History Main / PuzzleReset

4th Dec '16 1:41:03 PM billybobfred
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* ''VideoGame/KingdomOfLoathing'''s lava stone puzzle parodies this -- the reset is just a "swim [[LavaIsBoilingKoolAid through the lava]] back to shore to try again" button, and if you use it ten times, your character suddenly realizes that you can [[DungeonBypass just swim to the goal that way]].
9th Jun '16 2:54:23 PM StFan
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* ''VideoGame/{{La-Mulana}}'' goes out of its way in the manual to tell you that there are things you can [[LostForever screw up forever]]. Strangely enough for a game that proclaims its difficulty loudly, most puzzles are resettable (including the complicated {{Block Puzzle}}s in [[BrutalBonusLevel Hell Temple]]), and you always have the option of loading a save and trying again.

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* ''VideoGame/{{La-Mulana}}'' ''VideoGame/LaMulana'' goes out of its way in the manual to tell you that there are things you can [[LostForever screw up forever]]. Strangely enough for a game that proclaims its difficulty loudly, most puzzles are resettable (including the complicated {{Block Puzzle}}s in [[BrutalBonusLevel Hell Temple]]), and you always have the option of loading a save and trying again.
16th Apr '16 6:39:29 PM qpa
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* In ''[[VideoGame/SuperMarioMaker]]'', It's common to find levels (especially puzzle levels) with doors placed side-by-side for this purpose.

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* In ''[[VideoGame/SuperMarioMaker]]'', ''VideoGame/SuperMarioMaker'', It's common to find levels (especially puzzle levels) with doors placed side-by-side for this purpose.
16th Apr '16 6:38:53 PM qpa
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* In ''[[VideoGame/SuperMarioMaker]]'', It's common to find levels (especially puzzle levels) with doors placed side-by-side for this purpose.
9th Mar '16 9:59:20 AM MegaMarioMan
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* It's interesting to note that, in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', you can't PuzzleReset the Gerudo Training Grounds if you start using keys on the wrong side of the final room. However, there are enough keys to open every door, it's just that some of them are only available after you get the Silver Gauntlets, which you don't have when the Training Grounds are first accessible.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had one puzzle (the infamous Ice Palace) that required PuzzleReset to beat. It was so annoying and non-obvious that the UpdatedRerelease replaced it entirely. That said, in the original version you could still skip the puzzle by completing a later dungeon first, giving you access to, essentially, the Cane of Puzzle Skipping.

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* It's interesting to note that, in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', you can't PuzzleReset Puzzle Reset the Gerudo Training Grounds if you start using keys on the wrong side of the final room. However, there are enough keys to open every door, it's just that some of them are only available after you get the Silver Gauntlets, which you don't have when the Training Grounds are first accessible.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'' had one puzzle (the infamous Ice Palace) that required PuzzleReset Puzzle Reset to beat. It was so annoying and non-obvious that the UpdatedRerelease replaced it entirely. That said, in the original version you could still skip the puzzle by completing a later dungeon first, giving you access to, essentially, the Cane of Puzzle Skipping.
9th Mar '16 9:55:11 AM MegaMarioMan
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* The ''{{DROD}}'' series is particularly egregious, as due to its use of monsters as puzzle elements you get both RespawningEnemies and puzzle reset. The fifh game, ''The Second Sky'', adds seeding beacons, which allow the player to deliberately reset ''solved'' puzzles -- and yes, there are levels of puzzles that interlock so that this is necessary to make progress.

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* The ''{{DROD}}'' ''VideoGame/DeadlyRoomsOfDeath'' series is particularly egregious, as due to its use of monsters as puzzle elements you get both RespawningEnemies and puzzle reset. The fifh game, ''The Second Sky'', adds seeding beacons, which allow the player to deliberately reset ''solved'' puzzles -- and yes, there are levels of puzzles that interlock so that this is necessary to make progress.
25th Jan '16 6:32:22 PM Vilui
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* The ''{{DROD}}'' series is particularly egregious, as due to its use of monsters as puzzle elements you get both RespawningEnemies and puzzle reset. It even resets some puzzles that have been solved (those these usually have the potential to make the game {{Unwinnable}} otherwise). The games usually manage to work in at least one puzzle that relies on this behaviour for its solution.

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* The ''{{DROD}}'' series is particularly egregious, as due to its use of monsters as puzzle elements you get both RespawningEnemies and puzzle reset. It even resets some The fifh game, ''The Second Sky'', adds seeding beacons, which allow the player to deliberately reset ''solved'' puzzles -- and yes, there are levels of puzzles that have been solved (those these usually have the potential interlock so that this is necessary to make the game {{Unwinnable}} otherwise). The games usually manage to work in at least one puzzle that relies on this behaviour for its solution.
progress.
18th Dec '15 10:55:12 PM nombretomado
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* ''ShadowHearts: Covenant'' has a variation - the adjustable stairs in the Neam Ruins won't reset unless you leave the dungeon entirely, which can be a hassle if you screw it up so badly that you can't get it back to the neutral position.

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* ''ShadowHearts: Covenant'' ''VideoGame/ShadowHeartsCovenant'' has a variation - the adjustable stairs in the Neam Ruins won't reset unless you leave the dungeon entirely, which can be a hassle if you screw it up so badly that you can't get it back to the neutral position.
1st Nov '15 7:02:36 AM Sark0TAG
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* ''VideoGame/MystIVRevelation'' is notable for having certain puzzles (such as one involving moving monkeys around trees in order to lure a carnivore, blocking your path, into a trap) which do not reset after leaving. (This is particularly ironic in light of the fact that the above puzzle clearly shows the carnivore leaving the area to follow you -- and then returning to exactly the position it was in before you left.)

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* ''VideoGame/MystIVRevelation'' is notable for having certain puzzles (such as one involving moving monkeys around trees in order to lure a carnivore, blocking your path, into a trap) which do not reset after leaving.reset, but a certain distance is needed to do so. (This is particularly ironic in light of the fact that the above puzzle clearly shows the carnivore leaving the area to follow you -- and then returning to exactly the position it was in before you left.)) Using Zip mode to return to the lake and then back to the observation post prompts the reset.
31st May '15 9:26:36 PM Bluefoot
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Added DiffLines:

** The Reset device in ''VideoGame/LufiaCurseOfTheSinistrals'' returns you to the last checkpoint, which typically appear before each puzzle. Checkpoints also revive any fallen party members, and since characters' unique abilities are often required for puzzles, using Reset can also be used to return necessary members to consciousness.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.PuzzleReset