History Main / SequenceBreaking

17th Nov '17 12:38:24 AM spiritsunami
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** The third game doesn't have options for skipping ahead in the sequence, but instead, it lets you go backwards. At the end of the game, if you stand on a certain raised part of the Endless Wall and save, when you reload your game, you'll fall through the overworld, letting you go anywhere, including areas normally blocked off after certain points in the game to recover things you missed. It's possible to get stuck, though, and you can't get everything.

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** The third game doesn't have options for skipping ahead in the sequence, but instead, it lets you go backwards. At the end of the game, if you stand on a certain raised part of the Endless Wall and save, when you reload your game, you'll fall clip through the overworld, it and out of bounds, allowing you to walk anywhere other than on water as long as you remain out-of-bounds, thereby letting you go anywhere, including get back to areas normally that should've long since been blocked off and even visit areas that you never get to visit in normal play (e.g. the non-Dream Bilibin side of Border Town), as well as finding [[spoiler:Briggs alive and well]] in Port Rago, [[spoiler:aboard his ship]], despite the fact that he [[spoiler:died during your escape from Belinsk at the start of the Grave Eclipse]] and [[spoiler:his ship being the same one that you most likely left docked at Tonfon when you went to the Endless Wall]]. Be careful not to save in any such area, however, because as mentioned before, you only have the ability to move freely about the map ''as long as you're not in a valid map location''; moving back in-bounds will leave you stuck in that area, unable to return to the future content.
*** Equally amusingly, the sun will still be shining in areas such as Port Rago and Te Rya Village, despite them being well within the boundaries of the Grave Eclipse, because they were never meant to be accessed
after certain points in the game to recover things you missed. It's possible to get stuck, though, and you can't get everything.it begins.
15th Nov '17 7:01:25 PM KnownUnknown
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* In VideoGame/JazzJackrabbit 2, savvy use of [[GameBreaker Spaz' double jump]] can allow you to reach the game's secret areas without needing to hunt down the hidden teleporters intended to bring you there, as well as in some places create shortcuts that the player wasn't intended to take.
8th Oct '17 1:51:02 AM jormis29
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* In ''[[VideoGame/CityBuildingSeries Zeus: Master of Olympus]]'' the most challenging campaign was the Trojan War, which put you in the shoes of the Greek forces. The early part of the campaign was a lead-up to the actual war and Troy's military might was actually lower than once the war began. With a bit of delay and building up your forces, it was entirely possible to conquer Troy ''before the war even began''.

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* In ''[[VideoGame/CityBuildingSeries Zeus: Master of Olympus]]'' ''VideoGame/ZeusMasterOfOlympus'' the most challenging campaign was the Trojan War, which put you in the shoes of the Greek forces. The early part of the campaign was a lead-up to the actual war and Troy's military might was actually lower than once the war began. With a bit of delay and building up your forces, it was entirely possible to conquer Troy ''before the war even began''.
5th Oct '17 11:47:31 PM 134340Goat
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* In ''VideoGame/KnightsOfTheOldRepublic'', there are quite a few methods of sequence breaking. The most well known and most versatile method is to use a glitch to gain hundreds of skill points, investing around 80 or so in security, which will allow you to unlock any door, even if they are never meant to be unlocked under normal means. This can allow you to skip the majority of Taris, including the Undercity and the Vulkar base, along with most of the content on the final planet. Aside from this, there is a known way to clip through the door to the submersible on Manaan, skipping both the entire break in to the Sith base and the ensuing court trial.
1st Oct '17 12:05:25 PM SeptimusHeap
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** "[[http://numa.notdot.net/map/476 Mind Swamp That WORKS LOL]]," highlighted in the [[http://numa.notdot.net/ NUMA]] [[http://jeffkillian.com/NUMA.htm new user guide]] as one example of a bad {{N}} map, seems to be ridiculously tough to finish... unless you exploit a bug that lets you activate the exit long before you ever get there.

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** "[[http://numa.notdot.net/map/476 Mind Swamp That WORKS LOL]]," highlighted in the [[http://numa.notdot.net/ NUMA]] [[http://jeffkillian.com/NUMA.htm new user guide]] as one example of a bad {{N}} VideoGame/{{N}} map, seems to be ridiculously tough to finish... unless you exploit a bug that lets you activate the exit long before you ever get there.
27th Sep '17 4:57:01 PM eroock
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->''Take THAT, logical progression of puzzles!''

