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1[[quoteright:350:[[VideoGame/Metroid1 https://static.tvtropes.org/pmwiki/pub/images/tourian.png]]]]
2[[caption-width-right:350:A classic example of a ''Metroid'' sequence break, used to get into [[TheVeryDefinitelyFinalDungeon Tourian]] early.[[labelnote:explanation]]Normally, you have to kill Kraid and Ridley first so you can shoot their two statues, which will then create a stone bridge for you to cross as a Morph Ball. The small crevice and ceiling preclude Samus from just using the Hi-Jump Boots to reach it, and Samus can't change into her Morph Ball form in mid-jump to squeeze through. To bypass this, you can lure a Reo enemy into this area from the nearby room. Once it's inside and in the desired position above the acid, you can freeze it with the Ice Beam and then Bomb Jump off it into the crevice and reach the door to Tourian.[[/labelnote]]]]
3
4->''"I wonder how many players will see this message...?"''
5-->--'''Adam''', at the end of an EasterEgg message only available if you manage to get to a Navigation Room before collecting a certain item, ''VideoGame/MetroidFusion''
6
7The ''Franchise/{{Metroid}}'' series is a paradise for gamers who love SequenceBreaking and [[{{Speedrun}} speedrunning]]. The mainline series is particularly notable in that a fair number of the techniques and alternative progression routes listed below are actually intended by the developers. The games also actively award the player for taking advantage of these different routes and various techniques to beat the game in short amounts of time, and in one instance, for beating it in a MinimalistRun.
8
9An entire website, ''Metroid 2002'', is dedicating to documenting the many sequence breaking techniques used in the series. [[https://www.metroid2002.com You can view it here,]] though it was last updated in 2019.
10
11To date, the only games in the franchise to feature no sequence breaking at all are ''VideoGame/MetroidPrimePinball'' and ''VideoGame/MetroidPrimeFederationForce''.
12
13!Examples:
14
15!!General techniques
16* Samus' [[RocketJump Bomb Jump]], which is used in her Morph Ball form. As the name suggests, it uses the knockback from a bomb's explosion in order to elevate Samus, with her being unharmed by her own bombs.[[note]]In [[VideoGame/Metroid1 the first game]], as well the original [=GameCube=] releases of ''VideoGame/MetroidPrime'' and ''VideoGame/MetroidPrime2Echoes'', it was the only way to jump in that form. Other games give Samus the ability to jump with the "Spring Ball" power-up or as a default ability.[[/note]] Since the bombs can be laid in midair and they [[SelectiveGravity don't obey gravity]], proper timing and bomb placement can allow you to chain explosions together and gain even more height. This is to the extent of a triple bomb jump (Bomb-Trick) in the ''Prime'' series, and ''unlimited'' bomb jumps (Infinite Bomb Jump) in the 2D games, making it one of the key techniques used in sequence breaking and {{Speedrun}}s throughout the series.[[note]]The only game in the series where this technique is impossible is ''VideoGame/MetroidFusion'', due to bombs functioning differently in that entry.[[/note]]
17** ''Metroid I'', ''Metroid II'', and ''Super Metroid'' feature the "Bomb Boost Jump". In these games, Samus can still be knocked around by her bombs even if she's not in Morph Ball form, meaning she can lay a bomb and unmorph before it detonates and still be sent into the air by the bomb, letting her jump higher than normal.
18* Single {{wall jump}}ing. Some entries in the mainline 2D series allow skilled players to scale a single vertical wall with no opposite wall even necessary, which often allows one to visit game sections early without the necessary upgrades. ''Super'' and ''Zero Mission'' allow the player to quickly scale walls in this manner.
19** Downplayed in ''Samus Returns'' and ''Dread''. While it is possible to perform single wall jumps in these games[[note]](the usual momentum is cancelled in the former by combining short jumps with shooting, and in the latter by quickly entering and exiting the Morph Ball)[[/note]], it is useless as a sequence breaking tool thanks to various other techniques being much faster and easier to execute.
20* In the first two games, if Samus rolls off a ledge in Morph Ball form and unmorphs, she will be in her standing sprite and able to jump.
