Talk:Sequence breaking

message: I corrected the translation of the Pokemon Red&Green "Dokokashira" glitch. It means "somewhere" as explained here (in Japanese) http://detail.chiebukuro.yahoo.co.jp/qa/question_detail/q1231020772
It's actually dokoka-shira(nu). dokoka means somewhere, shira is an abbreviation of shiranu (without knowing). It's usually translated as somewhere or "somewhere or other"  — Preceding unsigned comment added by 178.200.46.140 (talk) 08:42, 19 February 2013 (UTC)
replies: text: Someone has reinstated the incorrect version, so I was surprised to find this correct and polite explanation of the issue here. Looks like our helpful anonymous editor either didn't bother to check the Talk page, or didn't care about this note. I would also imagine that "Dokokashira Door" is a deliberate play on Doraemon's famous "Dokodemo Door" ("Anywhere Door", where the destination can be directly controlled), but I have no reference for this, and indeed there isn't even a reference for the original assertion that this bug has this nickname (or even that it actually exists). So I'm editing it.Nezuji (talk) 04:11, 30 March 2015 (UTC)
thread_title: Dokokashira

message: Could somebody maybe source these threads from GameFAQs? -- gakon5 00:56, 12 April 2006 (UTC)
replies: text: 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)
thread_title: Untitled

message: 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)
thread_title:  On the original coinage of the term 

message: 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)
replies: text: 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)
thread_title:  A possible example...? 

message: 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)
replies: text: Here is one of Samus climbing the cliff in Maridia known as Mount Doom among sequence breakers, without the gravity suit, which is normally required, along with grappling beam, in that area. http://folk.uio.no/sigurdkn/m3_samus_climbing_mount_doom2.png This is a screenshot from Red Scarlet's 72% no boss/miniboss-run. A higher quality shot of the same procedure could be taken in an emulator, but I don't have the time now. Did you know that it is possible to defeat all bosses except mother brain in any order, or that all bosses (even mother brain) are skippable? Amaurea 22:11, 26 September 2007 (UTC)
thread_title:  Image of Metroid sequence break 

message: Just went through and alphabetized the examples given. Previously there was no discernible order. --Antsh 20:43, 16 April 2007 (UTC)
thread_title:  Organizing 

message: Is trading a HM'd pokemon really an exploit. I would have thought this was a feature made to promote trading. Also, remember that you could only "use" these moves after obtaining certain gym badges, and it has not been corrected in later games. I think this is intended as an alternate way of obtaining a HM (although a real HM is obviously more desirable because you can reuse it)
Anyway back on topic: should this one be removed. --Gigitrix (talk) 21:26, 15 January 2008 (UTC)
replies: text: I agree with that. Evaunit♥666♥ 03:04, 26 February 2008 (UTC)
thread_title: Pokemon Red&Blue

message: does anyone know/have a cite for the diablo sequence break in the article? i googled and couldn't find anything --dan (talk) 08:00, 19 May 2008 (UTC)
thread_title:  diablo? 

message: Super Metroid - Wall Jumping allowsone to get the Wave Beam relatively early.
Xmen (Genesis) - "Bamf"ing with Nightcrawler allows for many shortcuts, such as skipping the second fight with Juggernaut.  —Preceding unsigned comment added by 24.207.251.110 (talk) 05:19, 4 June 2008 (UTC)
thread_title:  More Examples 

message: It seems that the developers of certain games (Metroid, especially) are well aware that some players will attempt sequence breaking, either taking extra effort to make sure it's extremely difficult to do (Metroid Fusion especially, with it's altered bomb jumping mechanics and removal of single wall jumping, amongst other things), or making it intentionally easier to do (such as Metroid zero having various well hidden - or even barely hidden - alternate routes that allow you to skip items or obtain them early). In particular with the Metroid series, it seems like the developers try to make sure the game will still behave in a sane and unglitched manner if sequence breaking occours (with the exception of Metroid Fusion, where doing things like beating bosses early causes the wrong item to be recieved or event to be activated), and try to make sure that a sequence breaking player cannot become "stuck" in an area if they get there before they were supposed to. The thing is, I do believe this would be highly relevant information to put into the article, but it would probably be very difficult to find reliable sources to state that some developers are aware of (and cater for) sequence breaking - my own quick google searches turned up very little, other than the widely held *belief* that certain games intentionally make it easier (which they do in a very obvious manner at times, but this still is not really citable). So, does anyone think they can help with this issue? Xmoogle (talk) 18:48, 18 August 2008 (UTC)
thread_title:  Intentional sequence breaking 

message: Those games allow you to get to the final boss without REALLY doing much else. Maybe unintentionally, maybe intentionally (challenging the player to find shorter ways?).
Maybe someone could write something down about this.  —Preceding unsigned comment added by 217.80.30.238 (talk) 22:16, 2 March 2009 (UTC)
thread_title:  Fallout 1 / 2 

message: in the original zelda you can skip ahead through the graveyard and the centaurs and get teh magic wand from a later dungeon. You cannot complete this dungeon because you do not yet have the step ladder, but the magic wand can be obtained before anything else, and will make the entire game sufficently easier. I figure this would be sequence breaking, but I dont know if it would be a good example, as many games allow you to get stronger weapons than you need. 72.12.72.122 (talk) 15:10, 1 May 2009 (UTC)
thread_title: Zelda

message: When I heard this term I immediately remembered the sequence in the fair in Crono Trigger when you can use a different portal than the one Luca tells you to use in order to face Lavos and complete the game early. I'm undecided as to whether this counts as a true sequence break because it can be argued it was intended gameplay (I don't recall if it led to a unique ending) so I will post this here in case someone else would like to add it to the article.  —Preceding unsigned comment added by 214.13.141.100 (talk) 03:02, 24 August 2010 (UTC)
thread_title:  Crono Trigger 

message: The "Examples" section was way too long, so I cut it down to a size that makes sense given the length of the main article. It simply isn't necessary to list every major game ever made that allows you to skip objectives or obtain a powerful item early in the game--especially when the list is roughly four times as long as the rest of the article. It honestly read like a list of trivia a bunch of different people added about their favorite games--and it probably is. Very un-encylopedic and not appropriate for Wikipedia. 64.85.243.248 (talk) 22:17, 5 January 2016 (UTC)
replies: text: 64.85.243.248 Oh, that makes alot of sense. My apologies about reverting your edits. You didn't provide a edit summary, which is why I reverted. Feel free to undo my edits. Boomer Vial (talk) 22:32, 5 January 2016 (UTC)

text: Oh, sorry about that! My bad. 64.85.243.248 (talk) 06:50, 6 January 2016 (UTC)
replies: text:  Wait, now there is not a single example left?!? BTW, in SteamWorld Dig is an achievement called Sequence Breaker. --Xario (talk) 19:02, 27 March 2017 (UTC)
thread_title: Unnecessarily long list