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->''Take
->''"Take
THAT, logical progression of puzzles!''puzzles!"''
27th Sep '17 7:23:19 AM Prfnoff
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* In the Genesis / Mega Drive version of ''VideoGame/{{Flashback}}'', a collision detection glitch allows the player to run through walls, creating several massive shortcuts and drastically cutting down the time needed to finish the game. Like the ''PrinceOfPersia'' example above, if you complete a level without any of the items you need, the next stage will assume you have them anyway... to the extent that you can even finish the game and see [[spoiler:Conrad escape as [[EarthShatteringKaboom the Morphs' planet explodes]]... even if you didn't set the TimeBomb anywhere, much less acquire it]]! See [[http://tasvideos.org/220M.html this tool-assisted speedrun]] for a demonstration. The same glitch is possible in the DOS floppy version, but has been fixed in a later CD re-release.

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* In the Genesis / Mega Drive version of ''VideoGame/{{Flashback}}'', a collision detection glitch allows the player to run through walls, creating several massive shortcuts and drastically cutting down the time needed to finish the game. Like the ''PrinceOfPersia'' example above, if If you complete a level without any of the items you need, the next stage will assume you have them anyway... to the extent that you can even finish the game and see [[spoiler:Conrad escape as [[EarthShatteringKaboom the Morphs' planet explodes]]... even if you didn't set the TimeBomb anywhere, much less acquire it]]! See [[http://tasvideos.org/220M.html this tool-assisted speedrun]] for a demonstration. The same glitch is possible in the DOS floppy version, but has been fixed in a later CD re-release.


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** The UsefulNotes/TurboGrafx16 version of ''Prince of Persia'' is even more breakable by glitches. Using the "Game End" menu option while standing in front of a closed exit door allows you to go through the door immediately afterwards. You can also survive usually lethal falls by clinging to a ledge, which combined with the aforementioned door glitch renders levels 7 and 8 trivial.
25th Sep '17 7:57:41 PM Kayube
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* ''VideoGame/{{Myst}}'' can be completed mere minutes from starting a new game.

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* ''VideoGame/{{Myst}}'' can be completed mere minutes from starting a new game.game, because the codes required to reach the ending are always the same. Later games would learn from this mistake and introduce randomized codes or otherwise make you do all the stages before getting to the end.
19th Sep '17 5:42:57 AM xneon
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** Is there a rule that says you have to fight in front of a tower and not behind it? No. Cue Axe in ''Dota'' and the proxy Singed strategy in ''League''. Both characters can kill entire creep waves quickly even at level 1, eanbling them to sit behind the enemy tower killing their minions so waves of friendly minions attack the tower until it breaks. Axe has the benefit of being almost impossible to dislodge by enemy melee laners when creeps are around due to his [[HelicopterBlender retaliatory spin attack]]; while proxy Singed benefits from the reduced bounty for players on a death streak, fully expecting to die a bazillion times but giving the enemy player a pittance of gold and then just running back and [[TheDeterminator doing it again]].

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** Is there a rule that says you have to fight in front of a tower and not behind it? No. Cue Axe in ''Dota'' and the proxy Singed strategy in ''League''. Both characters can kill entire creep waves quickly even at level 1, eanbling enabling them to sit behind the enemy tower killing their minions so waves of friendly minions attack the tower until it breaks. Axe has the benefit of being almost impossible to dislodge by enemy melee laners when creeps are around due to his [[HelicopterBlender retaliatory spin attack]]; while proxy Singed benefits from the reduced bounty for players on a death streak, fully expecting to die a bazillion times but giving the enemy player a pittance of gold and then just running back and [[TheDeterminator doing it again]].
15th Sep '17 9:19:46 PM SparksOfTheTempest
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* ''RabiRibi'', a Taiwanese {{Metroidvania}}/BulletHell hybrid, runs on this trope. Sequence breaking is not only possible, but ''encouraged''. There are many hidden techniques that enable you to reach places that you wouldn't otherwise be able to without certain items. For instance, it's possible to wall jump without the wall jump item. There are many achievements available for doing things out of order, and the entire game can be completed without picking up a single item, including your primary melee weapon!
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