21
22!!Game-specific instances
23[[foldercontrol]]
24[[folder:Mainline Series]]
25[[AC:''VideoGame/Metroid1'']]
26* There are [[https://www.youtube.com/watch?v=esddscXopxM several ways]] to reach the Varia Suit without collecting the High Jump Boots. You can lure a Waver through the hidden passage leading to the door of the room preceding the suit and freezing it to make a platform to said door, Double Bomb Boost Jump[[note]](lay two bombs, the second just before the first explodes, then a third in midair, unmorphing and jumping off of said bomb's blast)[[/note]] your way to the door, or even make use of the [[http://metroid.wikia.com/wiki/Door_Jump "Door Jump" glitch]] to get up to the room without need of bombs or the Ice Beam.
27* Ridley's Lair, as well as the area leading to the High Jump Boots, can be reached without the Bombs by using the aforementioned Door Jump glitch in the "green bubble" area of Norfair.
28* The Ice Beam can be collected without the Bombs by using the Door Jump. The Brinstar Ice Beam normally requires the High-Jump Boots to get out of the shaft it is in, but can be escaped with the Bomb Boost Jump as well.
29* As seen in the page image, Kraid and Ridley do not have to be defeated to get into Tourian. If Samus lures a Reo from the adjacent corridor (Corridor Number Two) into the room with the Stone Statues and freezes it above the acid, she can perform a difficult Bomb Jump to reach the other ledge.
30* By exploiting glitches, one player managed to beat the game [[http://tasvideos.org/1443M.html while only grabbing the Morph Ball!]]
31
32[[AC:''VideoGame/MetroidIIReturnOfSamus'']]
33* It's possible to actually ''survive'' charging through the dangerous liquid that normally drains when you've killed all the Metroids in an area by just having enough Energy Tanks to survive the trip, allowing you to take on most of the game's areas ahead of time. This holds little purpose outside of the novelty of being able to come back to finish the previous area off with late-game equipment, as the [[DevelopersForesight developers foresaw this]] and set the FinalBoss to not appear until you've killed ''every'' Metroid.
34
35[[AC:''VideoGame/SuperMetroid'']]
36* Samus' wall jump mechanic. The single wall jump mentioned above debuted here and is at its most powerful and useful in this entry, allowing the player to perform [[GameBreaker an insane amount of skips]]; from collecting Power Bombs before the Grapple Beam, the Wave Beam, Spazer Beam, and X-Ray Scope; to reaching Kraid early; to getting into the Wrecked Ship without the Grapple Beam to collect an early Gravity Suit; and many others.
37* The [[https://www.youtube.com/watch?v=EYtjVlq-uNo "mock ball"]] (aka, the "mach ball") trick allows Samus to move at dashing speed while in Morphball form, allowing her to reach certain areas without needing the Speed Booster, allowing her to get the Super Missiles and Ice Beam early on. There are numerous walkthroughs and speedruns on [=YouTube=] that [[https://www.youtube.com/watch?v=QRzGoAdNbYs show how]] both tricks can be done.
38* It is possible to skip the first Torizo via the "Arm pumping" glitch, but for humans this trick only sees use in the European and Australian releases--Samus was made faster to adjust for the slower 50Hz signal, thus letting her narrowly escape the room.
39* The Energy Tank in the blue part of Brinstar can be reached by using a "Damage Boost" (letting a flying enemy bump you into it). By using a quick Speed Booster charge, Samus can collect the Energy Tank in the pink portion of Brinstar much earlier and without the Gravity Suit.
40** It's also possible to obtain the Energy Tank in the blue part of Brinstar before any enemies show up in the room by using a precise wall jump combined with aiming downwards in mid-air so that Samus doesn't hit the ceiling before reaching the Energy Tank.
41* In Norfair, once you have the Speed Booster, it's possible to use its speed to leap your way to the Wave Beam before you get the Grapple Beam. For extra irony, this allows you to sequence break past a one-way gate to another part of Norfair, which grants you early access to not only the Grapple Beam, but the Power Bombs as well.
42** Not even necessary for Wave Beam -- you can wall-jump your way up the right side of the room.
43* A glitch commonly known as the "Green Gate Glitch" involves a Shutter with a green light that is on the left of the machine. Samus must jump and fire in a certain area of the Shutter to make it lift from the wrong side. Using this glitch in the lower areas of Norfair makes it possible to aquire the Screw Attack without fighting the Golden Torizo and/or without acquiring the Space Jump.[[note]]The statue that's used to lower the lava leading to Golden Torizo and the Screw Attack requires Space Jump to activate, otherwise it simply doesn't work.[[/note]]
44* The Speed Booster, High Jump Boots and Power Bombs can be collected later than usual if other sequence breaks are performed, although the High Jump can also be skipped altogether. The Speed Booster can also be skipped altogether by using the Ice Beam to freeze a Puyo or a Mochtroid to clip through a Pit Block in the room before Botwoon, causing them to crumble, and allowing Samus to skip the Speed Booster Blocks normally needed to reach the rooms.
