History Main / PixelHunt

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.
4th Mar '16 5:11:14 AM catmuto
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* ''VideoGame/{{Scratches}}'' has several items to be picked up and used in puzzles, but blend well into the environment and are easy to miss. Particular mention goes to having to pick up a specific rock, which most people wouldn't think about, given its location. [[spoiler: It's in front of the caskets in the crypt.]]
6th Feb '16 7:38:03 PM Thunderchin
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** There's also a fun one at the end of the game, which, while obvious in hindsight, can be counter-intuitive the first time around because it averts one of the usual conventions of gaming, to wit: [[spoiler:You have to target MB rather than trying to dispose of her minions first]]. Made all the more confusing by the fact that said convention was in full force for the previous boss fight, where [[spoiler:you have to kill all the small metroids before you can damage the big one]]. Considering her massive minions are right in your face the whole time (and do take damage, but never seem to die) and she's way in the background), and attack you viciously, it's a particularly mendacious example, as the game uses intentional trickery to misdirect you from thinking it's even a Pixel Hunt at all.

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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]]!!!
** There's also a fun [[SarcasmMode fun]] one at the end of the game, which, while obvious in hindsight, can be counter-intuitive the first time around because it averts one of the usual conventions of gaming, to wit: [[spoiler:You have to target MB rather than trying to dispose of her minions first]]. Made all the more confusing by the fact that said convention was in full force for the previous boss fight, where [[spoiler:you have to kill all the small metroids before you can damage the big one]]. Considering her massive minions are right in your face the whole time (and do take damage, but never seem to die) and she's way in the background), and attack you viciously, it's a particularly mendacious example, as the game uses intentional trickery to misdirect you from thinking it's even a Pixel Hunt at all.
2nd Feb '16 8:34:06 AM BeerBaron
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** For the most part, significant objects in ''VideoGame/TheElderScrollsIIIMorrowind'' are easy to find. However, one of the early Fighters' Guild quests 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.

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** For the most part, significant objects in ''VideoGame/TheElderScrollsIIIMorrowind'' are easy to find. However, one of the early Fighters' Guild quests 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.
16th Jan '16 6:23:44 PM MyFinalEdits
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* This trope is the whole point of {{Hidden Object game}}s, but many still manage to take this to a frustrating, potentially rage-inducing level, because the games themselves are built on the very lazy mistake that these are prevalent in adventure games because people enjoy them. Objects might be hidden in such a way that you can't really identify what it's supposed to be. Or the descriptor for an object is only loosely similar to the actual object used. Some games even penalize you for clicking too much.
** Some games would even specify the color of an object to be found, but until you located the object for the first time it would not actually be shown as that color.
16th Jan '16 5:54:00 PM zaphod77
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** Some games would even specify the color of an object to be found, but until you located the object for the first time it would not actually be shown as that color.
3rd Dec '15 7:23:52 PM nombretomado
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* In the Japanese room escape game ''Doukoku'' for the SegaSaturn: if you want to save a particular female character when her leg gets caught between an iron grille, in between utilizing some quite obvious items on screen, you have to click on her hair, where you find a hairpin to unscrew the grille. Not only is this not hinted at, the hairpin is also completely invisible (you don't even get to see it as an item), and all other similar clicks have actual items drawn on screen for you to see. Not to mention you get the impression that you have to go to other places to find the suitable item, since most room escape games (including this one) require players to do so. Do that, and the girl dies the most horrible death in the game (foreshadowed by the chainsaw next to her, which you can actually use to try to set her free, only to find out that the iron grille is just too strong for the chainsaw without putting her into harm).

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* In the Japanese room escape game ''Doukoku'' for the SegaSaturn: UsefulNotes/SegaSaturn: if you want to save a particular female character when her leg gets caught between an iron grille, in between utilizing some quite obvious items on screen, you have to click on her hair, where you find a hairpin to unscrew the grille. Not only is this not hinted at, the hairpin is also completely invisible (you don't even get to see it as an item), and all other similar clicks have actual items drawn on screen for you to see. Not to mention you get the impression that you have to go to other places to find the suitable item, since most room escape games (including this one) require players to do so. Do that, and the girl dies the most horrible death in the game (foreshadowed by the chainsaw next to her, which you can actually use to try to set her free, only to find out that the iron grille is just too strong for the chainsaw without putting her into harm).
17th Oct '15 8:44:10 PM TheGreenHerring
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* ''VideoGame/KingsQuestV'' is rife with these. Examples include the locket, the crystal, the piece of cheese, and probably several others that my memory has suppressed. It also includes an actual, well, needle in a haystack (a ''gold'' needle, just to make things worse.) [[spoiler: Luckily, you don't have to hunt the pixel to get it, although some people doubtless tried.]]

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* ''VideoGame/KingsQuestV'' is rife with these. Examples include the locket, the crystal, crystal and the piece of cheese, and probably several others that my memory has suppressed. cheese. It also includes an actual, well, actual needle in a haystack (a ''gold'' needle, just to make things worse.) [[spoiler: Luckily, you don't have to hunt the pixel to get it, although some people doubtless tried.]]



* The ''VideoGame/TheXFilesGame'' had a required clue in the form of a bullet that was ''2x2 pixels big'' (in a game that ran at 640x480), making it probably the most egregious example of (quite literal) pixel hunting on this list.

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* The ''VideoGame/TheXFilesGame'' had a required clue in the form of a bullet that was ''2x2 pixels big'' (in a game that ran at 640x480), making it probably the most egregious example of (quite literal) pixel hunting on this list.
16th Oct '15 11:51:53 AM TheGreenHerring
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* ''VideoGame/AmazonGuardiansOfEden'' requires the player to find a decoder ring in a recently-trashed room. The ring is ''literally'' a single pixel.

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* ''VideoGame/AmazonGuardiansOfEden'' requires the player to find a decoder ring in a recently-trashed room. The In a literal example of this trope, the ring is ''literally'' a single pixel.''precisely'' one pixel--hard to find even at the game's low screen resolution.
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