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Techniques & Technology

Sequence Breaking

Playing out of order

The speedrunning technique of completing game sections in unintended order, bypassing designed progression to reach the end faster.

cross-platform speedrunningglitchroutingexploit 1986–present

Overview

Sequence breaking is the practice of completing parts of a game in an order the developers didn't intend. By skipping areas, acquiring items early, or reaching locations before they're "supposed" to be accessible, speedrunners drastically reduce completion times. The phrase emerged in the Metroid Prime (2002) speedrunning community to describe runners breaking the game's intended unlock progression — though the practice dates back to the original Metroid (1986) and earlier exploration games.

Sequence breaking sits at the intersection of three communities: speedrunners (who want fastest times), Metroidvania fans (who want to discover hidden routes), and developers (who must decide whether to prevent or embrace the practice).

Fast facts

  • Definition: Doing things in an unintended order to bypass progression gates.
  • Term origin: Metroid Prime speedrunning community (2002+).
  • Practice origin: Original Metroid (1986); arguably Adventure (1980).
  • Methods: Glitches, skips, early item acquisition, geometry abuse.
  • Genres most affected: Metroidvanias, 3D Zeldas, RPGs with item-gates.
  • Impact: Often cuts hours from world-record completion times.

Types of sequence breaks

TypeDescriptionExample
Item skipProgress without an "required" itemFly without the high jump in Super Metroid
Area skipBypass entire designed regionsSkip Brinstar in Super Metroid, skip Forest Temple in Ocarina of Time
Early itemAcquire items before intendedHookshot before adult Link in OoT
Boss skipAvoid mandatory boss encountersVarious Castlevania, Zelda skips
Quest skipBypass quest prerequisitesGet end-game items at start (Skyrim quirks)
Story skipJump to credits without intended storyWrong-warp to credits in OoT, Super Mario 64
Backwards completionBeat the game in reverse orderSome Metroidvanias

Enabling techniques

Sequence breaks rely on specific exploits or skill techniques:

TechniqueUse
ClippingPass through walls (alignment glitches, position manipulation)
Wrong warpTriggered teleport sends you to unintended location
Out of bounds (OoB)Leave the playable area; reach map locations from outside
Damage boostUse enemy knockback to leap further than normal jump allows
Object manipulationUse props as platforms, weight pushers, or position-resets
RNG manipulationForce specific random outcomes to enable skip
Skill-based jumpsPixel-perfect jumps that the developer thought were impossible
Tool-assisted-onlyTAS-discovered routes too tight for human execution

Classic examples

GameSequence break
Metroid (1986)Skip Bombs, take alternate routes; speedrun-known since release era
Super Metroid (1994)Multiple skip routes; "any%" in ~45 minutes vs ~3 hours intended
Zelda: Ocarina of Time (1998)Skip dungeons; reach Temple of Time at age 10
Castlevania: Symphony of the Night (1997)Early access to Inverted Castle
Metroid Prime (2002)Coined the term; many sequence breaks discovered
Super Mario 64 (1996)Backwards Long Jump (BLJ) for stairs; many skips
The Witness (2016)Extreme sequence-break runs achievable
Hollow Knight (2017)Modern Metroidvania with deliberate skip community
Elden Ring (2022)Stormveil Castle skip via deathcam-anim glitches

Design implications

Sequence breaking reveals interesting things about game design:

AspectInsight
Progression designWhere does the designer place gates? Doors? Items? Story flags?
Testing limitsWhat did QA not test? — sequence breaks often live in untested combinations
Player creativityUnexpected solutions emerge from the player community
Replay valueNew ways to play the same game
Robustness vs flexibilityTight scripting prevents breaks but reduces emergent play

Developer attitudes

Different developers respond differently:

ApproachExamples
EmbraceSuper Metroid developers reportedly knew about most skips and left them
Patch outMetroid Prime Trilogy (2009) re-release patched many sequence breaks
Acknowledge in designMetroidvanias now often encourage skips as advanced play
Anti-cheat / onlineMultiplayer games often disable sequence-breaking exploits server-side
Speedrun modeSome games include explicit speedrun categories (Hollow Knight's Steel Soul)

Community categories

Speedrun communities formalise sequence-breaking depth:

CategorySequence breaking
Any%All breaks allowed; fastest completion to credits
100%All major collectibles; some sequence-breaks may still be allowed
GlitchlessNo glitches; effectively intended order
No major skips (NMS)Small breaks only; no major area skips or wrong warps
Low%Minimum items; effectively maximum sequence breaking
All bossesDefeat all bosses; can still sequence-break order

Notable speedrunners

The community of well-known sequence-breakers includes runners like:

  • DrCossackSymphony of the Night community
  • Cosmo WrightOcarina of Time sequence-break pioneer
  • Behemoth87Metroid Prime community
  • GrandPOOBearSuper Mario Maker / various Mario titles
  • summoningsalt — speedrunning historian / documenter (YouTube)

The annual Games Done Quick charity events (since 2010) showcase sequence-breaking to mainstream audiences.

Legacy

Sequence breaking demonstrates that players will always find unintended paths. Some developers now embrace it, designing games (or post-launch patches) that reward creative exploration rather than fighting against it. The relationship between intended progression and emergent player solutions is one of game design's most interesting feedback loops — a designer's "you can't go there yet" is a speedrunner's "watch me".

See Also