History Main / PixelHunt

16th Oct '17 1:50:55 PM Leefan
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* Mr. Little from ''VideoGame/CaveStory'' is exactly what his name implies, at only five pixels tall. What's worse is that he's wearing green, and standing in grass that's about the same shade and height. At least he walks around. If not for his family, located elsewhere in more conspicuous surroundings, you would never know he was around. Fortunately, he is not needed to advance in the game. You need never even realize he exists.

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* Mr. Little from ''VideoGame/CaveStory'' is exactly what his name implies, at only five pixels tall. What's worse is that he's wearing green, and standing in grass that's about the same shade and height. At least he walks around. If not for his family, located elsewhere in more conspicuous surroundings, you would never know he was around. Fortunately, he is not needed to advance in the game. You need may never even realize he exists.
30th Sep '17 3:07:38 PM morenohijazo
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* In ''VideoGame/TheTalosPrinciple'', 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 an appropriate 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.

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* In ''VideoGame/TheTalosPrinciple'', 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 an appropriate 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.
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.
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