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{{Short description|The act of performing actions of a game out of order}}
In ], '''sequence breaking''' is the act of performing actions or obtaining items out of the intended ], or of skipping “required” actions or items entirely.<ref name=carless>{{cite book|last=Carless|first=Simon|title=Gaming Hacks|year=2004|publisher=O'Reilly Media|isbn=0-596-00714-0}}</ref> Sequence breaking is often used to beat a game unusually quickly, to beat it while only completing a few objectives or obtaining a few items, to obtain useful items early in the game, to make the game more difficult, or to help push a game as far as possible in some other way. In ], '''sequence breaking''' is the act of performing actions or obtaining items out of the intended ] or of skipping "required" actions or items entirely.<ref name=carless>{{cite book|last=Carless|first=Simon|title=Gaming Hacks|year=2004|publisher=O'Reilly Media|isbn=0-596-00714-0}}</ref> Sequence breaking is often used to beat a game unusually quickly (see ]ning), to beat it while only completing a few objectives or obtaining a few items, to obtain useful items early in the game, to make the game more difficult, or to help push a game as far as possible in some other way.


==History of the term== ==History of the term==
Though sequence breaking as a concept has existed almost since the inception of computer games complex enough to have ], apparently the first documented action in a video game to be ''called'' a sequence break occurred in the ] ] game '']''{{Verify source|date=July 2007}}, in a thread called “Gravity Suit and Ice Beam before Thardus”.<ref>{{cite web |url=http://www.metroid2002.com/sequence_breaking_topics_tbj_V1.0.php |title=Ice Beam + Gravity Suit before Thardus using Triple Jump |publisher=metroid2002.com |date=2003-01-27 |accessdate=2009-03-27}}</ref> Though sequence breaking as a concept has existed almost since the inception of computer games complex enough to have ], the first documented action in a video game to be ''called'' a sequence break occurred in the ] ] game '']'', in a thread called "Gravity Suit and Ice Beam before Thardus".<ref>{{cite web |url=http://www.metroid2002.com/sequence_breaking_topics_tbj_V1.0.php |title=Ice Beam + Gravity Suit before Thardus using Triple Jump |publisher=metroid2002.com |date=2003-01-27 |accessdate=2009-03-27}}</ref> In the game, the rock monster Thardus was designed to be a required ] before the Gravity Suit and the Ice Beam could be obtained, hence the novelty of bypassing the boss while still obtaining the items and thus saving time if the goal is to complete the game as quickly as possible. When Steven Banks achieved this feat on January 18, 2003, he posted his discovery on the ''Metroid Prime'' message board on ]. The thread attracted a number of interested gamers, and the term sequence breaking was incidentally coined.<ref>{{cite web |url=http://www.metroid2002.com/sequence_breaking_topics_tbj_V4.0.php |title=Metroid Prime Sequence Breaking (v. 4.0) |publisher=metroid2002.com |date=2003-02-11 |accessdate=2009-03-27}}</ref> The term has since grown in popularity and is now often applied to unintended shortcuts in any game.


The term has become so pervasive that it has begun appearing in video games itself,<ref group=note>{{cite video game |title=] |developer=] |quote='''Over the Flagpole''': Surely you are cheating! You are exploiting a glitch! You are a sequence breaker!}}</ref> and, inspired by games such as '']'', game designers may create their games with sequence breaking in mind.<ref>{{cite web |url=http://www.siliconera.com/2015/05/17/going-weird-and-wild-with-3d-platformer-spooky-poos-happy-hell/ |publisher=Silicon Era |title=Going Weird And Wild With 3D Platformer Spooky Poo’s Happy Hell |last=Priestman |first=Chris |date=2015-05-17}}</ref>
The rock monster Thardus was designed to be a required boss before the Gravity Suit and the Ice Beam could be obtained, hence the novelty of bypassing the boss while still obtaining the items. When a gamer named Steven Banks achieved this feat on January 18, 2003, he posted his discovery on the ''Metroid Prime'' message board on ]. The thread attracted a number of interested gamers, and the term sequence breaking was incidentally coined.<ref>{{cite web |url=http://www.metroid2002.com/sequence_breaking_topics_tbj_V4.0.php |title=Metroid Prime Sequence Breaking (v. 4.0) |publisher=metroid2002.com |date=2003-02-11 |accessdate=2009-03-27}}</ref> The term has since grown in popularity and is now often applied to unintended shortcuts in any game.

The term has become so pervasive that it has begun appearing in video games itself.<ref group=note>{{cite video game |title=] |developer=] |quote='''Over the Flagpole''': Surely you are cheating! You are exploiting a glitch! You are a sequence breaker!}}</ref>

==Examples==
There are many examples of sequence breaking in computer and video games, of which the ] of games are perhaps the most famous example. In '']'', by using techniques like the Wall Jump, Bomb Jump and Mockball to jump and run into places normally not accessible, players can skip bosses, acquire items before intended, take shortcuts, etc. This is usually done to cut down on backtracking and allow for 100% ]s.

