History Main / PixelHunt

29th May '17 8:58:48 PM nombretomado
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* ''VideoGame/TorinsPassage'', a {{Sierra}} adventure game developed by Al Lowe, features one scene with this trope implemented quite literally; it involves locating a pixel-sized glint that occasionally flashes on the screen, and in the middle of a ''maze'', at that. And the game's hint system is no help; it merely tells you to look for the glint on the screen...

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* ''VideoGame/TorinsPassage'', a {{Sierra}} {{Creator/Sierra}} adventure game developed by Al Lowe, features one scene with this trope implemented quite literally; it involves locating a pixel-sized glint that occasionally flashes on the screen, and in the middle of a ''maze'', at that. And the game's hint system is no help; it merely tells you to look for the glint on the screen...
10th Apr '17 2:14:52 PM ZicherCZ
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** To be fair, ''Another World'' contained almost no such items (perhaps only the pistol?), and ''Flashback'' showed the item's name with large letters as soon as you stepped on it. Don't forget that "mouse-pointer" was unheard of at the time of these games' releases.
10th Apr '17 2:01:49 PM ZicherCZ
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** The Director's Cut version goes great lengths to avert this trope. As soon as the player's mouse pointer is within half-inch or so of an object that could be interacted with, that object is highlighted by blinking circles. This gives no hint about ''how'' exactly are you supposed to interact, but it does remove the "haystacks" factor almost completely.
10th Apr '17 9:31:17 AM Gosicrystal
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* Parodied in ''VideoGame/ThimbleweedPark'' in which there are 70 tiny specks of dust scattered throughout the game which the characters can hunt for and collect.

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* ''Videogame/ThimbleweedPark'':
**
Parodied in ''VideoGame/ThimbleweedPark'' in which there are with the 70 tiny specks of dust scattered throughout the game which the characters can hunt for and collect.collect.
** Played straight with the books in the Mansion mansion library. Every pixel is a different book, so it can be very difficult to find yours among the hundreds and hundreds of them.
4th Apr '17 9:54:23 AM JohnnyLurg
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* Parodied in ''VideoGame/ThimbleweedPark'' in which there are 70 tiny specks of dust scattered throughout the game which the characters can hunt for and collect.
18th Mar '17 6:12:48 PM nombretomado
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* The creative team at ''{{Neopets}}'' ''loves'' this trope. Their plots (site events) often feature adventure games in which you have to find and click on a very small and almost unnoticeable feature of a picture in order to advance the plot. [[http://www.jellyneo.net/images/guides/df_map_quarry.png Here's]] an example, from [[http://www.jellyneo.net/content/plot/index.php this walkthrough.]] It's not always as bad as it may seem. The ''tab'' key in some web browsers allows you to toggle through every clickable object, which usually thwarts any web-based Pixel Hunts. This technique was listed on a fansite as a "secret" for one of Neopets' {{Mini Game}}s. It can also be used in other places, such as when hunting for Easter eggs in [[WebAnimation/HomestarRunner Strong Bad Emails]].

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* The creative team at ''{{Neopets}}'' ''{{Website/Neopets}}'' ''loves'' this trope. Their plots (site events) often feature adventure games in which you have to find and click on a very small and almost unnoticeable feature of a picture in order to advance the plot. [[http://www.jellyneo.net/images/guides/df_map_quarry.png Here's]] an example, from [[http://www.jellyneo.net/content/plot/index.php this walkthrough.]] It's not always as bad as it may seem. The ''tab'' key in some web browsers allows you to toggle through every clickable object, which usually thwarts any web-based Pixel Hunts. This technique was listed on a fansite as a "secret" for one of Neopets' {{Mini Game}}s. It can also be used in other places, such as when hunting for Easter eggs in [[WebAnimation/HomestarRunner Strong Bad Emails]].
17th Mar '17 12:04:34 PM erforce
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* ''Koudelka'' (the first game in the ''VideoGame/ShadowHearts'' series) is built around a number of what some would call obtuse puzzles. Objects that can be picked up usually give some kind of visual cue such as being shiny or a different color, but other times, they're completely nondescript and look exactly like the pre-rendered background they're placed on. This devolves into the player mashing X constantly to find things that can be picked up to solve the current puzzle, sometimes rooms away with no indication of where to look. GuideDangIt!

