
note Certain circumstances will force you to turn around, Gears or no - at which point you can no longer walk left. Without the Gears, you cannot turn around and walk to the right.

Second, in earlier versions of the game it was possible to head to the penultimate area of the game before Li was trapped there freeing him before this happened resulted in the story becoming completely broken from that point on, as he was subsequently sealed away forever. A combination of food and wall-swimming, however, made it possible to get to the upper part of the ocean (the Veil) before even acquiring said form.
#Parking mania zoo escape access codes how to
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#Parking mania zoo escape access codes tv
Note: TV Tropes is not the place for strategy guides. In the image above portrayed as an example, a GPS tracking the right path inside the maze will be an easy level trick, but won't break the intended sequence. Although a sequence breaker might and will be an easy level trick, not all of the easy level tricks result in sequence breaking. This should not be confused with Easy Level Trick, which is an exploit that makes a lot easier a level that otherwise would be complex, slow or hard. If the game recognizes your attempt in some fashion, then there's Developers' Foresight. Compare Speedrun, which most times involves sequence-breaking. Also contrast You Can't Thwart Stage One, which is often literally true even in games that allow sequence breaking even Metroidvanias famous for sequence-breaking opportunities generally require that the first area be traversed or the first item be collected.

Sequence breaking may involve the Dungeon Bypass, which is one typical way of breaking the sequence. Contrast Script Breaking, which is often done via Sequence Breaking. This is a subtrope of Emergent Gameplay, and sometimes of Not the Intended Use.

Other times they play within the intended boundaries, but still manage to accomplish something intended to be impossible (for instance, jumping a fence using an unforeseen combination of abilities and careful timing). Sometimes, the player exploits a glitch or a bug in the game's programming. The act of sequence breaking is accomplished in many different ways. Such acts and the attempts to discover them are known as Sequence Breaking. Sometimes, fans of a game develop ways to complete tasks in an unexpected order, or skip some entirely, contrary to the developer's intentions. This path manifests to the player as the One True Sequence in which tasks need to be completed. In these ways a path through the game is created. Other ways to progress are usually restricted either by simply not supplying any other options or by placing some sort of impenetrable obstacle in the way of what would otherwise be a valid path. When a game's development team is designing a game, they often form some specific ideas as to the path the player should take when completing the game.
