Postby Chad » Fri Apr 18, 2014 11:33 am
There's one aspect of this kind of event that I've never understood. I've seen a few levels that force the player to do something like, keep Mario holding "Up" for a sequence of events while something else happens in the level. However, I've seen two different effects from this. Some levels have it so it's impossible to give control back to the player until the events finish (as intended), while in other levels, you can break free from it if you struggle against it.
My question here is, what's the difference? Whenever I try to recreate the former, I always get the latter. I've looked at event sequences for both types of levels, and haven't found anything that would make a difference. Does anyone know what sets the two apart?