45* The Baby Metroid cutscene can be avoided in Tourian through dodging with the Space Jump, or with the usage of a Shinespark.
46* It's actually possible to tackle the four main bosses of the game (Kraid, Phantoon, Draygon, and Ridley) in reverse order. It's ''excruciatingly difficult'' because it requires traversing Norfair without the Varia Suit, meaning the heat on any screen containing lava, including the ''entire'' region where Ridley resides, deals constant damage to Samus (and therefore requiring both extremely skillful navigation and extremely shrewd resource management). Also because it requires traversing Maridia without the Gravity Suit, meaning the player has to do all kinds of weird and complex maneuvers to climb the underwater area. Needless to say, every single Energy Tank, Power Bomb, and Super Missile is much more important than it is in an ordinary run (you'll need to do several Crystal Flashes to survive Norfair). The Reverse Boss Order (RBO) run is one of the most prestigious runs possible, and a player who can pull it off can be considered to have mastered the game.
47* One player [[https://www.youtube.com/watch?v=8pZ9oNIX4bY did a minimalist TAS run]] and exploited an out of bounds glitch that allowed him to beat the game in '''under seven minutes''' (roughly two in the game's clock), without even picking up any items.
48
49[[AC:''VideoGame/MetroidFusion'']]
50* There is a [[https://www.youtube.com/watch?v=Xw352i9pgeg secret conversation]] that can be seen by using a series of tricky Shinesparks in Sector 4. This ''almost'' allows you to skip the Diffusion Missiles: [[DevelopersForesight the developers keep the door to the Main Deck locked]] and ADAM explicitly tells you to go back and get them after praising you for your resourcefulness.
51** There's also a way to do it without the Shinespark -- Samus can freeze the enemy blocking her path by using a very carefully timed and aimed Ice Missile launched from a diagonal angle. The secret message only acknowledges the Shinespark method though, as the second trick was a dev team oversight that was fixed in the European and Australian releases of the game.
52* For 0% runs, the hardest sequence break to pull off in the entire game is [[https://youtu.be/kSn6yNuk--g using the Shinespark in Sector 3 to bypass an organic barrier]] that can otherwise only be destroyed with Super Missiles and thus avoid the mandatory missile tank on the normal path. How hard is it? The shinespark charge lasts three seconds. If you move perfectly, it takes 2.88 seconds to get where you need to be. This is ''just barely'' possible without tool-assistance, but in practice requires PauseAbuse to mimic frame-advance.
53* Using quick maneuvers, Wall Jumps, and Shinesparks, the player can obtain numerous Energy, Missile and Power Bomb Tanks without the otherwise required equipment. For example, the Shinespark can be used to bypass a very powerful organic barrier (that could otherwise only be destroyed with a Power Bomb) near the beginning of the game to access a Power Bomb tank -- unfortunately, [[DevelopersForesight you can't use it until the game gives you the actual ability.]]
54* When you first enter Sector 3, if you have enough energy tanks on hand, you can go through a superheated tunnel early on and survive before getting the Varia Suit, and if you find out how to get through the next room, your reward is an early missile upgrade and energy tank. This also doubles as a SelfImposedChallenge.
55** Likewise, if you have at minimum three Energy Tanks and go back to the lava room in Sector 1, Samus can Morph Ball below and grab the missile upgrade without the Gravity Suit. You'll have just barely enough time to make it out before the lava kills you.
56* A glitch was [[https://m.youtube.com/watch?v=zJ26B_KhOg4 discovered]] in Fusion involving Screen Scrolling, which allows for minor sequence breaks involving items.
57* Subverted with the [[GameBreakingBug "TRO Trap" glitch]]. Using a tricky Shinespark maneuver in the reactor, you can bypass fighting Yakuza and get to Nettori -- unfortunately, the game is programmed to be played in scripted order, so you not only won't get a weapon from Nettori (just a message stating that the Level 1 doors are unlocked, which already happened) but Yakuza can't be fought afterward, [[UnintentionallyUnwinnable making the game impossible to complete.]]
