History Main / PixelHunt

23rd Aug '16 4:25:30 AM Someoneman
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** Of course, there's also that one where you have to find the one tiny little pixel that activates a light source - [[ThatOneLevel IN PITCH BLACK]]!!!

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** Of course, there's also that one where you have to find the one tiny little pixel that activates a light source - [[ThatOneLevel IN PITCH BLACK]]!!!BLACK!!!



* Parodied in ''VideoGame/EarthBound''. In the desert, there's a small side-quest involving two lovers separated in the desert. Ness can find them, speak with them, and relay their messages to each other. The catch? The lovers are white and black sesame seeds, and both are only a single pixel big. Your only reward for finding and speaking with them is the satisfaction of knowing they may someday be able to continue their relationship.
** In ''VideoGame/{{Mother 3}}'', [[spoiler: [[CrowningMomentOfHeartwarming they are reunited in the]] [[NostalgiaLevel Hall of Memories]]]].

to:

* Parodied in ''VideoGame/EarthBound''. In the desert, there's a small side-quest involving two lovers separated in the desert. Ness can find them, speak with them, and relay their messages to each other. The catch? The lovers are white and black sesame seeds, and both are only a single pixel big. Your only reward for finding and speaking with them is the satisfaction of knowing they may someday be able to continue their relationship.
**
relationship. In ''VideoGame/{{Mother 3}}'', [[spoiler: [[CrowningMomentOfHeartwarming they are reunited in the]] the [[NostalgiaLevel Hall of Memories]]]].



** Disc 2 of ''Final Fantasy VIII'' is more or less a continuous series of pixel hunts. And there's also [[ThatOneSidequest that one Chocobo forest]] where you need to stand in ''precisely'' the right spot if you want to catch the chocobo.

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** Disc 2 of ''Final Fantasy VIII'' is more or less a continuous series of pixel hunts. And there's also [[ThatOneSidequest that one the Chocobo forest]] forest where you need to stand in ''precisely'' the right spot if you want to catch the chocobo.



* Most [[ThatOneLevel Green Stars]] in ''VideoGame/SuperMarioGalaxy2'' are hidden in the most obscure and hard-to-reach places, such as under vanishing platforms, behind towers, and [[CameraScrew far out of camera viewing range]]. Fortunately, the stars emit rays of light and a sparkling sound, making finding them somewhat easier. Getting to them, [[TrialAndErrorGameplay not so much]].

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* Most [[ThatOneLevel Green Stars]] Stars in ''VideoGame/SuperMarioGalaxy2'' are hidden in the most obscure and hard-to-reach places, such as under vanishing platforms, behind towers, and [[CameraScrew far out of camera viewing range]]. Fortunately, the stars emit rays of light and a sparkling sound, making finding them somewhat easier. Getting to them, [[TrialAndErrorGameplay not so much]].
23rd Aug '16 4:24:01 AM Someoneman
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* ''VideoGame/AvalonCode'' is ridiculous in this regard. If you want [[HundredPercentCompletion full points on a map]], you'll have to run around frantically pressing the A button at every suspicious nook, and you also need to do this in areas where there's enemies, which means that pressing A instead causes you to attempt to uppercut a nonexistent enemy every time you press it and aren't close enough to a piece of scenery that you can examine.

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* ''VideoGame/AvalonCode'' is ridiculous in this regard. If Every map has a single spot that will give a small description if you press A to examine it. Said spot is invisible, so if you want [[HundredPercentCompletion full points on a map]], you'll have to run around frantically pressing the A button at every suspicious nook, and you also need to do this in areas where there's enemies, which means that pressing A instead causes you to attempt to uppercut a nonexistent enemy every time you press it and aren't close enough to a piece of scenery that you can examine.
30th Jul '16 3:45:17 AM Morgenthaler
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* ''UltimaVII'' has a very well hidden switch in a dungeon and the key to the shack holding the Hoe of Destruction. It's inside a [[spoiler: dead fish]] in an area ''covered'' with identical-looking [[spoiler: dead fishes]]. And the right one is hidden under some debris that you need to move out of the way first.
* The released-without-being-finished add-on to ''UltimaVIIPartII: Serpent's Isle,'' ''The Silver Seed,'' had the most powerful item in the game--a ring that made spell components unnecessary -- hidden on a dead monster that can barely be seen under an avalanche in a section of the dungeon that seemed to go nowhere. Even knowing the area to look in, it's hard to find find it until you look at a screenshot.

