Doing it with a bomb jump would be very difficult (and slow). The wall jump is easier and faster, so I use that in my speedruns (as you can see in my run).
I assume these are glitches, but maybe someone can find an explanation for these? (See attached files)
#1: Done by shooting two rapid shots from the right side #2: Done by planting a normal bomb in the red circle (which is obviously not part of the glitch - just for showing where to bomb); can also be triggered by a Space Pirate, but I'm not sure what really causes it #3: Done by planting a power bomb in certain areas; doesn't work half the time
EDIT: Whoops, just realized that TJF588 already mentioned #2:
Quote from TJF588:
... there was where two of the bomb blocks at the top of the Space Pirate Mothership big-shaft that didn't crumble, I think due to standing on them or somesuch; there might've been more instances of some number of them staying. *shrugs*
I hypothesize that it's related to a bomb chain meeting itself and stopping. I think once it reaches the end of the line, the side that it ends on stops breaking, and since a couple lines overlap, they count as both ends of each chain ending. This doesn't seem to explain the one in the suitless samus sequence, though. I've had both of those chains stop breaking several times
I hypothesize that it's related to a bomb chain meeting itself and stopping. I think once it reaches the end of the line, the side that it ends on stops breaking, and since a couple lines overlap, they count as both ends of each chain ending. This doesn't seem to explain the one in the suitless samus sequence, though. I've had both of those chains stop breaking several times
Yeah, I was thinking it was something like that.
[wild guess] Ooh! Or maybe, when it reaches the "ending block", it terminates ALL bomb chains. So maybe, in the one during the SSS, when the first chain is done, it not only tells itself to stop breaking, but also tells the other bomb chain to stop breaking too. I wouldn't be surprised if the "end chain" command would also override any bomb/power bomb explosions (which would explain #3)? [/wild guess]
Must be related to cornerpieces...but it still seems odd. Maybe only part of it is programmed to make turns, and the other is programmed to just roll back in the line? Or maybe the block itself has individual programming that makes it continue in one direction but not the other.
There's a glitch I encountered during my (second) 10% Hard Mode run where a Metroid got stuck in a corner. Others have probably encountered this before, and I will show a vid of it soon.
I've seen something similar in a hack I've made where a group of Metroids pushed one Metroid through a 1-block-high gap, simply by constantly running into it. I guess they detect collision with other Metroids before they do walls.
I think it has to do with pressure. I've seen things like this in other games. An object pressing against a wall on it's own will not go through but If something else presses up behind it it sort of "overwhelms" the barrier.
I think uNsane's explanation makes more sense. Programming usually doesn't respond directly to a player's random commands, even if you command it very sternly. Believe me, I've tried.
Since that happened, I never tried to reproduce it. But the way it looks, it should be easy to reproduce as long as you have three or more Metroids bunched up in a corner like that. If it is easy to reproduce with most of the Metroids in that room, then that can help out a lot in low% runs.
Made the wrong place - -, I MZM N9% 1:25 H10% 1:06, where it is possible 11%, it will be easy.final BOSS is very hard,Played many times before over the past 100.
so it appears that the ds can behave erratically on exposure to sequence breaking. most peculiar.
Really? It's working just fine for me...
I sequence broke immediately after the Ice Beam to retrieve the Hi-Jump Boots and Varia Suit before fighting Kraid. I then used the Speed Booster to get 2 Super Missile Tanks long before I even entered Ridley's Lair, and also used my new early abilities to get 2 more Super Missile Tanks. I just recently defeated Ridley and defeated the giant bee (I think it's called Imago?) soon afterwards. So far, I have not encountered any lag or erratic behavior at all. Ill edit this post with an update if I encounter any later on.
I think he meant that as a reply to my comment about the DS lagging at a certain point in the suitless samus section, and not actually about sequence breaking. I assume the GBA lags there, too.
That's not a glitch; in fact, it's required for some expansions in the game. For example, in Brinstar, there is a Super Missile Tank requiring two ball-sparks through the left end of the room where the Charge Beam Worm first appears and through a secret room discovered as a result. Interestingly, you can sequence break here to get Super Missiles right after you get the Speed Boost.
Quote:
:D
That is fricking awesome. Now I have to go try that.