58** It is possible to [[https://www.youtube.com/watch?v=D9nlRp4Kjzg exploit a glitch in the game's memory]] that allows you to spawn in the area before you fight the Omega Metroid upon dying in a certain spot in Sector 3. Similar to the TRO Trap, this breaks the game's event value scripting and prevents you from getting the Ice Beam back from the SA-X, meaning the Omega Metroid just stands there, impossible for you to kill.
59** [[https://youtu.be/5WAp0Cgc3WE?t=2542 A way to perform memory corruption was found,]] allowing the player to wedge Samus between walls and execute arbitrary code, finally allowing true sequence breaks, those that can complete the game.
60
61[[AC:''VideoGame/MetroidZeroMission'']]
62* The Varia Suit can be collected before you even leave Brinstar for the first time by using several Bomb Jumps to navigate through the rooms leading to the upgrade.
63** Conversely, you can completely skip the Varia Suit; when the Ruins Test is completed and Samus collects the fully powered suit, which activates the three Unknown Items [[spoiler:revealed to be the Plasma Beam, Gravity Suit, and Space Jump]], Samus gains the Varia Suit by proxy of it being an underlying function of the Gravity Suit.
64* The Long Beam can be skipped by taking an alternate route of Fake Blocks that are up-right from the tunnel that would otherwise require the item.
65* The secret Missile Tank to the left of the first long shaft of Brinstar can be reached without the Power Grip by wall-jumping to it, as long as you have Bombs.
66* After getting the Ice Beam in Norfair, the path to leave takes you to the top of the "bubble shaft" on the right. The very top block of the wall on the right is a Missile Block, which you can destroy to gain access to a hidden parallel shaft that you can take all the way to the bottom. This lets you accomplish several other Sequence Breaks:
67** You can access Ridley's lair and defeat Ridley before Kraid, which also lets you get Super Missiles before Kraid.
68** You can get the Screw Attack early by shooting four missiles at the leftmost part of the ceiling in the room down and to the right of the item.
69** You can skip the Wave Beam, as this shaft lets you skip the two things that require it: the Speed Booster hall full of breakable blocks, and the Kiru Giru encounter right after that.
70* It's possible to skip the Ice Beam and collect several items before you get it (though given that you need the Ice Beam to defeat Metroids, these are mainly for goofing around):
71** You can get early Super Missiles from the Imago battle by using the hidden bubble shaft route in Norfair. However, this makes the fight with the Kiru Giru suspended from the ceiling much harder, as it now requires the use of one-wall jumps to attack the Tangle Vine.
72** You can collect the Wave Beam without the Ice Beam, allowing you to see the sprites of the former without the ice modification.
73** It is possible to enter Tourian without obtaining the Ice Beam. [[{{Unwinnable}} Just don't enter the room where you first encounter a Metroid.]]
74* There are two ways to skip the metamorphosed Imago fight in Ridley's lair:
75** The room to the right at the very start of Ridley's area has a missile block in the roof that leads backwards through the end of the area, which you can use to shortcut to Ridley, and in the process skip not only Imago but most of Ridley's area as well.
76** Alternatively, you can get Super Missiles, which you need to break the green hatch at the start of the area, from another source. There's one in Brinstar that requires you to Ballspark, and one in the Chozo Ruins portion of Crateria which can be reached with several wall jumps and Shinesparks.
77* The Infinite Bomb Jump has [[TookALevelInBadass taken a level in badass]] in this game; unlike other Metroid games, this one has no limit on how many you can have out at one time, meaning you can quickly gain height by mashing the fire button. On top of getting the Varia Suit early, you can also use it to obtain an early E-Tank in Brinstar (the one hidden in the ceiling), as well as various early Missile Tanks.
78
79[[AC:''VideoGame/MetroidOtherM'']]
80* A glitch which allows Samus to cancel the spin animation of her jump by firing her cannon allowing her to slowly float down at an angle allows you to get to an area you could normally only get to with the Speed Booster and get an Energy Tank early. The speed booster requirement for the areas after this does prevent you from getting any further though. If you do a certain sequence of events (which is very easy to do) you actually permanently lock a door to the next area, breaking the game (whatever happens, don't backtrack in sector three until after you've left it for the next area the first time!)
81
82[[AC:''VideoGame/MetroidSamusReturns'']]
83* The Spring Ball, Hi-Jump Boots, and Spider Ball can be skipped by infinite bomb jumping, as can the Gravity Suit.
84* The Scan Pulse can be avoided via an out-of-bounds glitch.
