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Hi all,

Great sequence breaks.  Keep 'em up!  grin new

There are some very tantalizing insights into the development of Prime 3 in the first of reportedly several interviews of Retro Studios personnel as posted on http://multiplayerblog.mtv.com/.

Full article link: Retro Studios Answers The Dreaded “Metroid Dread” Question — And Other “Prime” Exclusives

There might be spoilers from beyond this point.  Please don't shoot me if there are.

First, to cut to the chase (which the article doesn't, actually), Mark Pacini states that the "Metroid Dread" reference was a pure coincidence:
Quote:
MTV: What’s the story behind the apparent reference in “Metroid Prime 3″ to “Metroid Dread,” the rumored but never-confirmed 2D game some fans hope is being made at Nintendo?

Pacini: “It’s not what you think it means… it [w]as something that was overlooked and wasn’t in any way indicating anything about the handheld game. We know no information about the handheld games.
MTV: Are you suggesting that you got in trouble or something?
Pacini: Not at all. We actually had a fictional element of something else in the game that by a large coincidence could be read that we were giving a hint about “Metroid Dread” which was not the case. It’s a complete and utter coincidence.

Fine, okay.  My question is, what was that other "fictional element" supposed to be?  Any guesses?

Second, more importantly, concerning speed-running and, implicitly, sequence breaking:
Quote:
MTV: Your series is beloved by speed-runners, yet your studio has tweaked at least the first “Prime” game — after its initial release — to block off some of the speed-runner’s techniques. Why? And what’s your relationship with that community?

Pacini: We definitely love that community. That sort of community really helps to keep the game going. People are playing the “Metroid Prime” games long after they have shipped. I think that it’s really interesting to see what these guys are doing and how they approach finding ways to essentially break the game. It teaches us a lot about how to construct levels. No matter how solidly you build something, somebody is going to break it.

We don’t go out of our way intentionally to block off stuff or to hinder speed-runners. But at the same time we don’t want people blatantly breaking the game. But we do put things in there. A perfect example is hypermode. Hypermode is a speedrunner’s best friend. We did design it in certain ways knowing that we have things in there saying people are going to exploit this and it’s going to make things very simple for them to go through this, and you know what, that’s okay. It’s a smaller portion of the gaming community that plays our games. That’s the sort of thing these guys will enjoy chewing on.
We don’t go out of our way to build things for them or to block them from what they enjoy doing, but at the same time we will fix things when we find it. [With] the advent of YouTube and stuff like, two weeks after the game we found all these things. [We were] saying ‘Oh my god, they’re breaking the game left and right.” It’s actually kind of funny. It’s fun for us. A couple of things we’ll fix for the PAL version, we’ll fix for the Japanese version. But some of these we’ll just let go. The percentage of people who are going to find these are small, so we’ll just leave it.

Also, from the earlier part of the interview, some of you will snicker when Pacini mentions that only 5 energy cells are needed to beat the game.  laugh new

This, of course, leads us to several new Prime-3-related questions:

Retro has probably/definitely seen Paraxade et al's videos.  Question is, how many things will they fix for the PAL/Japanese release?  Will secret worlds be one of the areas which Retro will turn a blind eye to?  (Probably.)

What does Pacini exactly mean by "we don't go out of our way to build things for them or to block them"?  This seems to partially contradict what he says about the SB-ing community's potential influence on level design (in the sense that things can always be broken).  This, of course leads me to inquisitively examine the design decisions behind the crippled traversal techniques in Prime 3, i.e. spring ball + only one bomb in the air morph ball jumping, as well as no-space-jump-if-not-on-flat-ground jump cripple...  Also, what of invisible walls, then, if Retro isn't out to block sequence breaking?

Judging by Pacini's response, are portions of levels in Metroid Prime 3 "pre-destined" for sequence breaking?  Are the location of secret worlds and handy little glitches (what of that invisible platform in Pirate Homeworld?) more than mere coincidence?

Anyway, there's some fodder for everyone.  Yes, some of these questions are dumb, but that's for you to decide.  Smile Extra credit: what do you make of the decisions in Metroid Prime 2 in light of this?  Do you imagine there were explicit decisions in the original Metroid Prime that perhaps made sequence breaking easier?
Thread title: 
seems a little duplicitous to me.

well, it's to be expected, i guess.

pal people: it's never been a better time to buy a us wii.
Pi-Face
The thing that really bothers me is they never took out BSJ's, even though they were in previous games and had huge SB potential.
Quote:
Paraxide


Paraxade

Agreed with Azure. I was wondering why they didn't take it out... was wondering if maybe they left it in to see what we'd be able to find with it (or if they just plain somehow missed it).

Seems that's probably the case if they still leave it in PAL. :P

Quote:
A couple of things we値l fix for the PAL version, we値l fix for the Japanese version.


zomg japanese version
Quote from Azure:
The thing that really bothers me is they never took out BSJ's, even though they were in previous games and had huge SB potential.

