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TheRealSamusAran said:
Vodacixi said:

There you go again. If you are "sequence breaking", you are admiting that there is a sequence to begin with.

Metroidvanias are not about sequence breaking. They are about not having a main sequence, period. Sure, there are main objectives, but they don't force you into one set path. You can explore the map and find those objectives through multiple ways. For example, in Hollow Knight you have like three or four different routes you can use to access City of Tears for the first time (one of the main areas of the game). All of them are valid, even if there is one that is more obvious than the rest. How many options do you have to access Burenia for the first time in Dread, for example? Or once ZDR is frozen, how many different paths can you take in order to reactivate the heat generator?

Super is more open than Dread in the sense that, while there is one "intended path", it's not uncommon that by exploring, getting lost and using your basic abilities you end up getting an upgrade or actually making progress. It's not completely open, but it's far less linear than Dread.

You can only follow one path in Dread unless you really twist the game or have previous knowledge of it.

Ok, so again, without getting early super missiles or using other glitches, how much sequence can you break in SM? How many different paths can you take to get to Norfair or Maridia for the first time? Can you fight Phantoom before Kraid without glitches? Can you get power bombs before super missiles?

Of course you can fight Phantoom before Kraid without glitches. You can get to the Wrecked Ship early by either doing a perfectly timed walljump, or by doing a shinespark (though that'd require getting the Speed Booster without the Varia suit). Both are extremely difficult but doable without glitches.

One of the biggest sequence breaks that are easy to do in Super Metroid comes at that point in the game actually. The game expects you to go into Norfair to get the Ice Beam, then go all the way up in Brinstar for the Power Bombs, then all the way down into Norfair again to fight Crocomire and get the Grapple Beam, with which you can get the Wave Beam and return all the way up to Crateria and cross the lake into the Wrecked Ship.

Instead, you can go into Norfair and get the Wave Beam straight away with a walljump (and taking some spikes damage). That allows you to access Crocomire immediately from the other side, so you can get the Grapple Beam and Power Bombs without leaving Norfair. Just saves you the hassle of having to go back and forth across the map a million times, and it's all done with one simple walljump.

There's a lot of sequence breaks you can do in Super Metroid, like really a lot, just with intended mechanics like the walljump and Shinespark. But there is still a sequence. All Metroidvanias do (to an extent).