History Main / BlockPuzzle

18th Aug '17 2:17:22 PM RandomNumberReactor
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* Same goes for each and every of ''VideoGame/{{Quadrax}}'' games, where the different blocks are the most manipulated object in the game. Most of the game consists of moving and assembling a various blocks with various properties to get an access to the level's exit or that damned [[GottaCatchThemAll crystal]].
17th Aug '17 5:01:21 PM WaxingName
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This occasionally crosses over with SolveTheSoupCans, when the block puzzles really don't make any sense, and coupled with a particular variety of UnexpectedGameplayChange. With the push towards realism in environments, the Block Puzzle does seem to be on the [[DiscreditedTrope decline]], but is far from [[DeadHorseTrope dead]] -- you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with CrateExpectations.

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This occasionally crosses over with SolveTheSoupCans, when the block puzzles really don't make any sense, and coupled with a particular variety of UnexpectedGameplayChange. With the push towards realism in environments, the Block Puzzle does seem to be on the [[DiscreditedTrope decline]], but is far from [[DeadHorseTrope dead]] -- you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with CrateExpectations.
CrateExpectations. The advent of [[WreakingHavok physics engines]] have also given block puzzles a new lease on life, as they allow for more flexible manipulation of blocks.
1st Apr '17 8:09:48 PM Timber
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* ''VideoGame/TalesOfSymphonia'' has one in almost every dungeon. Notably the first one, in which they're actually ''{{Golem}}s'', and so have to be beaten into submission before you can use them. In ''VideoGame/TalesOfTheAbyss'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game.

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* ''VideoGame/TalesOfSymphonia'' has one in almost every dungeon. Notably the first one, in which they're actually ''{{Golem}}s'', and so have to be beaten into submission before you can use them. In ''VideoGame/TalesOfTheAbyss'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game. In ''VideoGame/TalesOfLegendia'', every dungeon has one, explained as malfunctioning transport systems that need to be fixed, but you can ask another party member to jump in and solve it for you if you don't want to bother. Solving them all on your own unlocks a pair of BraggingRightsReward titles for Senel.
12th Feb '17 5:57:19 PM Prfnoff
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* ''VideoGame/{{Undertale}}'' plays with this in an early puzzle where you have to push a few rocks onto switches, and one rock turns out to have a will of its own.
20th Sep '16 8:13:43 PM nombretomado
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* A few times in the ''{{Avernum}}'' series, most irritatingly in the second game's aptly named Test of Patience. Good thing they could almost always be skipped.

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* A few times in the ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' series, most irritatingly in the second game's aptly named Test of Patience. Good thing they could almost always be skipped.
18th Sep '16 2:42:03 AM Morgenthaler
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* ''LostInShadow'' enjoys having block puzzles that span both the shadow and living realms.
* ''LegacyOfTheWizard'': Xemn and Meyna have to deal with these in their areas. Lyll can just break blocks once she finds the [[PowerfulPick Mattock]].

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* ''LostInShadow'' ''VideoGame/LostInShadow'' enjoys having block puzzles that span both the shadow and living realms.
* ''LegacyOfTheWizard'': ''VideoGame/LegacyOfTheWizard'': Xemn and Meyna have to deal with these in their areas. Lyll can just break blocks once she finds the [[PowerfulPick Mattock]].
9th Sep '16 6:34:42 PM Prfnoff
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* ''Sanity: Aiken's Artifact'' is half action game, and half block puzzle. To its credit, most puzzles are more complex than just pushing rocks around. Still, it's perhaps the best example of GuideDangIt game, as finishing it without external help is a real test of patience.
* One of these shows up in the Japanese freeware game ''Guardian of Paradise'', with a slight twist in that it's the blocks that are ice instead of the floor. It makes no conceptual difference in the puzzle, though.

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* ''Sanity: Aiken's Artifact'' ''VideoGame/SanityAikensArtifact'' is half action game, and half block puzzle. To its credit, most puzzles are more complex than just pushing rocks around. Still, it's perhaps the best example of GuideDangIt game, as finishing it without external help is a real test of patience.
* One of these shows up in the Japanese freeware game ''Guardian of Paradise'', ''VideoGame/GuardianOfParadise'', with a slight twist in that it's the blocks that are ice instead of the floor. It makes no conceptual difference in the puzzle, though.



