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Game Lover
I decided to go ahead and do this. Now, most of the important Sequence breaks from the originals are gone (like not losing your items in MP2; possibly), but there are still many that can be done. I'm making this list so people do not have to go hunting through the videos of the original versions of the games to see which breaks are possible, and which are not.

UPDATE AFTER AN ETERNITY Early Missile Expansion for Prime 1 added.

[UPDATE on WINDCHAMBER GATEWAY] I've found that the spot under the disc is VERY similar to the GC version with the first video on this site for that energy tank. I've been trying to get around the disc, almost succeeding. Can someone more skilled than I practice this for me?

[UPDATE] You can get the Missile Expansion in the Path of Roots w/o Grapple Beam.

[UPDATE] I successfully got the Missile Expansion in the Training Chamber w/o Spider Ball.

This is the format:

-=Game Title=-
[Sequence Break Name/Technique]
Requirements: (Required items to do the Sequence Break, not necessary with techniques unless they require an item)
How-to: (Self-explanatory)
What has been heard: (Rumors of how the sequence break can be done. I will have these filled out for ones I don't know, or if I've heard of other variations that are not confirmed yet)
What has been attempted: (What has been attempted before to see if the Sequence break works, if all options have been used up, the Sequence break will be striked out--not deleted--in case someone finds a way)
Planned attempts: (What is being planned to attempt the Sequence Break if it has not been successful yet)
Notes: (Self-explanatory)

PLEASE feel free to add yours. I'll edit this first post with any new findings. Let's have fun doing this! :D

-=Metroid Prime 1=-
-Techniques-
[Z Jump]
How-to: Named after the L Jump, the Z jump actually does not give you a jump that's further than usual. However, it's still called the "Z jump" because you MUST hold Z in order to perform techniques like the Ghetto Jump because of the wiimote cursor.
Notes: This is needed for precise jumps.

[Ghetto Jump]
How-to: Possibly similar to the GC version; I've only done the Ghetto Jump in Echoes, though.
Notes: None ATM.

[3BJ (Triple Bomb Jump) AKA Spring Double Bomb Jump (SDBJ)]
How-to:  You need to do a normal DBJ then spring ball as the first bomb in the actual jump goes off.
Notes: Slightly different in the Trilogy.

[SBJ (Spring Bomb Jump)]
How-to: Spring up and lay a bomb. Then spring up again as the bomb is about to explode.
Notes: None.

[SDBJ (Spring Double Bomb Jump)]
How-to: (I have to look it up)
Notes: This is very hard to do.

-Early Suit Items-
[Space Jump Boots Early]
Requirements: Bombs, Morph ball
How-to: There's a rock left of your ship. (Z) Jump onto it and make sure you don't fall off. Then, 3BJ and unmorph immediately. It's hard, but if you do it right, you'll land on the ledge above that leads to the Space Jump Boots.
What has been heard: I've heard you can use a lock-on monster technique or something with the Spring Ball.
What has been attempted: Unknown.
Planned Attempts: Using PAL lock-on monster technique; discover Spring Ball abuse.
Notes: None ATM.
Video:


-Early Missile Expansions-
Gathering Hall - Chozo Ruins
Requirements: Morph Ball, Bomb (for Spring Ball)
How-to: Get to the top of the Gathering Hall. Then, jump onto one of the red lights (doesn't matter which), morph, and then use a SBJ (Spring, bomb, then spring into the bomb as it explodes). It may take you a few tries, but it is possible depending on where you position yourself on the light.

-=Metroid Prime 2: Echoes=-
-Techniques-
[Z Jump]
How-to: Named after the L Jump, the Z jump actually does not give you a jump that's further than usual. However, it's still called the "Z jump" because you MUST hold Z in order to perform techniques like the Ghetto Jump because of the wiimote cursor.
Notes: This is needed for precise jumps.

[3BJ (Triple Bomb Jump) AKA Spring Double Bomb Jump (SDBJ)]
How-to:  You need to do a normal DBJ then spring ball as the first bomb in the actual jump goes off.
Notes: Slightly different in the Trilogy.

[SBBJ (Spring Ball Bomb Jump)]
How-to: Spring up and lay a bomb. Then spring up again as the bomb is about to explode.
Notes: This gives you about the same height as an 3BJ.

[Ghetto Jump]
How-to: Similar to the Ghetto Jump in the GC version, but harder. The Ghetto Jump requires a Z jump with a running start. As you touch the object, move away immediately after pressing B.
Notes: Again, harder than the GC version, but possible. I'm a newb at Sequence breaking, but after practicing a little, I managed to skip the Abandoned Base (see below) on my first try with the Varia Suit.