85
86[[AC:''VideoGame/MetroidDread'']]
87* Single wall jumps, though not as quick as the versions seen in ''Super'' and ''Zero Mission'', are possible by quickly entering and exiting the ball form. Downplayed in that they're so slow to execute, that they pale in comparison to the infinite bomb jump and other movement abilities Samus has in her arsenal.
88* It is possible to retrieve the Grapple Beam immediately after getting the Varia Suit, instead of going straight to fighting Kraid and getting the Diffusion Beam, by doing a series of slide jumps in the super-heated room leading to the Dairon elevator to Artaria.
89* You can get the Morph Ball Bombs early in two ways. You can do so after getting the early grapple beam, or you can do a slide jump in an E.M.M.I. section; either method gets you to the set of rooms where you restart the second generator in Dairon and thus retrieve the bombs. To reward players who thought to do this, [[DevelopersForesight the developers hid a morph ball launcher in Kraid's arena]] that can be used during the second phase of the boss fight to instantly kill him.
90* A glitch coined as "Pseudo Wave Beam" allows any beam shot to travel through walls ala the wave beam if you properly time doing a slide jump and bonking your head on a ceiling while shooting. Pulling this off can allow you to perform tasks like skipping the tutorial EMMI, getting the Speed Booster before getting the Diffusion Beam, and even skipping the Drogyga boss fight. This trick is also available in the demo, inadvertently showcasing another bit of classic ''Metroid'' gameplay and enabling you to fight Corpius in the demo, as it originally stopped after the player defeated E.M.M.I.-02SM; [[https://www.youtube.com/watch?v=oq44S5BTjSk performing]] a Pseudo Wave on the explosive goop after the Save Room allowed you to continue the game from right after where the demo ended, and fight Corpius without the music and the cutscenes' sounds working -- though the demo would crash and boot you back to the Switch's main menu after you collected the Phantom Cloak. In response, the demo was updated in February 2022 to allow players to face Corpius sans glitches.
91* You can get Super Missiles as soon as you get the Speed Booster. If you can manage to maintain a series of Shinespark jumps through the cold room in the upper-left section of Dairon, you can enter Ghavoran early and quickly nab them.
92* The Cross Bombs can be gotten as soon as you have the Ice Missiles. They clear out Enky plants, both opening up a path and allowing you the room to gain a Shinespark charge that be used to do a Ball Spark up an inclined passage; after which you do another Shinespark to reach the room preceding the Cross Bomb boss fight.
93* The Gravity Suit can be gotten in two ways.
94** The first is done as soon as you have the Ice Missiles, by preforming several aerial Shinesparks, the first of which is needed to reach the green teleporter to Burenia. Getting the Gravity Suit this way allows you to beat the game without getting the Space Jump.
95** The second can be done as soon as you have the Plasma Beam. Starting from the Burenia save room across the map from the lower Dairon shuttle, you can make you way to the Gravity Suit area by using a combination of water bomb jumping (unmorphing after a bomb jump allows you to "store a charge" that grants you additional height on a second one) and damage boosting. This allows you to beat the game without the Space Jump ''and'' without the Ice Missile (meaning you never have to defeat the blue E.M.M.I.).
96* A well-aimed diagonal Morph Ball Shinespark and a Spin Boost can reward you with the Screw Attack before fighting Experiment No. Z-57. This skip, if done alongside the Gravity Suit skip, allows for quick kills on both Escue and the remaining Robot Chozo Solider fights.
97* It's possible to obtain the [[https://www.youtube.com/watch?v=hPWYlE_Aff4 Screw Attack early]] without even getting the Gravity Suit. There's a bug that allows Samus to Space Jump higher at the water's surface by jumping at the water's surface under an overhang to the right but without colliding into it. This allows her to exit a water area leading to the Screw Attack that would normally require the Gravity Suit, allowing her to bypass the entire frozen Artaria sequence ''including'' the battle with Experiment Z-57.
98* Like in ''Fusion'', it is possible to collect several Power Bomb expansions long before you're given the actual ability, giving the player a fair amount of ammo if they choose to go straight to the final boss, or at least cutting down the amount of backtracking needed for 100% completion at the end of the game.
99* While [[ThatOneBoss Escue]] cannot be outright skipped as the path to the FinalBoss requires the Storm Missiles, it's possible to delay the fight until Samus has collected the Screw Attack, which turns the fight into a joke.
