emerge completely from the ground. lol, easy mode. 13AC58 - A0 01 00 = Angle that Kraid rises completely from the ground at. 02 works great. 13AC50 - 29 07 00 = Delay between each group of bomb sounds as Kraid rises completely from the ground and breaks the ceiling. 13AD9A - A2 C0 00 = Something to do with changing the background of Kraid's room. 0C to 00 and background stays black for the whole fight (not when you re-enter the room after collecting Varia, though). 13AE23-13AEA3 = NOPing this whole routine makes Kraid's AI no longer change after he rises completely from the ground; stands still and continues spitting rocks at Samus. lol. 13AE83 - A9 01 00 = Delay until Kraid starts to walk around after rising from the ground. 13AE76 - A9 20 01 = Distance that Kraid can walk backwards. Higher values will make him go through the wall, but if his room was made larger, this could be changed to compensate. 13B057 - A9 06 00 = Duration of Kraid and his projectiles flashing when he takes damage. 13B3D3-13B3F4 [body] 13B513-13b534 [hand/projectiles] Colors for Kraid's white hurt flash. 13B6FA - 00 to 02 = lol @ Kraid's eyes 13B6EC - 00 to 01 = Kraid skips his eye flashing animation when he is shot in the face and roars immediately. 13B832-13B867 NOPing this routine prevents Kraid from firing his large belly spike/platforms during the fight. 13B8D2 - A9 2C 01 = Frequency that Kraid fires his belly spike/platforms. 0C 00, and suddenly they become a lot more dangerous. 13B8BE - C9 20 00 = Distance that Kraid's belly spike/platforms can travel before they're cleared; only would be useful if his room was expanded somehow. 13BD26 - A9 40 00 = Delay between Kraid's flying claws respawning after they are destroyed. 13BE09 - A9 0F 00 = Distance from top of screen that claw #1 spawns, in pixels. 13BE03 - A9 32 00 = Distance from left side of screen that claws #1 spawns, in pixels. 13BE15 - A9 01 00 = Travelling speed of claw #1 13BDFD - 01 to 00 = Stops Kraid's flying claws from spawning during the fight. 13BDE3 - A9 80 00 = Starting trajectory of flying claw #2? Or distance from left side of screen that it spawns. Something like that. 13BD89 - B9 04 00 = Starting trajectory of flying claw #2? 02 = straight up; only even numbers work? Odd numbers seem to make them flicker and glitch up. 13BF16 - 69 00 00 = Speed that claw #2 travels downward after bouncing off the ceiling or the bottom of a platform. Neat-o. 13BE4E-13BE8D = Speed for flying claw #2 at various trajectories. 01 can be bumped up to 02+, and FF FF can be lowered to FE FF- for different speeds at different angles, etc. The 00 values affect some things too. 13C015 - A9 B4 00 = Delay after Kraid takes enough damage to emerge completely and break the ceiling; changing B4 to 01 pretty much fixes the 'Kraid quick-kill' bug. 13C00C - 30 to 80 = Kraid immediately breaks through the ceiling after rising from the spikes. 13C052 - A9 04 00 = Type of screen shake that triggers when Kraid is about to break through the ceiling, it seems. 13C3F4 - 05 1B = Disappearing spikes in Kraid's room. 05 = number of tiles from left side of room to begin breaking. 1B = number of tiles from top of room to begin breaking. JSL immediately before these values (22 D7 83 84) is related to the breaking spikes/platforms in Kraid's room, but I can't be assed to dissect how that works, and I don't know if it's shared with other things in the game. 13b6AB-13B73B = Routine for Kraid opening mouth and roaring. 13C3F9-13C714 = Kraid dying stuff 13C715-13C7C7 = Changing music and unlocking room after Kraid dies. 13BC65-13BCA7 13BFAB-13BFF2 13C0BD-13C12E 13C17A-13C1FA Non-essential routines in Kraid's AI that can be completely NOP'd without affecting the fight in any way that I can tell.