Maybe it was too complicated to fix? They used the same engine than previous Primes. The way they "fixed" ghetto jump and bomb jumps are more quick patches than real fixes. I guess they could've done something like that for bsj's too...
My biggest question is: Secret World FTW? You guys escape the room geometry and somehow refer to it as a secret world? That glitch in the first Metroid game where there was a brand new room layout; now THAT was a world. But floating on air? Come now.
Every Bit Counts
I kinda agree with zell99 about bsj's being too hard to fix. The only way I would think that they would fix bsj's is if they found a way to get rid of instant unmorphs. No instant unmorphs = no bsj's.
Anywhere, everywhere
Bsj's were nigh impossible in prime 1, so there must be another reason why they kept them in.
Quote from Paraxade:
Quote:
Paraxide


Paraxade

Agreed with Azure. I was wondering why they didn't take it out... was wondering if maybe they left it in to see what we'd be able to find with it (or if they just plain somehow missed it).

Seems that's probably the case if they still leave it in PAL. :P

Quote:
A couple of things we値l fix for the PAL version, we値l fix for the Japanese version.


zomg japanese version


Is this the reason why you stopped your youtube account? so people can't find sb vids as easily?
I closed my youtube account for my own reasons and it has absolutely nothing to do with this topic.
[Paraxade's name corrected.] Embarassed Sorry Paraxade... :( (I only even mentioned you because I specifically watched your YouTube channel for a long as it lasted.  Props / thumbs up for your SB-ing efforts.)

As far as the game engine, I had the impression that Retro rebuilt the game engine for Metroid Prime 2.  Whether or not that's the case, I'd sooner believe that Metroid Prime 3 shares a codebase with MP2E.
coral to complement blue
Quote from Mark Picini:
We don’t go out of our way intentionally to block off stuff or to hinder speed-runners.


Haha, wow.
I still think they must hate me right now for the Hazard Shield skip, no matter what they say about Sequence Breaking. laugh new (And it was a little over TWO WEEKS from release to finding that, just like the article mentions...) Because as we discovered, that didn't even take anything beyond what the game was willing to give us in the first place to do. No tricks, no Secret Worlds, just the core elements of the gameplay.
Just like SWs 3 and 5 and the AC cells skip... with those around, the hazard shield skip's not that unique. :P
Yeah I know, but I somehow keep forgetting the Energy Cell skip took off 2%, so in a way that is a bigger SB than Hazard Shield.

Plus, Hazard Shield is the one I think of because I had a personal hand in that one. Not saying the other things we've found are any less important, but it's the one that sticks out in my mind the most often if you know what I mean.
my umbrella goes directly to Bankai
well, they won't admit some of the stuff they do like the mp1 changes to stop SBs.

tough luck that they are the kind of developers who shun SBs and stuff and don't embrace them like others with hidden stuff, etc.

i still believe they did the "Dread" thing on purpose. it being coincidence would be like buying the last lottery ticket that turns out to be the winning ticket. the "dread" fiasco is from like 2005 and most people into Metroid know about it (unless they are super casual or something)

also, some SBs are their fault. why did they put that ceiling so close to the grapple voltage terminal? there's also that SW that you access by simply falling into the void from the point you just came with spider ball.

hypermode is a bit umbalanced imo. it renders regular weapons useless since every time you need to kill something, the strat is always "enter hypermode". the final beam is also weak. the plasma from mp1 felt more powerful and even the dark beam feels stronger. nova beam is like a mix of the light and wave beams and not in a good way. sure it helps to beat the game fast but it feels like having the plasma beam just after missiles in mp1.
red chamber dream
Nova Beam was easily the biggest let-down of the game for me. It was like nothing was different at all, besides a barely-useful add-on, similar to the Annihilator.

That interview's full of bullgunship seems like. Particularly the Dread and "we don't intentionally block SBs" things, but mostly everything else, too.
Quote from rekameohs:
Bsj's were nigh impossible in prime 1, so there must be another reason why they kept them in.


That's not really true -- it only seems that way because instant unmorphs are less easy to come by in prime 1. Doorway BSJs in prime 1 were very repeatable (see a couple of the prime 1 secret world vids on this very site).

I suspect they didn't "properly" fix BSJs and ghetto jumps simply because they didn't see it as a valid use of precious development time.
Every Bit Counts
Yeah because the average player is not going to use getto jumps and bsj's.
Speedrunner
Quote from DJGrenola:
Quote from rekameohs:
Bsj's were nigh impossible in prime 1, so there must be another reason why they kept them in.


That's not really true -- it only seems that way because instant unmorphs are less easy to come by in prime 1. Doorway BSJs in prime 1 were very repeatable (see a couple of the prime 1 secret world vids on this very site).


Doorway bsj is old thing. I like use that always in Furnace W/O spider.  But i remember S_E already find couple very weirds bsj spots in orginal Prime. Sorry about off topic, but you can visit in my topic next:

http://www.metroid2002.com/forum/viewtopic.php?t=6451
Anywhere, everywhere
Quote from DJGrenola:
Quote from rekameohs:
Bsj's were nigh impossible in prime 1, so there must be another reason why they kept them in.


That's not really true -- it only seems that way because instant unmorphs are less easy to come by in prime 1. Doorway BSJs in prime 1 were very repeatable (see a couple of the prime 1 secret world vids on this very site).

Yes, I know about those, but they are much fewer and harder to get, hence the "nigh". They're nearly impossible but they're not completely.