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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-platformspeedrunningglitchroutingexploit1986–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

Type Description Example
Item skip Progress without an “required” item Fly without the high jump in Super Metroid
Area skip Bypass entire designed regions Skip Brinstar in Super Metroid, skip Forest Temple in Ocarina of Time
Early item Acquire items before intended Hookshot before adult Link in OoT
Boss skip Avoid mandatory boss encounters Various Castlevania, Zelda skips
Quest skip Bypass quest prerequisites Get end-game items at start (Skyrim quirks)
Story skip Jump to credits without intended story Wrong-warp to credits in OoT, Super Mario 64
Backwards completion Beat the game in reverse order Some Metroidvanias

Enabling techniques

Sequence breaks rely on specific exploits or skill techniques:

Technique Use
Clipping Pass through walls (alignment glitches, position manipulation)
Wrong warp Triggered teleport sends you to unintended location
Out of bounds (OoB) Leave the playable area; reach map locations from outside
Damage boost Use enemy knockback to leap further than normal jump allows
Object manipulation Use props as platforms, weight pushers, or position-resets
RNG manipulation Force specific random outcomes to enable skip
Skill-based jumps Pixel-perfect jumps that the developer thought were impossible
Tool-assisted-only TAS-discovered routes too tight for human execution

Classic examples

Game Sequence 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:

Aspect Insight
Progression design Where does the designer place gates? Doors? Items? Story flags?
Testing limits What did QA not test? — sequence breaks often live in untested combinations
Player creativity Unexpected solutions emerge from the player community
Replay value New ways to play the same game
Robustness vs flexibility Tight scripting prevents breaks but reduces emergent play

Developer attitudes

Different developers respond differently:

Approach Examples
Embrace Super Metroid developers reportedly knew about most skips and left them
Patch out Metroid Prime Trilogy (2009) re-release patched many sequence breaks
Acknowledge in design Metroidvanias now often encourage skips as advanced play
Anti-cheat / online Multiplayer games often disable sequence-breaking exploits server-side
Speedrun mode Some games include explicit speedrun categories (Hollow Knight’s Steel Soul)

Community categories

Speedrun communities formalise sequence-breaking depth:

Category Sequence breaking
Any% All breaks allowed; fastest completion to credits
100% All major collectibles; some sequence-breaks may still be allowed
Glitchless No 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 bosses Defeat 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