* The PuzzlePlatformer ''{{Castlequest}}'' has lots of block puzzles, some of them quite elaborate and involving pulleys to raise/lower blocks. It's often useful to balance a block on the edge of a lower block, which possibly inspired the similar mechanic in ''La-Mulana''. Blocks will kill enemies when pushed on them or even against them, which helps a good deal.

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* The PuzzlePlatformer ''{{Castlequest}}'' ''VideoGame/{{Castlequest}}'' has lots of block puzzles, some of them quite elaborate and involving pulleys to raise/lower blocks. It's often useful to balance a block on the edge of a lower block, which possibly inspired the similar mechanic in ''La-Mulana''. Blocks will kill enemies when pushed on them or even against them, which helps a good deal.



* ''RogueGalaxy'' employed what has to be the most epic block puzzle in the history of the galaxy. OminousLatinChanting and everything.

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* ''RogueGalaxy'' ''VideoGame/RogueGalaxy'' employed what has to be the most epic block puzzle in the history of the galaxy. OminousLatinChanting and everything.



* ''StarOceanTillTheEndOfTime'' had a series of increasingly difficult ones of these in one optional dungeon. The catch? The blocks moved along set paths (traced out in their color), and of course occasionally you needed to block one of those paths with, you guessed it, another block. Also, there tended to be several exits from one block puzzle, and often also treasure chests within the puzzle that you might have wanted to get to.

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* ''StarOceanTillTheEndOfTime'' ''VideoGame/StarOceanTillTheEndOfTime'' had a series of increasingly difficult ones of these in one optional dungeon. The catch? The blocks moved along set paths (traced out in their color), and of course occasionally you needed to block one of those paths with, you guessed it, another block. Also, there tended to be several exits from one block puzzle, and often also treasure chests within the puzzle that you might have wanted to get to.
28th Jul '16 6:57:36 PM MyFinalEdits
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** Block puzzles in ''VideoGame/TheLegendOfZeldaTheWindWaker'' have different characteristics that change depending on where they are. The floating crate puzzles in the Tower of the Gods have water whose level rises and lowers periodically. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room, as the "blocks" are huge mirrors. In the last room of the Wind Temple, there are blocks that can only be moved while wearing Iron Boots, as there's a strong wind blowing from huge fans.

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** Block puzzles in ''VideoGame/TheLegendOfZeldaTheWindWaker'' have different characteristics that change depending on where they are. The floating crate puzzles in the Tower of the Gods have water whose level rises and lowers periodically. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room, as the "blocks" are huge mirrors. In the last room of the Wind Temple, there are blocks that can only be moved while wearing Iron Boots, as there's a strong wind blowing from huge fans. And in the optional Angular Isles, there's an underground cave with a pile of blocks Link has to climb by pulling some of them; but if he pulls one too many his Mirror Shield won't be able to catch and reflect the light that activates the treasure chest (luckily, the puzzle can be resetted by exiting and re-entering).
28th Jul '16 6:49:23 PM MyFinalEdits
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** The floating crate puzzles in the Tower of the Gods in ''VideoGame/TheLegendOfZeldaTheWindWaker''. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room.

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** Block puzzles in ''VideoGame/TheLegendOfZeldaTheWindWaker'' have different characteristics that change depending on where they are. The floating crate puzzles in the Tower of the Gods in ''VideoGame/TheLegendOfZeldaTheWindWaker''. have water whose level rises and lowers periodically. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room.room, as the "blocks" are huge mirrors. In the last room of the Wind Temple, there are blocks that can only be moved while wearing Iron Boots, as there's a strong wind blowing from huge fans.
27th Jul '16 6:03:11 AM CastorIIPollux
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* The Puzzpack application for the TI-83+ contains a whole game consisting of block puzzles. Some blocks negate others, some blocks are wildcards. It's the most fun you can have with a calculator!
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