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* ''Koudelka'' ''VideoGame/{{Koudelka}}'' (the first game in the ''VideoGame/ShadowHearts'' series) is built around a number of what some would call obtuse puzzles. Objects that can be picked up usually give some kind of visual cue such as being shiny or a different color, but other times, they're completely nondescript and look exactly like the pre-rendered background they're placed on. This devolves into the player mashing X constantly to find things that can be picked up to solve the current puzzle, sometimes rooms away with no indication of where to look. GuideDangIt!
13th Mar '17 9:59:38 AM BeerBaron
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** For the most part, significant objects in ''VideoGame/TheElderScrollsIIIMorrowind'' are easy to find. However, the first mission for the main quest has you looking for a [[MacGuffin Dwemer Cube]] in a nearby ruin, and you aren't told what it looks like. It's a three-inch cube in muted colors, sitting on a shelf in an easily-overlooked alcove of a very large room. Another sidequest has you searching for a ring at the bottom of a pond. In good light conditions it borders on one of these, but to get the full experience you need to happen upon it at night. Having a character that needs to periodically surface for air is a bonus.
** In ''VideoGame/TheElderScrollsIVOblivion'', the useful enchanted helmet Fin Gleam is on the seabed off the coast of Anvil. Even if you know where to look, actually finding it can be a challenge in itself.
** In ''VideoGame/TheElderScrollsVSkyrim'', some enemies have the ability to disarm your character and send their weapon flying in a random direction. Depending on the angle of the attack and the geometry of the room, it might be right by your feet where you'd expect it, off in some dimly-lit corner obscured by a pile of VendorTrash, or it might have clipped through a floor or wall and be irretrievable. Many players choose to SaveScum when facing these enemies rather than futz with it.

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** For the most part, significant objects in ''VideoGame/TheElderScrollsIIIMorrowind'' are easy to find. However, the ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''
*** The
first mission for of the main quest has sends you looking for to a [[MacGuffin bandit-infested Dwemer Cube]] in ruin to search for a nearby ruin, and you aren't told what it looks like. It's a three-inch particular Dwemer Cube. The cube is small, dull in muted colors, sitting color, and sits on the corner of a bottom shelf in an easily-overlooked alcove of a dimly lit room, which makes missing it very large room. Another sidequest has easy.
*** One side quest asks
you searching for to retrieve a ring at the bottom that has been dropped into a small body of a pond. In water. It can be tricky to spot even under good light conditions it borders on one of these, but to get the full experience conditions, so good luck if you need to happen upon it this quest at night. Having night or during a rain storm. (Your character that needs needing to periodically surface for air doesn't help matters.)
*** On the Odai Plateau, there
is a bonus.
an Ebony Shortsword available which has clipped through some boulders and is only barely visible.
*** The only Daedric Right Pauldron available in the game (without killing Divayth Fyr) is found in the Castle Karstaag tower, barely visible in an ice crevice.
** In ''VideoGame/TheElderScrollsIVOblivion'', ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the useful enchanted helmet Fin Gleam is on the seabed off the coast of Anvil. Even if you know where to look, actually finding it can be a challenge in itself.
** In ''VideoGame/TheElderScrollsVSkyrim'', ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', some enemies have the ability to disarm your character and send their weapon flying in a random direction. Depending on the angle of the attack and the geometry of the room, it might be right by your feet where you'd expect it, off in some dimly-lit corner obscured by a pile of VendorTrash, or it might have clipped through a floor or wall and be irretrievable. Many players choose to SaveScum when facing these enemies rather than futz with it.
7th Feb '17 2:47:46 PM Steven
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* In ''VideoGame/SuperMarioRPG'', there are 39 chests distributed all over the world. They are completely invisible. You don't have to find them to beat the game, but it's still a huge GuideDangIt quest.

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* In ''VideoGame/SuperMarioRPG'', there are 39 chests distributed all over the world. They are completely invisible. You don't have to find them to beat the game, but it's still a huge GuideDangIt quest. You do get an item that lets you know that there's a hidden chest nearby, but you still have to hunt it down yourself.
* ''VideoGame/ParasiteEve'' has its items distributed through boxes scattered around the city. You can also find items in boxes, drawers, or other places within the scenery. Unlike boxes, which have a 3D model and stand out very easily, items hidden in the scenery have no indication that they can be interacted with and naturally, most of the really good items are hidden this way. The sequel toned it down a bit, but it's still very common.


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* The sightseeing log in ''VideoGame/FinalFantasyXIV'' is a nightmare with this. Not only do you need to fulfill certain conditions like using the right emote or having the weather in a specific pattern, you also have to be standing in a ''very'' precise spot. The game doesn't tell you that you're on it unless you're on top of it. The sightseeing log used in ''Heavensward'' alleviates this by having every spot marked with a glowing orb.
6th Feb '17 5:24:31 PM tkzv
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* ''VideoGame/{{Reunion}}'' has a rather mild example, but it's a real-time FourX strategy that shouldn't even have any. Most commands are available via icons in the top panel (similar to the panel in Sierra VGA adventures), but it is possible to give commands by clicking objects in your command centre and in a ship's cockpit. The former is just a gimmick, because all commands are also available from the top panel. But the latter does not have panel icons for commands, giving the player a few awkward minutes to figure how to use the cockpit. There are many buttons, levers and indicators, but only one joystick and one lever actually work.
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