Talk:Sequence break

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Revision as of 17:43, August 24, 2021 by Soprano (talk | contribs) (What should this article cover?)
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Scope

This article was created to be a better place to document the exploits that allow parts of the Pikmin games to be skipped. The out of bounds article wasn't the best place because it has more of a focus on locations and methods of going out of bounds, and the main glitch articles weren't the best place either since often there were no glitches past the initial out of bounds movement. So now we have this article. But what exactly should this article have? What should it cover in each game?

Here are my thoughts. The only tricks that should count as sequence breaks are those that break the sequence of major events in the story, such as unlocking a Pikmin type. Thus skipping a wall to access a cave faster wouldn't count, even though it's a faster way to get to the cave, unless it also allowed you to get to the cave before unlocking a Pikmin type intended to be used to get there. This definition has different effects for different games. For Pikmin, it leaves very little counted as a sequence break because of how few major events it has. Getting a few ship parts without Blue Pikmin is basically all that can be counted. For Pikmin 2, it leaves a bit more considering how more major sequence breaks exist and are used in the 5 day run, but there still aren't many, considering it excludes most of the napsack tricks that are already documented on the path oversights article. For Pikmin 3, it's much more broad considering the linear story, and there is the potential to document loads of tricks to get fruits before the intended type. For this reason, I don't think fruits (or treasures in Pikmin 2) should be discussed in this article, only ship parts. This definition isn't perfect, as it's hard to define exactly what a sequence break is. But for the purposes of this article, is it good enough for now? — Soprano(talk) 17:43, August 24, 2021 (EDT)