100
101[[AC: ROM Hacks]]
102* In Super Metroid Impossible, clipping through the floor in Green Brinstar gives you early access to Power Bombs, allowing you to do Crocomire before Kraid, and delay Phantoon until after defeating Ridley.
103[[/folder]]
104
105[[folder:''Prime'' Sub-Series]]
106It should be noted that, unlike the mainline 2D series, where sequence breaking is expected and occasionally even encouraged by the developers, most instances of such in the 3D ''Prime'' games are discouraged and are generally the result of glitches rather than intended mechanics taken to the extreme. As such, many of these examples are only possible in their original releases, having been fixed in later re-releases.
107----
108[[AC:''VideoGame/MetroidPrime'']]
109* Using the Scan Dash glitch allows for the Space Jump Boots to be acquired before any other upgrades. The Scan Dash was removed in later versions of Prime, so Samus must perform an alternate, but difficult method by locking on to one of the Seedlings in the Temple Hall and heading backwards to the Gunship in Landing Site, before doing the rest like the American version. You can also get the Morph Ball early by using this glitch.
110* Samus can get into the Furnace room without the Spider Ball by using a clipping glitch, or a Ghetto Jump. When she reaches the Hall of the Elders, she can jump on a Radiation collector to reach the room's Bomb Slot, and then practice several other jumps to get to the Reflecting Pool. Once there, she can simply stand on a Stone Toad and reach the Antechamber and Ice Beam early. This is usually performed before encountering Flaahgra. In the Japanese New Play Control! version, it is possible to do this in the Furnace using a Spring Bomb Jump. In the Trilogy version, however, an invisible wall was added to the upper entrance of Furnace's Morph Ball tunnel until Samus collects the Spider Ball, and when standing on a Stone Toad in both New Play Control! and Trilogy versions, Samus temporarily loses her ability to jump.
111* The Plasma Beam can be reached without the Spider Ball by either successfully performing two jumps in the Twin Fires Tunnel, or by exploiting the Scan Dash glitch on the Spider Ball Track in the room. Then in the Geothermal Core, several jumps can be exploited to reach Plasma Processing. Getting this allows you early access to the Gravity Suit without the need for the Spider Ball.
112* The Power Bomb Expansion in Security Cave can be reached using several difficult jumps. This will give Samus early Power Bombs and also enable early access to the Artifact of Spirit and other such items. Notably, this trick can be performed in the Metroid Prime Trilogy version of the game, despite the changes made to jumping.
113* The Power Bomb Expansion in the Magma Pool can also be obtained early by using the infinite speed glitch. In the [=GameCube=] version, this requires the Boost Ball.
114* The Hive Mecha can be skipped via an L-Jump. This allows for Missiles to be acquired without having a battle. Alternatively, a Scan Dash can also be used to escape the Hive Totem, and if Samus returns, the Hive Mecha is gone, replaced by the Missile Launcher.
115* The Missile Expansion in Main Plaza's half-pipe can be reached using a Ghetto Jump, as another means of early Missiles.
116* The Gravity Suit can be skipped by performing an underwater Ghetto Jump in the room containing the Artifact of Livegiver, then bypassing the Frigate Orpheon via Bomb Jumping over the bars in Great Tree Hall.
117* The Missile Expansion at the top of the Gathering Hall normally requires the Space Jump to reach. Utilizing a double Bomb Jump with enough sideways momentum (which is significantly easier on Wii thanks to the Spring Ball) will just barely allow Samus to make it onto the platform.
118* A few power-ups, such as the Missile Expansion in the Triclops Pit, are intended to only be collected after getting the X-Ray Visor, which will reveal invisible platforms. However, these platforms are always there even if they can't be seen, allowing anyone who knows where they are to bypass this requirement.
119* The Boost Ball, Spider Ball, Grapple Beam, Thermal Visor, and even the Space Jump can all be bypassed using a wide assortment of glitches. The Grapple Beam skip is the simplest to do, as it merely requires performing the aforementioned skips to obtain the Plasma Beam and the early Power Bomb in Phendrana Drifts, then a series of jumps in the lowest level of the Phazon Mines. However, this isn't possible in the [[UpdatedRerelease Player's Choice re-release]] of the game (nor ''Metroid Prime Trilogy'') because a lock is placed on the top door of Geothermal Processing that won't go away until the Grapple Beam is obtained.
