That's the dumbest argument I've ever heard. Metroid is an exploritory game... NOTHING is set in stone. The whole point of metroid is you can go the wrong way if you want, only to discover you've went the wrong way halfway into a room, die and have to explore even more to find the item you need to progress.
Wow, except for the first sentence, you didn't sound like a total condescending ass this time.
Other than the first playthrough, you shouldn't be stumbling into the wrong room. You definitely shouldn't be dying. Metroid isn't exactly difficult except for some of the bosses, which aren't difficult after a few plays either. Hence, after a few playthroughs, sequence breaks are a great way to play it differently. I didn't start the term "breaks," that's what they've been dubbed by others. It's been a term in use for a loooooooong time.
Some of prime 1's "breaks" are so horrible that I did a few by accident my first run, got stuck and had to start over.
I'd love to hear your tales of how you did a few by "accident" and got stuck, because there's not much way to get stuck other than going into secret worlds. And those are difficult to even get into, let alone traverse.
And if you find it suprising that a programmer doesn't find a bugs in a game acceptable than you certianly don't understand the programmers mindset.
Yes, but finding them, and understanding why are always interesting and fun.
Your gameshark comment doesn't hold water either. Gameshark codes take a BUG FREE game and re-introduce bugs into it. It is fun, but think how many times using a special gs code ruins the game by locking it up, getting you stuck in a room you aren't supposed to be in yet, ect.
Okay...so I said it adds fun, then you said that comment doesn't hold water. Then you agreed and said it is fun. Choose something.
Creating the codes=not much fun.
Using fully tested codes that have little/no side effects=fun.
The only bit of effort I remember regarding GS codes was FFIX, when I basically used documents to make my own spells. You couldn't have too much active while loading/saving. All you needed to do was cut down, or turn the GS off while doing those tasks. If you didn't, it simply failed to load. No big deal.
Only an idiot with a high amount of patience would use highly unstable codes. You seem to have this skewed view that a huge majority of these things will literally crash the game. Tested codes (which a large majority of them were) from the previous console generations, as well as most, if not all breaks in the Metroid series (that don't involve secret worlds) are stable/safe to use with nothing to worry about.
I know of a bug in MP2 that'll cause you to be unable to progress. It involves saving the game while in one of the rooms of the Sanctuary (I think the one with the caretaker drone.) It only happens after you get the echo visor, and the echo point are still active. That's a game crashing bug. THAT would suck. Especially as it's close to the end of the game. I assume they fixed it in the Wii remake.
Once again, I contend that these techniques/codes make these games fun again. Fighting Thardus with the plasma beam in MP1. Sweet. I've always been a sucker for playing games again and again. Going abcdefgh in sequence gets old after awhile.