Some other notable examples are:
*'']'' — Using the spell Dimension Door to enter Baldur's Gate and Candlekeep and then repeatedly exploiting the Chapter 7 introduction trigger to place the game into the final chapter.
*'']'' - By jumping as wolf form on the stairs in the Clock Tower, you can jump to the high platform without the double jump, and essentially do the entire rest of the area backwards.
*'']'' — Using gas grenades, you can manipulate the AI to do unintended things, such as opening a door that lets you skip the entire first level, making a boss open the exit door for you, and attaching the grenades to walls to scale entire buildings.
*'']'' - After leaving Vault 101, the player can head directly to Vault 112, bypassing 3 quests of the main mission.
*'']'' - Using several glitches in the physics engine, huge amounts of content can be skipped. For instance, the infamous bridge battle on Highway 17 can be entirely skipped using a flying glitch.
*'']'' — It is possible to warp freely between areas that are connected by "Fairy fountains" using a glitch called "bomb hovering". This allows the player to obtain all vital items needed in the dungeons and their prerequisites in the beginning of the game. This in conjunction with several skips that allows entire dungeons to be skipped is enough to complete the game from beginning to end in less than two hours.
*'']'' - In the beginning of the game, it's possible for the player to move ] over a tall cliff by doing a "scan dash" to obtain the Space Jump Boots, which are usually acquired much later, as the first item, opening up the ability to perform many tricks and obtain other items early.<ref>http://www.youtube.com/watch?v=rDN1TWmlXpk</ref>
*'']'' — By immediately retrieving the white page from the dock switch, the primary puzzle (and thus the entire game) can be completed without ever leaving the main island.
*'']'' — The "minus world" warp zone glitch can be used to skip from World 1-2 to World 5-1, possibly the earliest major sequence break in a video game. The warp zone in World 1-2 is intended to go to World 2-1, World 3-1 or World 4-1.


==See also== ==See also==
*] *]
*] *]

==References==
{{reflist}}


==Notes== ==Notes==
{{reflist|group=note}} {{reflist|group=note}}


==External links== ==References==
{{reflist}}
* - Speedruns through various classic console games, made with emulators and utilizing slow-motion and savestates.
* - Speedruns through various games, made without the use of tools such as slow-motion and savestates.


{{Speedrunning}} {{Speedrunning}}


{{DEFAULTSORT:Sequence Breaking}} {{DEFAULTSORT:Sequence Breaking}}
] ]
]

Latest revision as of 18:25, 26 September 2024

The act of performing actions of a game out of order

In computer and video games, sequence breaking is the act of performing actions or obtaining items out of the intended linear order or of skipping "required" actions or items entirely. Sequence breaking is often used to beat a game unusually quickly (see speedrunning), to beat it while only completing a few objectives or obtaining a few items, to obtain useful items early in the game, to make the game more difficult, or to help push a game as far as possible in some other way.

History of the term

Though sequence breaking as a concept has existed almost since the inception of computer games complex enough to have sequential storylines, the first documented action in a video game to be called a sequence break occurred in the Nintendo GameCube game Metroid Prime, in a thread called "Gravity Suit and Ice Beam before Thardus". In the game, the rock monster Thardus was designed to be a required boss before the Gravity Suit and the Ice Beam could be obtained, hence the novelty of bypassing the boss while still obtaining the items and thus saving time if the goal is to complete the game as quickly as possible. When Steven Banks achieved this feat on January 18, 2003, he posted his discovery on the Metroid Prime message board on GameFAQs. The thread attracted a number of interested gamers, and the term sequence breaking was incidentally coined. The term has since grown in popularity and is now often applied to unintended shortcuts in any game.

The term has become so pervasive that it has begun appearing in video games itself, and, inspired by games such as Super Metroid, game designers may create their games with sequence breaking in mind.

See also

Notes

  1. Intelligent Systems. Super Paper Mario. Over the Flagpole: Surely you are cheating! You are exploiting a glitch! You are a sequence breaker!

References

  1. Carless, Simon (2004). Gaming Hacks. O'Reilly Media. ISBN 0-596-00714-0.
  2. "Ice Beam + Gravity Suit before Thardus using Triple Jump". metroid2002.com. 2003-01-27. Retrieved 2009-03-27.
  3. "Metroid Prime Sequence Breaking (v. 4.0) [Previously Ice+Grav before Thardus]". metroid2002.com. 2003-02-11. Retrieved 2009-03-27.
  4. Priestman, Chris (2015-05-17). "Going Weird And Wild With 3D Platformer Spooky Poo's Happy Hell". Silicon Era.
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