[Spring Boost]
Requirements: Bombs (for Spring Ball), Boost Ball
How-to: The original theory was to charge your boost ball and then spring upward toward the direction you want to boost and then release the boost. This does not work because as soon as you spring, you lose the boost.
Notes: Failed technique for now
(unless someone can get it to work).

-Special Breaks-
[Skipping the Abandoned Base w/o Dark Suit]
Requirements: Space Jump, Light Beam
How-to: Ghetto Jump on the right side next to the Ingclaw where the two rocks are. If done right, you'll make it to the portal. Like in the GC version, the Ingclaws have no vertical damage.
What has been heard: I heard you can use a double bomb jump (same technique as in GC) to get past, but I never figured out how.
What has been attempted: Double bomb jump in various locations near the portal.
Planned attempts: Double bomb jump (?)
Notes: It is recommended that because the Ghetto Jump is harder to do; copy your save to another slot on the Trilogy version. On that copied save, kill Amorbis and get the Dark Suit. Go to the Abandoned Base, and practice Ghetto Jumping to the portal until you think you've got it down.

-Early Energy Tanks-
[Windchamber Gateway (may not be possible)]
Requirements: Space Jump
How-to: Much like the first video on this page, you can jump into that crevice and then attempt to jump pass the disc onto something on the other side, then climb the disc, then jump onto the Grapple Beam pole, and then jump onto the energy tank platform.
What has been heard: Nothing ATM.
What has been attempted: Using the Scan Dash (with Free-Aim on), using the Grapple Point for dashing (with Free-Aim on and off; this one gets you closest to the Energy Tank), ghetto jumping on the walls to get up to the circle on top, landing on the pole in the gap between the energy tank and the ground (you can stay there for a second, but then you get hit as if you fell down a pit. WP Retro), Spring Boost; also using bomb jumps with the boost ball.
Planned attempts: None ATM.
Notes: I found a spot where you can land underneath the disc. I don't know how to jump onto the disc from there, but it's a possible technique to getting that energy tank. Unfortunately, so far, all attempts have failed.

[Meditation Vista]
More later
Notes: The floaty jump does not work in the Trilogy version of Echoes. So, either another method needs to be found or it is impossible to get it.

[Reactor Core]
Requirements: Dark Beam (sorta), Space Jump, Morph Ball (?).
How-to: There's a Rezbit underneath the energy tank at the top of the reactor. Either freeze it or wait until it releases its shield. You have 5 seconds to jump onto the shield and then space jump up onto the circular surface; that is even if you freeze the Rezbit with the Dark Beam; the shield may still be visible, but after 5 seconds, it's gone. Then turn around and jump toward the energy tank. Using mid-air morph or just jumping into it may work, but it has not been tested yet.
What has been heard: Nothing ATM.
What has been attempted: Freezing Rezbit and space jumping off shield.
Planned attempts: None ATM.
Notes: Has not been successfully finished. It looks possible, however, need someone to test this!

-Early Missile Expansions-
[Abandoned Worksite (may not be possible)]
Requirements: Space Jump
How-to: Similar to the first video on this page, the jump needs to be precise, so you need to use the Z Jump. Ghetto Jump onto the Morph Ball platforms. Unfortunately, you can land on three of them (bottom, top, and middle), so it is hard to tell which one might get you to the expansion w/o the grapple beam.
What has been attempted: Ghetto Jump onto the morph ball platforms and then space jumping to the ledge.
Planned attempts: None ATM.
Notes: This is probably not possible due to the fact that the Z jump doesn't give a boost in jumping distance like the L jump. But if anyone can do it, please let me know.

[Path of Roots]
Requirements: Gravity Boost, Space Jump
How-to: On the Grapple point side of the room, walk up to the platform that has the expansion on it, while you are underwater. There are two tall and thin mushroom-like things on the right side. Ghetto Jump up to the platform to get the expansion.
What has been attempted: Ghetto Jump, 3BJ (failed).
Planned attempts: None ATM.
Notes: You'll need to use the Ghetto Jump as normal; move away from the mushrooms immediately and then back to get up onto the platform.

[Training Chamber]
Requirements: Gravity Boost, Space Jump
How-to: This is done very similar to the GC version. Face the statue with the bomb slot on it. The statue also has the underwater spinner in front of it. Go to the left and jump onto the spider ball track. Now, normally, you would just space jump onto the platform, but Retro placed a small protruding arch above the top of that spider ball track to prevent a full jump. Here's the tricky part. Face the spider ball track WHILE standing on it. Jump slightly to the left, and if done right you'll land on the arch (for some odd reason, you cannot land on the center of the arch). Next, space jump from that position toward the statue's platform and you'll land on it. Activate the bomb slot, and the expansion is yours.
Notes: Sometimes, when on top of the arch, if you move forward too early, you'll gravity boost instead of space jump. Don't fret, just get back up there and try again. It is possible.

