I got a lot of mileage out of the sequence breaks in Metroid Prime on Gamecube - whereas a fair number of them were built in to be discovered by inventive players (read: Infinite Bomb jump), far more of them were dependent upon an exploit combining the Space Jump with a timely L-Trigger release while locked onto a target. By abusing the heck out it in the early game, you can accumulate enough energy tanks to navigate the extreme cold and hot environs without the protective suits, acquire all the beams ahead of schedule, and outright bypass certain areas if desired. I've heard the Space Jump glitch was patched out in the Wii remake with the Prime 3-styled controls - it's main reason I never bought that version, TBH