Talk:Sequence breaking
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Could somebody maybe source these threads from GameFAQs? -- gakon5 00:56, 12 April 2006 (UTC)
- Not sure how you want to go about this, but check metroid2002. They apparently have had someone submit the old topics they archived! --SheeEttin 19:03, 23 April 2006 (UTC)
[edit] On the original coinage of the term
In response to the following, removed from the main article:
-
- The information is incaccurate, the use of the term "Sequence Break" or "Sequence Breaking" was relatively common with regards to Super Metroid, there were even FAQ's written with the name "Sequence Breaking FAQ" that can be found on http://www.gamefaqs.com/portable/gbadvance/game/914982.html **
The gamefaqs section which you link to is for Metroid: Zero Mission, a game which was released after Metroid Prime, and the faq you mention is (c) 2004. The term in connection with Metroid Prime is from January 2003.
Now, if you can back up your statement about Super Metroid with sources, fine, I've got no problem with keeping things accurate, but get some sources first, please.
SABERinBLUE 00:18, 8 May 2006 (UTC)
That comment was mine - and my bad about not posting on the discussion board :(...i didn't know Wikipedia well enough to figure it out. I don't have any concrete evidence w/regards to Super Metroid usage of the term (it was used in converstaions, but i lack sources). As for the posted source - i had the two games mixed up nothing more sinister than that. I'll look for sources and see if I can find somethign archived earlier than 2002/2003.
AHA! Here's a reference by the author inside the 'speed demos archive' of the term "Sequence Break" used in conjunction with the game Metroid II: Return of Samus. Released 1991. http://speeddemosarchive.com/Metroid2.html
You just referenced a document that was created on 8/10/04 at the earliest. Stop trolling. Ekarderif 19:20, 3 June 2006 (UTC)
[edit] A possible example...?
Would it be considered Sequence Breaking with the speed runs through Super Mario Bros. and particularly Super Mario World?
SMB had these Warp Zones that let players skip to a much later part of the game, though that was done on purpose.
However, speed runs through SMW has players accessing the "Star World" as quickly as they can and use alternate exits through each of these five worlds to end up next to Bowser's Castle, the final area. What was supposed to be intended was that the player discovers the five entrances to the Star World and eventually use the alternate exits to connect them together and make a shortcut to other worlds. Ron Stoppable 03:20, 13 May 2006 (UTC)
The problem with labeling this as a 'sequence break' is that - while it may have been possible that the intended design was that you first must find the other exits before you can access the other points in the star world - that belies the point of their being keys to connect the levels AND the althernate exits' paths already being connected in the star world. In either case, this topic does not yet have a series of documented sequence breaks, rather only a discussion of the first time a sequence break was called a sequence break. The first exploitation of glitches to seriously cut down on the time a game takes to complete (ie: sequence break) would almost certainly have to be in the original NES Metroid (released: 1986) in which the player beats the final boss without beating the other two required bosses (Ridley and Kraid). In the technical terms: "Mother Brain before Ridley and Kraid". This was clearly not intended as the method by which it is done exploits a glitch to pull an enemy through from a previous room, over an 'uncrossably' high jump and through a pool of acid. Beating the two bosses (clearly marked by statues) forms a bridge over this obstacle, but sequence breakers used the frozen enemy pulled through the room as a stepping stone. In the face of many other such more clear cut examples, i would advise not posting that example lest people get the wrong idea (and take 'ingame shortcuts' to be sequence breaks).
- I think a better example of a sequence break is in the old game Pitfall. You were meant to run to the right in the game, scrolling the obstacles, but it was possible to start running left and go through the course backward. Aguerriero (talk) 15:10, 18 May 2006 (UTC)
[edit] Image of Metroid sequence break
Samus using the frozen enemy or damage boost or whatever would be a good screenshot and I think it would qualify as fair use as-
- It shows an example of what the article is about.
- It is low resolution.
- It does not limit the company's ability to sell the game.
Anyway a screenie would be nice. --WikiSlasher 06:04, 25 November 2006 (UTC)