120* A notable application of the Scan Dash that doesn't involve obtaining the Space Jump is skipping a good chunk of the infamous [[CheckpointStarvation "gauntlet"]] in the Phazon Mines. In Main Quarry, lock on to the scan point of the Spider Ball track connected to the crane, then quickly dash across, using the Space Jump along the way. You can also use an R-Jump for this. This exploit only works in the original NA release of the game, due to a lock placed on the door to Waste Disposal that only clears after obtaining at least the initial Power Bomb.
121* The Boost Jump exploit allows Samus to perform numerous Morph Ball jumps that would normally require the Bombs by boosting at a specific moment after hitting a wall. [[ThisLooksLikeAJobForAquaman This technique will never appear in normal gameplay, but it does have some use in]] [[VideoGameRandomizer randomized runs]].
122
123[[AC:''VideoGame/MetroidPrime2Echoes'']]
124* Using the infinite boost glitch, Samus can avoid losing the starting items that would normally be stolen by the Ing. However, if Samus gains several items and then re-enters the room where she first sees Dark Samus, she will not only lose the items stated she lost, but also any upgrades (i.e., Dark Suit, Light Beam, etc.) she acquires. Also, although Samus appears to have the Grapple Beam and Power Bombs stolen, she does not have them at the start of the game. This also lets the player gain access to Torvus through the Half-Pipe located in the Agon.
125** In 2016, a different method of doing the Item Loss Skip was discovered, [[https://www.youtube.com/watch?v=ATmh7mYAnnU by jumping through a hole in the ceiling nearby.]] The kicker? ''This wasn't corrected for [[UpdatedRerelease the Trilogy version]]!''
126* Using a carefully executed Bomb Jump and Screw Attack, Samus is able to completely bypass getting the keys to the Hive Temple.
127* Early Power Bombs via a series of difficult jumps in the Temple Grounds. When used on bosses not designed for it, the effects can range from a one-hit kill (Boost Guardian) to no effect at all (Amorbis)
128* By "Ghetto Jumping" in the Abandoned Base, the player can enter the Torvus Bog and clear most of the game without the Dark Suit. This can still be performed in the Metroid Prime Trilogy.
129* In Watch Station Access, on the side connecting to the Main Gyro Chamber, the player can reach the other side of the room without the Grapple Beam by morphing off of the platform and subsequently unmorphing while Samus is blocked by the platform, then space jumping to the other half of the pit. This will confuse the game and respawn Samus on the far side of the pit, allowing her to get the Energy Tank early, and if combined with the trick below, can let the player acquire the Screw Attack without the Grapple Beam.
130* An incredibly difficult trick involving Scan Dashing can be performed in the Grand Abyss. By locking on to one of the drones on the right side of the room, the player can Scan Dash to land on top of one of the other drones on the left side of the room, which will carry Samus across the room and allow her to skip using the portals. When she enters the Vault, she can Scan Dash again onto the right platform with a spinner and continue to obtain the Screw Attack without entering the Dark World, and if the Grapple Beam is not acquired at this point, it will be skipped entirely. Note that if the player fails to make the scan jump onto the drone on the first try, the game must be reset, as the drone will never stop moving and the trick will become impossible. Alternately, a wallcrawl can be used to obtain the Screw Attack, though this is much slower.
131
132[[AC:''VideoGame/MetroidPrime3Corruption'']]
133* You can get the Spider Ball early via a series of glitches.
134* It is possible to skip the Hazard Shield, although you need certain methods to get past the five Acid Rain areas without it. Unfortunately, it's impossible to reach it early by using the early Spider Ball [[DevelopersForesight due to a dev team trick]]; If Samus reaches the Hazard Shield before defeating Gandrayda, a Missile Expansion will be in its place. It cannot be picked up and scanning it will identify it as the Hazard Shield. Also, Samus will be unable to leave the area, since the only means of escape is through the windows that are smashed by Assault Aerotroopers during a cutscene that takes place after the Suit is obtained, making the game impossible to complete.
135
136[[AC:''VideoGame/MetroidPrimeHunters'']]
137* You can enter a room containing an Alimbic Artifact from the wrong side with a double bomb jump.
138* Samus can reach the end of the Piston Cave (and skip the entire sections of it) by unmorphing at the Morph Ball tunnel in the Processor Core and performing "Missile Pushes" to blast herself into the tunnel.
139* The battle with the Barbed War Wasps in the Ice Hive can be skipped via Missile Jumping to reach the ledge where the Missile Expansion is located.
140[[/folder]]
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