History Main / SolveTheSoupCans

2nd May '17 6:40:37 AM Kazmahu
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* ''VideoGame/TalesOfBerseria'' is generally very good about making its puzzles fit the environment, at it's worst you're eating colored fruit to give temporary AcquiredPoisonImmunity from matching-colored gas vents. That is, until the endgame, where ''[[UpToEleven the entire bonus dungeon]]'', itself an elaborate six-zone randomly-generated harder-than-TheVeryDefinitelyFinalDungeon nightmare, is just an elaborate prank by the Katz so you can gain bathtowel costumes for the party and eventually a hot springs scene. Lapshaded by Velvet, who starts off skeptical and gets in a worse and worse mood with each not-actually-in-danger Katz the party finds. [[spoiler:On the other hand, the plot this causes the party to stumble onto ''completely'' changes the context of the game, and retroactively makes distant sequel ''VideoGame/TalesOfZestiria'' suffer an EsotericHappyEnding]], so most players still agree it's worth it.
2nd May '17 4:29:13 AM NotThisThing
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* At the end of the ''VideoGame/NancyDrew: Stay Tuned For Danger'' adventure game, Nancy has to open a door (to save herself from the culprit of the murders) by pushing several buttons on a panel in a certain order. With ''no clues given''. ''Pure TrialAndErrorGameplay''. With a ''short time limit''.

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* At the end of the ''VideoGame/NancyDrew: Stay Tuned For Danger'' adventure game, Nancy has to open a door (to save herself from the culprit of the murders) culprit) by pushing several buttons on a panel in a certain order. With ''no clues given''. ''Pure TrialAndErrorGameplay''. With a ''short time limit''.[[note]]Although a correct button is locked in place until you push an incorrect one. Still irritating, but not as impossible.[[/note]]
6th Apr '17 9:40:36 AM malter
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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is ''smaller'' than the overworld.

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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight randomly (so it seems) located treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the overworld locations of the main dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, not only is the eighth dungeon isn't even not located in the overworld, overworld but in the [[DualWorldGameplay underground world land of Subrosia]], which Subrosia]] (which is ''smaller'' smaller than the overworld.overworld), you cannot even look at the world map, because Hero's Cave is technically a dungeon and [[FakeDifficulty shows you the dungeon map instead]].
28th Mar '17 12:24:39 AM malter
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** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have. Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].

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** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes further: sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no that they have (the "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have.jingle is not played until after the block has been pushed). Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].
28th Mar '17 12:17:27 AM malter
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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is smaller than the overworld.

to:

** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have. Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].
** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is smaller ''smaller'' than the overworld.
6th Mar '17 4:01:21 PM Kotomikun
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** [[HandWave Hand-Waved]] in several of the games, but most explicitly in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]], by stating that the dungeons are a test of the hero's worth placed by the goddesses; the puzzles may not make any sense, but they are still part of the test.

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** [[HandWave Hand-Waved]] in several of the games, but most explicitly in ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]], Sword]]'', by stating that the dungeons are a test of the hero's worth placed by the goddesses; the puzzles may not make any sense, but they are still part of the test.test.
** ''VideoGame/TheLegendOfZeldaSpiritTracks'' has an especially unnecessary example. While possessing a Wrecker Phantom, Zelda can't carry Link across a lava field because she turns into a sphere and rolls instead of walking (not because [[LavaIsBoilingKoolAid lava is hot]]), so you have to track down a regular Phantom for her to control. The problem is, she ''can'' walk normally as a Wrecker--she does it whenever you aren't directly controlling her movement, and should be perfectly capable of carrying Link over the lava in that form... but the game goes out of its way to dissuade you from even trying, and [[TooDumbToLive if you attempt it anyway]] she stubbornly starts rolling and tosses poor Link into the lava. It seems someone forgot that the whole situation only makes sense if Wreckers cannot walk.
1st Mar '17 1:29:27 AM Miracle@StOlaf
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** Many, many K-12 textbooks, in a misfired attempt to "make learning fun," will feature word problems with all kinds of strange, contrived situations that must be solved by mastery of the subject at hand (like, say, using algebra to help a friendly space alien figure out whether Jesse or Miguel ate more sloppy joes at the school picnic), as opposed to offering realistic scenarios where understanding the subject can be vital in your daily life (like using algebra to calculate how much compounded interest you'll owe on a loan).