-Fast Items-
What's a fast item?
A fast item is not an early item, because it still requires the upgrade to get it; however, it is a faster way of getting the item; allowing you to skip the longer parts of grabbing it.

-Fast Energy Tanks-
(To be updated later)

-Fast Missile Expansions-
(To be updated later)

-=Metroid Prime 3: Corruption=-

Nothing yet.


Again, feel free to post anything you know so I can add it to the thread.

Credits:
kirbymastah for helping me with the Ghetto Jump and skipping the Dark Suit. Also for information on the Rezbit jump.
ItsPersonnal for making the SJE movie for Prime 1, and to Nisco for posting it in this thread.
--Also to those two for the floaty jump technique in Prime 1.
rekameohs for pointing out the floaty jump does not work in Prime 2.
arkarian for helping out with the SJE and various techniques.
T3 for pointing out that the Z jump doesn't give any extra distance.
UchihaSasuke for pointing out fast items.
Thread title:  
ItsPersonnal made a couple of videos a while back one notably being SJE on prime 1





Game Lover
What's "SJE"?
Space Jump Early
Game Lover
Ah, cool! Let me look at the videos. :)

Nisco: Can you explain what techniques you used to get the Space Jump Boots Early? And also the Floaty Jump? That would be appreciated. :)

Thank you for the videos!
Edit history:
sabata2: 2013-01-12 03:36:20 pm
ANKOKU
To my knowledge SJE is just getting to the ledge we normally scan dash to in SJF a different way (that requires bombs).

SJF IS still possible in Trilogy, but I believe only 2~3 people here have actually gotten it.

SJE is much more "stable" in Trilogy, but all it really is is a DBJ atop the neaby rock, and then unmorphing and pushing yourself up the sloped ledge. It uses the mechanics of the Ghetto jump, just AFTER you've DBJ'd and unmorphed.


Floaty Jump is an odd situation where the game thinks you're in water when you actually aren't and thus Gravity is lowered and you can jump MUCH higher.
You'll have to ask someone else for more precise information.
red chamber dream
can you no longer just dbj off the ship?
ANKOKU
That's the first I've ever heard of that strat.
i think it was actually used in trilogy by some so it should be possible (dbj off the ship)
red chamber dream
it was the original way to get sje, dates back to 2003 i believe

http://www.metroid2002.com/other_old_early_sj.php
Game Lover
Quote from sabata2:
To my knowledge SJE is just getting to the ledge we normally scan dash to in SJF a different way (that requires bombs).

SJF IS still possible in Trilogy, but I believe only 2~3 people here have actually gotten it.

SJE is much more "stable" in Trilogy, but all it really is is a DBJ atop the neaby rock, and then unmorphing and pushing yourself up the sloped ledge. It uses the mechanics of the Ghetto jump, just AFTER you've DBJ'd and unmorphed.


Floaty Jump is an odd situation where the game thinks you're in water when you actually aren't and thus Gravity is lowered and you can jump MUCH higher.
You'll have to ask someone else for more precise information.


Gotcha. Thanks.

Though, I've heard something that you can use the Spring Ball to get the SJE in the Trilogy. Anyone have any ideas on that?

BTW: I'm glad people are getting into this. :)

Also, I updated the format, and another possible break. I'm going to try the Windchamber Gateway again. I'm really sad my idea of the Spring Boost didn't work, though. :(
red chamber dream
you can use the spring ball as part of any normal dbj. you'd just spring instead of laying bombs 1 and 3.
Game Lover
Ah, I see! That's cool. :)

BTW: Can someone practice the Trilogy's version of the Windchamber Gateway? I *think* it's possible, but I'm not entirely sure. I've ALMOST gotten onto the other side of the disc from its right (Samus's left) side.
Does trilogy prime 1+2 have that stupid rule from mp3 where if you get hit by a single midair bomb, then you can't get hit by any more bombs until you land again?
Game Lover
I don't know. I do know the 3bj works, though. I tried it in Prime 2.
Quote:
["Z" Jump]
How-to: Similar to the L jump, just replaced by the Z button. Most likely works if the Ghetto Jump below works.


holding Z before jumping does not give you any additional distance.

Quote:
[Ghetto Jump]
How-to: Possibly similar to the GC version; I've only done the Ghetto Jump in Echoes, though.


ghetto jumps work similarly to the gc version except you have to lock onto something (enemy or scan point) before jumping. without doing this i'm pretty sure you don't get any ghetto effect.

