History Main / TheMaze

25th Jan '17 5:29:31 AM Perseus
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* In ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'', thanks to the addition of towns and dungeons to explore, you have the Lost Woods. You actually start the maze about two rooms from the exit, and about three rooms from the entrance to a story-related village, but in order to get all the treasure, you'd have to navigate the entire place and fight all the enemies, which could be tricky thanks to the existence of "lost squares", rooms which endlessly repeated themselves until you exited through the direction you came in.

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* In ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'', ''VideoGame/FireEmblemGaiden'', thanks to the addition of towns and dungeons to explore, you have the Lost Woods. You actually start the maze about two rooms from the exit, and about three rooms from the entrance to a story-related village, but in order to get all the treasure, you'd have to navigate the entire place and fight all the enemies, which could be tricky thanks to the existence of "lost squares", rooms which endlessly repeated themselves until you exited through the direction you came in.
19th Jan '17 11:14:34 PM Greenygal
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** The skeleton door puzzle and Dinky Island forest in VideoGame/MonkeysIsland2LeChucksRevenge''

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** The skeleton door puzzle and Dinky Island forest in VideoGame/MonkeysIsland2LeChucksRevenge''VideoGame/MonkeyIsland2LeChucksRevenge''
23rd Dec '16 10:15:41 PM themisterfree
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* ''The Money Maze'' (1974-75), a short-lived Creator/{{ABC}} game show; it didn't last long because A: it was put in the 4:00 PM slot, which was often preempted by affiliates, and B: it cost too much time and money to put up, film, and take down the maze set.
* ''Masters of the Maze'' (1994-96) on what was then [[Creator/ABCFamily The Family Channel]]; it was more like Britain's ''Series/{{Knightmare}}'', with a video game theme, less chroma-key and more props, and an educational bent.

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* ''The Money Maze'' (1974-75), a short-lived Creator/{{ABC}} game show; it didn't last long because A: [[ScrewedByTheNetwork it was put in the 4:00 PM slot, which was often preempted by affiliates, affiliates]], and B: it cost too much time and money to put up, film, and take down the maze set.
* ''Masters of the Maze'' ''Series/MastersOfTheMaze'' (1994-96) on what was then [[Creator/ABCFamily The Family Channel]]; it was more like Britain's ''Series/{{Knightmare}}'', with a video game theme, less chroma-key and more props, and an educational bent.
14th Dec '16 2:01:04 PM Jhonny
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* In general cities that follow a grid layout (most of them in the Americas) are confusing for people used to cities that don't (most of them in Europe) and vice versa. While the grid (with streets numbered rather than named) may seem the most logical way to organize stuff to Americans, many Europeans navigate by landmarks and place names much more than by cardinal directions. And in many new world cities "everything looks the same" to European eyes.
* Perhaps the most glorious example of this is Managua, a city of roughly two million with nothing as much as ''street names'' for all but major arteries. The city is neither laid out along a grid nor does it follow any other discernible logic ever since an earthquake knocked down what used to be downtown in 1972 and the city has been sprawling into the countryside ever since. Locals navigate by "landmarks" (in fact even the postal system works this way, so a letter should be addressed X blocks south Y blocks east from this and that rather than Z-street) which may include ''traffic lights'' and it is surprisingly common for people to give directions by landmarks ''that don't exist anymore''. Oh and you can't rely on any subway map because Managua has no subway and the buses only got a (semi-official) map in the mid 2010s when some volunteers put the data into Open Street Map.
10th Dec '16 8:44:27 PM Angeldeb82
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[[folder: Action Adventure ]]

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[[folder: Action Adventure ]]
Adventure]]



*** [[strike: Un]]fortunately, tunnels that led back to the entrance happened to have a slight black gradient to them, while tunnels that actually led further into the maze had a single flat black tone hiding the room behind it. This meant that careful players with bright TV screens could avoid resetting their position.

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*** [[strike: Un]]fortunately, Fortunately, tunnels that led back to the entrance happened to have a slight black gradient to them, while tunnels that actually led further into the maze had a single flat black tone hiding the room behind it. This meant that careful players with bright TV screens could avoid resetting their position.



