           @ended = yes
 
     _shakeOnPlayerFall: ->
-      if @player.nextState is 'landing' and @player.distanceFallen() > shakeFallH
-        @camera.shake()
-      else no
+      return no unless @player.nextState is 'landing' and @player.distanceFallen() > shakeFallH
+      @camera.shake()
 
     _toggleCameraAttachment: (attached) ->
       attached ?= not @detachedCamera

      @camera.updateShake()
      if @_shakeOnPlayerFall()
        @camera.unfollow()
      else unless (@camera.target? or @camera.isShaking())
        @camera.follow @player.cameraFocus

      @camera.updatePositionWithCursors @cursors if @detachedCamera

      tween = @fadeIn text, Timer.SECOND

    _isPlayerReadyToEnd: ->
      (@player.state is 'still' and @player.control is on and
       @player.sprite.y <= @endingPoint.y)

    _renderDebugDisplay: ->
      @resetDebugDisplayLayout()