Quote:
[Space Jump Boots Early]


it's possible by bomb jumping off the tiny rock just right of the ship. it's pretty tough to do in the trilogy version though because it requires you to do what was called a "dsbj". dsbj stands for double spring bomb jump (iirc). it looks similar to a regular dbj except you get a lot more height. to do it, basically just do a dbj but spring ball before bombs 1 and 2 hit you. this will give you a lot more height. this bomb jump works in echoes and maybe corruption as well (iirc).

Quote:
can you no longer just dbj off the ship?


i remember trying this for a long time back when trilogy came out but i could never manage it. keep in mind though that this was around when i started playing so it very well could have been because i wasn't very good. i bet this is still possible on trilogy.

Quote:
Does trilogy prime 1+2 have that stupid rule from mp3 where if you get hit by a single midair bomb, then you can't get hit by any more bombs until you land again?


this is the case for prime 1. not too sure about echoes though.

you should read through these threads for more breaks possible on trilogy:

http://m2k2.taigaforum.com/post/metroid_prime_trilogy_thread__updated_with_version_differences_sequence_breaks.html
http://m2k2.taigaforum.com/post/sje_space_jump_early_in_metroid_prime_wii__trilogy_.html
red chamber dream
yeah i don't see any reason why the ship dbj wouldn't be possible either. it's a very tough trick (i've only done in a couple times) so i'm not surprised you couldn't get it. would be cool if someone can confirm it though - i don't have trilogy.
Anywhere, everywhere
Is there anyone with actual proof of getting SJF in trilogy?
Regarding floaty jump...

I don't have trilogy version. but I assume that floaty jump works the same; in that it becomes activated if you are in a room which has had a state change (eg sunchamber after beating Flaagrah - poison effect removed from water) and then enter and leave a block of water whilst you are in a secret world.

It can also trigger if you are in liquid as a state change occurs, eg out of bounds at magmoor workstation.

Floaty jump lasts until you leave a region or you touch liquid whilst inbounds.. although iirc you can then re-enter a secret world and touch any liquid to re-trigger it


Floaty jump can be gotten in:
-Chozo ruins in the Sunchamber;
-Magmoor caverns in Magmoor Workstation;
-Tallon Overworld.. somewhere around Biohazard containment
Game Lover
Quote from T3:

Quote:
[Ghetto Jump]
How-to: Possibly similar to the GC version; I've only done the Ghetto Jump in Echoes, though.


ghetto jumps work similarly to the gc version except you have to lock onto something (enemy or scan point) before jumping. without doing this i'm pretty sure you don't get any ghetto effect.


Umm... I managed to Ghetto Jump in MP2T.
MP2T isn't the same as MP1T. Ghetto jumps work slightly differently between them, even in the GC versions.
Game Lover
Okay, then I'll need to find out/someone will have to tell me how to do the Ghetto Jump in Prime 1 so I can write it down.

Also, I updated what the Z Jump is. It does not give more jump length, but it is needed for precise jumps like the Ghetto Jump. It's possible that because the Z jump does not increase the length of the jump that I cannot seem to get the missile expansion in the Abandoned Worksite early. :( But I'll keep trying. I get REALLY close. As in, I almost land on the platform that has the missile expansion, but I barely miss it.

Also, do you guys like my new organization of "techniques," "specialty breaks," and then "early items?" :)

As for the Floaty Jump, I'm getting closer to Chyyka so we'll see if it really works.
Anywhere, everywhere
Floaty Jump does not work
Edit history:
Aegis Runestone: 2013-01-13 02:34:27 pm
Aegis Runestone: 2013-01-13 02:34:22 pm
Aegis Runestone: 2013-01-13 02:34:14 pm
Aegis Runestone: 2013-01-13 02:34:14 pm
Aegis Runestone: 2013-01-13 02:32:19 pm
Aegis Runestone: 2013-01-13 02:04:06 pm
Aegis Runestone: 2013-01-13 01:51:50 pm
Game Lover
Quote from rekameohs:
Floaty Jump does not work


It doesn't? Rats. :(



The last link has some missing videos; the ones where it worked. :(

Also, it might be possible that Retro removed that invisible platform on the other side of the disc in the Windchamber Gateway in order to not get it early.

What boggles my mind about all these "fixes" is that Metroid fans love Sequence Breaking (I used to not, but I love it now that I managed to skip the Dark Suit); it's a tradition. So, why do they remove them? I can understand the sequence breaks through the walls as that might cause problems with the save file, but early expansions and such? :/

Also, I looked at the list thread, it seems to be primarily for MP1. That's not a bad thing, it's just that the sequence breaks listed there are one-line... and some have acronyms I don't understand.

I also thought the Scan Dash didn't work, but that thread claims that it does for the SJE.

Anyway, for Echoes, does anyone have ideas of how it might be possible to get the Meditation Vista Energy tank early without the floaty jump?