History Main / BlockPuzzle

20th Sep '16 8:13:43 PM nombretomado
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message


* ''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]].

to:

* ''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
Is there an issue? Send a Message


* ''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.

to:

* ''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.

to:

* 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.

to:

* ''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.

to:

* ''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
Is there an issue? Send a Message


** 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.

to:

** 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
Is there an issue? Send a Message


** 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.

to:

** 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
Is there an issue? Send a Message

Added DiffLines:

* 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!
25th Jul '16 3:34:31 AM Morgenthaler
Is there an issue? Send a Message


* ''{{Nitemare 3D}}'' required you to push blocks and tombstones around occasionally to clear a path... or block one.

to:

* ''{{Nitemare ''VideoGame/{{Nitemare 3D}}'' required you to push blocks and tombstones around occasionally to clear a path... or block one.
16th Jul '16 12:12:50 PM nombretomado
Is there an issue? Send a Message


* The bulk of actual gameplay in ''{{Catherine}}'' ultimately consists of a variety of Block Puzzles that must be solved across three dimensions so the main character can climb a tower. This might not sound especially enthralling, but the addition of a ''de facto'' [[TimedMission countdown timer]], [[NintendoHard Atlus Hard]] puzzles, and the [[PrimalFear very human fear of falling]] can make for some rather gripping gameplay. That's ''before'' you get to the trapped floor panels, icy floors, and very angry sheep-men.

to:

* The bulk of actual gameplay in ''{{Catherine}}'' ''VideoGame/{{Catherine}}'' ultimately consists of a variety of Block Puzzles that must be solved across three dimensions so the main character can climb a tower. This might not sound especially enthralling, but the addition of a ''de facto'' [[TimedMission countdown timer]], [[NintendoHard Atlus Hard]] puzzles, and the [[PrimalFear very human fear of falling]] can make for some rather gripping gameplay. That's ''before'' you get to the trapped floor panels, icy floors, and very angry sheep-men.
14th Jun '16 9:24:35 AM Knight20
Is there an issue? Send a Message


[[AC:ActionAdventure]]

to:

[[AC:ActionAdventure]][[foldercontrol]]

[[folder:ActionAdventure]]



[[AC:ActionGame]]

to:

[[AC:ActionGame]][[/folder]]

[[folder:ActionGame]]




[[AC:AdventureGame]]

to:

\n[[AC:AdventureGame]][[/folder]]

[[folder:AdventureGame]]




[[AC:FirstPersonShooter]]

to:

\n[[AC:FirstPersonShooter]][[/folder]]

[[folder:FirstPersonShooter]]




[[AC:PlatformGame]]

to:

\n[[AC:PlatformGame]][[/folder]]

[[folder:PlatformGame]]



[[AC:PuzzleGame]]

to:

[[AC:PuzzleGame]][[/folder]]

[[folder:PuzzleGame]]




[[AC:{{Roguelike}}]]

to:

\n[[AC:{{Roguelike}}]][[/folder]]

[[folder:{{Roguelike}}]]




[[AC:RolePlayingGame]]

to:

\n[[AC:RolePlayingGame]][[/folder]]

[[folder:RolePlayingGame]]




[[AC:ShootEmUp]]

to:

\n[[AC:ShootEmUp]][[/folder]]

[[folder:ShootEmUp]]




[[AC:SimulationGame]]

to:

\n[[AC:SimulationGame]][[/folder]]

[[folder:SimulationGame]]




[[AC:SurvivalHorror]]

to:

\n[[AC:SurvivalHorror]][[/folder]]

[[folder:SurvivalHorror]]




[[AC:TurnBasedStrategy]]

to:

\n[[AC:TurnBasedStrategy]][[/folder]]

[[folder:TurnBasedStrategy]]




to:

[[/folder]]



[[AC:AlternateRealityGame]]

to:

[[AC:AlternateRealityGame]][[folder:AlternateRealityGame]]




[[AC:{{Fanworks}}]]

to:

\n[[AC:{{Fanworks}}]][[/folder]]

[[folder:{{Fanworks}}]]




[[AC:Webcomics]]

to:

\n[[AC:Webcomics]][[/folder]]

[[folder:Webcomics]]



----


Added DiffLines:

[[/folder]]
9th Jun '16 6:49:08 AM StFan
Is there an issue? Send a Message


* ''VideoGame/{{La-Mulana}}'' has block puzzles all over the place. The 7-block puzzle in the Inferno Cavern for the Flare Gun is the first really tricky one. The Infinite Corridor has a long series of them on the fourth level (which completely averts this in the remake), surpassed in trickiness only by the ones in Hell Temple. Interestingly, it even subverts this at one point; there's several blocks and plates in one room, but the puzzle is actually a RedHerring, because it's unsolvable. Thankfully, there is an item that greatly increases the speed at which your character pushes blocks.

to:

* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' has block puzzles all over the place. The 7-block puzzle in the Inferno Cavern for the Flare Gun is the first really tricky one. The Infinite Corridor has a long series of them on the fourth level (which completely averts this in the remake), surpassed in trickiness only by the ones in Hell Temple. Interestingly, it even subverts this at one point; there's several blocks and plates in one room, but the puzzle is actually a RedHerring, because it's unsolvable. Thankfully, there is an item that greatly increases the speed at which your character pushes blocks.
This list shows the last 10 events of 43. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.BlockPuzzle