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** Many, many K-12 textbooks, in a misfired attempt to "make learning fun," will feature word problems with all kinds of strange, contrived situations that must be solved by mastery of the subject at hand (like, say, using algebra to help a friendly space alien figure out whether Jesse or Miguel ate more sloppy joes at the school picnic), as opposed to offering realistic scenarios where understanding the subject can be vital in your daily day-to-day life (like using algebra to calculate how much compounded interest you'll owe you'd end up owing on a loan).
1st Mar '17 1:26:18 AM Miracle@StOlaf
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Added DiffLines:

** Many, many K-12 textbooks, in a misfired attempt to "make learning fun," will feature word problems with all kinds of strange, contrived situations that must be solved by mastery of the subject at hand (like, say, using algebra to help a friendly space alien figure out whether Jesse or Miguel ate more sloppy joes at the school picnic), as opposed to offering realistic scenarios where understanding the subject can be vital in your daily life (like using algebra to calculate how much compounded interest you'll owe on a loan).
14th Feb '17 12:38:41 PM MyFinalEdits
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* All over the place in the ''[[VisualNovel/ZeroEscape Zero Escape]]'' series. While a lot of puzzles seem arbitrary (i.e. putting dice in the correct order), others are symbolic and foreshadows the entire plot (i.e. arranging a mannequin will trigger a discussion on the Ship of Theseus, which is actually important).
** However, there is a [[JustifiedTrope good reason]] why the puzzles are so out there and complex - [[spoiler: the series' take on PsychicPowers is dependent on two things to trigger, one of which is the sensation of Epiphany. The puzzles are so bizarre because that would cause a greater Epiphany when solved.]]

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* All over the place in the ''[[VisualNovel/ZeroEscape Zero Escape]]'' ''VisualNovel/ZeroEscape'' series. While a lot of puzzles seem arbitrary (i.e. putting dice in the correct order), others are symbolic and foreshadows the entire plot (i.e. arranging a mannequin will trigger a discussion on the Ship of Theseus, which is actually important).
** However, there is a [[JustifiedTrope good reason]] why the puzzles are so out there and complex -
important). [[spoiler: the The series' take on PsychicPowers is dependent on two things to trigger, one of which is the sensation of Epiphany. The puzzles are so bizarre because that would cause a greater Epiphany when solved.]]



* ''1912 Titanic Mystery'' is an entire game built out of Solve the Soup Cans. The game has you trying to discover a bomb that has been placed aboard the ship by locating pages of a diary that the bomber has scattered for you. How do you do this, you ask? By visiting 30 rooms aboard the titanic and playing about 100 rounds of "find twelve randomly selected photoshopped images in this picture."
** In addition, the first time you visit a room you have to solve a special puzzle. Puzzles such as placing chess queens on a board so that they can't attack one another, solving slide-puzzles of the Titanic, and paying Othello. You are given no context for any of these puzzles, and only three (arguably four) have ANY relevance to the story of tracking down the bomb.

to:

* ''1912 Titanic Mystery'' is an entire game built out of Solve the Soup Cans. The game has you trying to discover a bomb that has been placed aboard the ship by locating pages of a diary that the bomber has scattered for you. How do you do this, you ask? By visiting 30 rooms aboard the titanic and playing about 100 rounds of "find twelve randomly selected photoshopped images in this picture."
** In addition,
" Also, the first time you visit a room you have to solve a special puzzle. Puzzles such as placing chess queens on a board so that they can't attack one another, solving slide-puzzles of the Titanic, and paying Othello. You are given no context for any of these puzzles, and only three (arguably four) have ANY relevance to the story of tracking down the bomb.
13th Feb '17 7:58:14 PM Mineboot45
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* An episode of ''WesternAnimation/PhineasAndFerb'' has the brothers use a computer to generate a complicated maze, and several doors are locked out with various puzzles, including but not limited to a chessboard, a jar of jellybeans with a numeric pad asking the number in the jar, and a room with the "Idol Switching" scene from Indiana Jones. They even have the jacket and hat on the wall. On one puzzle where they have to calculate how many jellybeans are in a jar, Buford, in true CuttingTheKnot fashion, simply eats all of the jellybeans, then puts the jar back and entered "0".

to:

* An episode of ''WesternAnimation/PhineasAndFerb'' has the brothers use a computer to generate a complicated maze, and several doors are locked out with various puzzles, including but not limited to a chessboard, a jar of jellybeans with a numeric pad asking the number in the jar, and a room with the "Idol Switching" scene from Indiana Jones. They even have the jacket and hat on the wall. On one puzzle where they have to calculate how many the aforementioned jellybeans are in a jar, Buford, in true CuttingTheKnot fashion, simply eats all of the jellybeans, then puts the jar back and entered enters "0".
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