* The early [=PS2=] classic ''VideoGame/{{Primal}}'' had a hedge maze, which is solvable using the left hand rule. [[LampshadeHanging Lampshaded]] when the main character remarks "Eugh, mazes suck," on encountering it. After you've found your way through it to a lever which opens a [[DoorToBefore straight path to the exit]], she also asks, "Why didn't they just ''leave'' it like that?"

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* The early [=PS2=] classic ''VideoGame/{{Primal}}'' had a hedge maze, which is solvable using the left hand rule. [[LampshadeHanging Lampshaded]] {{Lampshade|Hanging}}d when the main character remarks "Eugh, mazes suck," on encountering it. After you've found your way through it to a lever which opens a [[DoorToBefore straight path to the exit]], she also asks, "Why didn't they just ''leave'' it like that?"



[[folder: Action Game ]]

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[[folder: Action Game ]]
Game]]



[[folder: Adventure Game ]]

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[[folder: Adventure Game ]]
Game]]



** Speaking of ''King's Quest'', ''VideoGame/KingsQuestV'' had ''two'' mazes, but in one, you can simply follow someone to the exit (the second time, anyway...), and in both, you have compass to show which direction you're facing, making it a little easier to map out the maze on paper.

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** Speaking of ''King's Quest'', ''VideoGame/KingsQuestV'' ''VideoGame/KingsQuestVAbsenceMakesTheHeartGoYonder'' had ''two'' mazes, but in one, you can simply follow someone to the exit (the second time, anyway...), and in both, you have compass to show which direction you're facing, making it a little easier to map out the maze on paper.



* The {{Infocom}} text game ''VideoGame/LeatherGoddessesOfPhobos'' had a maze requiring you to hop, clap, or say "Kweepa" every so many moves; players found this so annoying that a later version of the game included a cheat code allowing you to skip the maze entirely.

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* The {{Infocom}} Creator/{{Infocom}} text game ''VideoGame/LeatherGoddessesOfPhobos'' had a maze requiring you to hop, clap, or say "Kweepa" every so many moves; players found this so annoying that a later version of the game included a cheat code allowing you to skip the maze entirely.



* ''VideoGame/{{Sorcerer}}'' has a three-dimensional glass maze, that you solve by [[spoiler:transforming into a bat (so you can use sonar to locate the walls)]]. Add a bit of gratuitous mapping. The twist is that you also have to go back through it, but it changes shape when you do, and you get a monster chasing you (at least until the first pit, where it falls to its doom). This second part is skippable, though: [[spoiler:use the "provide for your own resurrection" spell outside the maze, then be killed by the monster. The spell doesn't teleport your possessions, to prevent this from solving any other puzzles, but there's a different puzzle to get that treasure out because you can't carry it as a bat]].
* [[DownTheDrain The Sewers]] of Ankh-Morpork in ''VideoGame/DiscworldNoir'' are ''Tricky'', and you will go round in circles (thankfully through only three rooms) until you [[spoiler:go into werewolf mode and follow a scent trail.]]

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* ''VideoGame/{{Sorcerer}}'' ''[[VideoGame/{{Enchanter}} Sorcerer]]'' has a three-dimensional glass maze, that you solve by [[spoiler:transforming into a bat (so you can use sonar to locate the walls)]]. Add a bit of gratuitous mapping. The twist is that you also have to go back through it, but it changes shape when you do, and you get a monster chasing you (at least until the first pit, where it falls to its doom). This second part is skippable, though: [[spoiler:use the "provide for your own resurrection" spell outside the maze, then be killed by the monster. The spell doesn't teleport your possessions, to prevent this from solving any other puzzles, but there's a different puzzle to get that treasure out because you can't carry it as a bat]].
* [[DownTheDrain The Sewers]] of Ankh-Morpork in ''VideoGame/DiscworldNoir'' are ''Tricky'', and you will go round in circles (thankfully through only three rooms) until you [[spoiler:go into werewolf mode and follow a scent trail.]]trail]].
9th Dec '16 7:22:48 AM Allronix
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** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Diagon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways, near-hidden passages that may or may not connect to the main drags, stores and day-stalls in odd niches; be in the mood to explore if you have to go there. Even to a local, it's never the same place twice. That's not getting into the interesting (and mostly-off-limits) [[UnderCity network of tunnels and passages]] ''under'' the city dating to the 1890s.

