History Main / SolveTheSoupCans

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.]]

to:

* 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".
13th Feb '17 7:49:24 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".
-->(''Baljeet'':) "OK, techinically, you are correct. But you did not show your work!

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 jellybeans are in a jar, Buford, in true {{CuttingTheKnot}} CuttingTheKnot fashion, simply eats all of the jellybeans, then puts the jar back and entered "0".
-->(''Baljeet'':) -->'''Baljeet''': "OK, techinically, you are correct. But you did not show your work!
27th Oct '16 3:33:34 AM res20stupid
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Added DiffLines:

** 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.]]
23rd Oct '16 12:26:41 AM Gageaz
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* All over the place in the ''[[VisualNovel/NineHoursNinePersonsNineDoors Zero]] [[VisualNovel/VirtuesLastReward 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).

to:

* All over the place in the ''[[VisualNovel/NineHoursNinePersonsNineDoors Zero]] [[VisualNovel/VirtuesLastReward ''[[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).
27th Sep '16 5:19:49 AM SeanGugler
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Added DiffLines:

* Most escape rooms rely on contrived situations to some degree. A combo lock may be placed somewhere unexpected, like a dollhouse. The digits needed to unlock it might be written on various objects scattered around, with no apparent reason except that it's fun to search for hidden things. The correct sequence for a series of buttons might be revealed by solving a sudoku. The better rooms will concoct an in-story justification for its puzzle barriers in an effort to avoid this trope, but many don't bother.
28th May '16 8:24:56 PM nombretomado
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* At one point in the early PlayStation RPG ''VideoGame/BeyondTheBeyond'', you are being pursued, and hide behind a church, where you are confronted with a [[{{Klotski}} sliding tile puzzle]]. Trying to leave the screen except through the exit unlocked by the puzzle results in the BigBad showing up and ''killing you''.

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* At one point in the early PlayStation UsefulNotes/PlayStation RPG ''VideoGame/BeyondTheBeyond'', you are being pursued, and hide behind a church, where you are confronted with a [[{{Klotski}} sliding tile puzzle]]. Trying to leave the screen except through the exit unlocked by the puzzle results in the BigBad showing up and ''killing you''.
13th Apr '16 11:16:03 AM Lemia
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* The ''VideoGame/CubeEscape'' games are chock-full of puzzles of this kind. It's more justified than for most other RoomEscape games by the series's heavy use of SurrealHorror and the majority of its installments [[ThroughTheEyesOfMadness starring mentally disturbed characters]] and/or [[MentalWorld taking place inside someone's mind/memories]]. It does still lead to strange situations like having to cut a birthday cake so that each slice has exactly one candle on it instead of just cutting out one slice normally, though.

to:

* The ''VideoGame/CubeEscape'' games are chock-full of puzzles of this kind. It's more justified than for most other RoomEscape games {{Room Escape Game}}s by the series's heavy use of SurrealHorror and the majority of its installments [[ThroughTheEyesOfMadness starring mentally disturbed characters]] and/or [[MentalWorld taking place inside someone's mind/memories]]. It does still lead to strange situations like having to cut a birthday cake so that each slice has exactly one candle on it instead of just cutting out one slice normally, though.
13th Apr '16 11:13:48 AM Lemia
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Added DiffLines:

* The ''VideoGame/CubeEscape'' games are chock-full of puzzles of this kind. It's more justified than for most other RoomEscape games by the series's heavy use of SurrealHorror and the majority of its installments [[ThroughTheEyesOfMadness starring mentally disturbed characters]] and/or [[MentalWorld taking place inside someone's mind/memories]]. It does still lead to strange situations like having to cut a birthday cake so that each slice has exactly one candle on it instead of just cutting out one slice normally, though.
30th Mar '16 7:42:46 AM matruz
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Added DiffLines:

* The main puzzle of the additional chapter of ''Videogame/{{Scratches}}'', ''Last Visit'', could be summed as [[spoiler: clean the bathroom's window so that light can come in and illuminate the African tribal mask that's sitting at the bottom of the bathtub]].
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