Sequence breaks are ubiquitous in the Metroid games. In fact, many sequence breaks seem to have been known to the developers. For instance, the secret Wall Jumping and Bomb Jumping techniques in Super Metroid directly lead to several sequence breaks, but the latter lacks practical use otherwise. Further, it is nearly impossible to get stuck or cause crashes in Super Metroid when entering areas without the supposedly required equipment, indicating that the designers were aware of the possibility that players would do so.
Attributes | Values |
---|---|
rdfs:label |
|
rdfs:comment |
|
sameAs | |
dcterms:subject | |
dbkwik:metroid/pro...iPageUsesTemplate | |
abstract |
|