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Sequence Breaking

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A Sequence Break is an act that breaks the standard sequence of events in a game ("taking another way through the game than a player is likely to use on the first play-through"). This may amount to collecting an item earlier than intended or skipping a segment entirely. Sequence breaks usually rely on glitches, but sometimes creative thinking is enough. Efficient sequence breaking is the key to most time improvements in speed running. For example, in Metroid: Zero Mission, it is possible to kill Ridley before killing Kraid, and also obtain the Varia Suit before the Ice Beam.

With the possible exception of Metroid II: Return of Samus, sequence breaks are ubiquitous in the Metroid games. In fact, many sequence breaks seem to have been known to the developers. For instance, the secret Wall Jumping and Bomb Jumping techniques in Super Metroid directly lead to several sequence breaks, but these moves mostly lack practical use otherwise. Further, it is nearly impossible to get stuck or cause crashes in Super Metroid when entering areas without the supposedly required equipment, indicating that the designers were aware of the possibility that players would do so.

Contents

[edit] List of Sequence Breaks

== NOTE == Most of these glitches have been fixed in Metroid Prime Trilogy for the Wii. Only the gamecube versions of MP1 & MP2 have all of the glitches present.

[edit] Metroid Prime

  • Using the Scan Dash glitch allows for the Space Jump to be acquired before any other upgrades.
  • Early Plasma Beam via a series of difficult jumps.
  • Early Ice Beam via a clipping glitch.
  • Early Gravity Suit via part of the "Early Plasma Beam" (namely passing the Twin Fires Tunnel without the Spider Ball.)
  • Skipping the Hive Mecha via an L-Lock Spring Space Jump.

[edit] Metroid Prime 2: Echoes

  • Using carefully a excecuted bomb jump and screw attack, a player is able to completely bypass getting the keys to the Ing Hive Temple.
  • Early Power Bombs via a series of difficult jumps in the Temple Grounds.

[edit] Metroid Prime 3: Corruption

  • It is possible to skip both Turrets by using a Spring bomb jump where the valley at the end of the second one is


[edit] Super Metroid

[edit] Zero Mission

[edit] Metroid Fusion

  • Certain save rooms have breakable blocks about two or three blocks up from the ground. These aren't supposed to be accessible until the Spring Ball is acquired but if you get right next to the wall, jump as high as you can and than immediately go morph ball and move to the right you can get into it. However, all they contain are expansions and most of them require other items, but at least one of them can be gotten via the wall jump.
  • There is a secret message conversation that can be watched by using a series of tricky Shinesparks in Sector 4.

[edit] External links