Most re-releases of games, most notably Metroid Prime Trilogy, correct speedrunning techniques to prevent sequence breaks from occurring. 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. For instance, the secret Wall Jumping and Bomb Jumping techniques in Super Metroid directly lead to several sequence breaks, but the latter lacks practical use otherwise. In fact, many sequence breaks seem to have been known to the developers. Sequence breaks are ubiquitous in the Metroid games. For example, in Metroid: Zero Mission, it is possible to kill Ridley before killing Kraid, and also to obtain the Varia Suit before the Ice Beam. Efficient sequence breaking is the key to many time improvements in speedrunning. Sequence breaks often rely on glitches, but sometimes creative thinking is enough. ![]() This may amount to collecting an item earlier than intended or skipping a segment entirely. ![]() The current title is not an official name.Ī 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"). Any name given in official media is eligible to become the title of the article.
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