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* ''UltimaVII'' ''VideoGame/UltimaVII'' has a very well hidden switch in a dungeon and the key to the shack holding the Hoe of Destruction. It's inside a [[spoiler: dead fish]] in an area ''covered'' with identical-looking [[spoiler: dead fishes]]. And the right one is hidden under some debris that you need to move out of the way first.
* The released-without-being-finished add-on to ''UltimaVIIPartII: ''VideoGame/UltimaVIIPartII: Serpent's Isle,'' ''The Silver Seed,'' had the most powerful item in the game--a ring that made spell components unnecessary -- hidden on a dead monster that can barely be seen under an avalanche in a section of the dungeon that seemed to go nowhere. Even knowing the area to look in, it's hard to find find it until you look at a screenshot.
25th Jul '16 3:07:59 AM morenohijazo
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* ''VideoGame/TheTalosPrinciple'': A 3D example. Connector puzzles gradually become this as they increase in difficulty. The hardest puzzles require finding a specific spot to place your connector so that it can draw appropiate line of sight through different elements. In puzzles like "Time Crawls", the margin for error is minimal and putting the connector a few centimetres away won't work.
22nd Jul '16 5:10:01 AM Gosicrystal
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* The dark setting of ''VisualNovel/VirtuesLastReward'' makes some items in puzzle rooms go unnoticeable or plain invisible, which will drag on the investigation and create much frustration because one of the features of [[VisualNovel/NineHoursNinePersonsNineDoors its prequel]] yielded a yellow outline whenever you clicked something examinable, and in this installment it's gone. One of the major offenders of this trope in VLR is the binder in GAULEM Bay, which is dark grey in a black area next to a ''blatantly noticeable white'' coat, making it impossible to see if your console screen is obscured by a bright light in whatever place you're playing at. There's also the shelf in the Laboratory, which has ''tons'' of bottles and beakers and only half of them are useful, yet you can't tell which is which until you click in every one of them.
11th Jul '16 11:41:41 AM billybobfred
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** There is a library filling five to ten screens, in which three individual items labeled "book" have to be found in a large generic mass labeled "books". However, it at least has a command ("What is") that displays item names when hovering the mouse over them, even before a click.

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** There is a library filling five to ten screens, in which three individual items labeled "book" have to be found in a large generic mass labeled "books". However, it at least has a command ("What is") that displays item names when hovering the mouse over them, even before a click. [[ThePennyfarthingEffect Eventually the SCUMM engine would just do that all the time without a command.]]
7th Jul '16 5:41:43 PM Argon2
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* In ''VisualNovel/ZeroTimeDilemma'', the bio-lab holds a bookshelf that- if the protagonists take a closer look at it- takes up about two-thirds of the screen. All of its books are dully colored, have no visible titles, and have several nondescript cardboard boxes scattered among them. Clicking on any of those things will not help. You are supposed to click on the one sheaf of paper, lying atop one box, in this giant bookshelf. And may God help you, because the game's actual controls will not.
6th Jul '16 8:42:28 AM Truffle
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* ''VideoGame/FinalFantasyVI'' has OptionalBoss Deathgaze. He's hidden in random locations on the world map, but is notorious to find due to being invisible. He doesn't have an overworld model, so your best chance of finding him is flying around and hoping that you get lucky. There are over 4000 tiles on the map. Deathgaze is on ''one'' of them. As if to rub salt in the wound, he runs away after each battle, meaning you have to relocate him all over again, slowly whittling down his HP until he's weak enough to kill.
23rd May '16 5:06:56 PM LucaEarlgrey
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* Some of the ''Franchise/AceAttorney'' games use this trope during the investigation scenes. Particularly in the last case of the third game where it's necessary to find [[spoiler: a tiny, tiny note slipped almost completely under a chair/cushion/basket thing]] in order to break a psyche-lock and advance the plot. For the most part, clues in the ''Ace Attorney'' series are quite obvious, with only a few hidden. The point of the game isn't to hide the clues, but hide their meanings, after all.

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* Some of the ''Franchise/AceAttorney'' games use this trope during the investigation scenes. Particularly in the last case of the third game where it's necessary to find [[spoiler: a tiny, tiny note slipped almost completely under a chair/cushion/basket thing]] in order to break a psyche-lock and advance the plot. For the most part, clues in the ''Ace Attorney'' series are quite obvious, with only a few hidden. The point of the game isn't to hide the clues, but hide their meanings, after all. ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' [[AntiFrustrationFeatures alleviates this a little]] by having your cursor flash whenever you hover over something of significance, and display a checkmark when hovering over a particular item or area that you've already examined.
25th Apr '16 2:06:24 PM Someoneman
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* One puzzle in ''VideoGame/OutOfOrder'' requires you to steal a guard's ID card from his back pocket. Said back pocket is extremely small and hard to click on, and the guard only stays turned around for a very short amount of time.
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