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** Within {{Seattle}}, [[BazaarOfTheBizarre Pike Place Market Market]] is almost a real-life [[HarryPotter Diagon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways, near-hidden passages that may or may not connect to the main drags, stores and day-stalls in odd niches; be in the mood to explore if you have to go there. Even to a local, it's never the same place twice. That's not getting into And then we have the interesting (and mostly-off-limits) [[UnderCity network of tunnels and passages]] ''under'' the city dating to the 1890s.
29th Oct '16 3:43:01 PM themisterfree
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* ''The Money Maze'' (1974-75), a short-lived Creator/{{ABC} game show; it didn't last long because A: it was put in the 4:00 PM slot, which was often preempted by affiliates, and B: it cost too much time and money to put up, film, and take down the maze set.

to:

* ''The Money Maze'' (1974-75), a short-lived Creator/{{ABC} Creator/{{ABC}} game show; it didn't last long because A: it was put in the 4:00 PM slot, which was often preempted by affiliates, and B: it cost too much time and money to put up, film, and take down the maze set.
29th Oct '16 3:42:31 PM themisterfree
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* ''The Money Maze''.
* ''Masters of the Maze''.

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* ''The Money Maze''.
Maze'' (1974-75), a short-lived Creator/{{ABC} game show; it didn't last long because A: it was put in the 4:00 PM slot, which was often preempted by affiliates, and B: it cost too much time and money to put up, film, and take down the maze set.
* ''Masters of the Maze''.Maze'' (1994-96) on what was then [[Creator/ABCFamily The Family Channel]]; it was more like Britain's ''Series/{{Knightmare}}'', with a video game theme, less chroma-key and more props, and an educational bent.
13th Oct '16 10:10:11 AM Allronix
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** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Diagon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways, near-hidden passages that may or may not connect to the main drags, stores and day-stalls in odd niches; be in the mood to explore if you have to go there. Even to a local, it's never the same place twice. That's not getting into the interesting (and mostly-off-limits) [[TheUndercity network of tunnels and passages]] ''under'' the city dating to the 1890s.

to:

** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Diagon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways, near-hidden passages that may or may not connect to the main drags, stores and day-stalls in odd niches; be in the mood to explore if you have to go there. Even to a local, it's never the same place twice. That's not getting into the interesting (and mostly-off-limits) [[TheUndercity [[UnderCity network of tunnels and passages]] ''under'' the city dating to the 1890s.
13th Oct '16 10:05:41 AM Allronix
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* While UsefulNotes/{{Seattle}} has a fairly straightforward grid layout for most sections of the city; actual navigation is far less logical. For starters, the city is broken up into 4 separate sections by terrain features that do not allow traffic to pass, but must be navigated around (often by going through an entirely different part of the city), as well as a major interstate highway bisecting it down the middle. On top of that, the city core is broken into three sections, the streets from each not intersecting normally. This is due to those regions being historically owned by three different people, who all hated each other and refused to cooperate in street layout, leaving later generations to kludge together some way to get drivers from one section to another. And to make matters worse, many areas of the city, particularly the core, are rife with one-way streets; some of which are one-way permanently, others of which are one-way (or even inaccessible) only during peak commute hours. This makes navigating anywhere in the city severely counter-intuitive for those not familiar with its extremely idiosyncratic layout.

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* While UsefulNotes/{{Seattle}} has a fairly straightforward grid layout for most sections of the city; actual navigation is far less logical. For starters, the city is broken up into 4 separate sections by terrain features that do not allow traffic to pass, pass (lakes, steep hills), but must be navigated around (often by going through an entirely different part of the city), as well as a major interstate highway bisecting it down the middle. On top of that, the city core is broken into three sections, the streets from each not intersecting normally. This is due to those regions being historically owned by three different people, who all hated each other and refused to cooperate in street layout, layout (and only one of them actually paid for a surveyor to make sure his section's streets ran as close to north/south as possible with the topography), leaving later generations to kludge together some way to get drivers from one section to another. And to make matters worse, many areas of the city, particularly the core, are rife with one-way streets; some of which are one-way permanently, others of which are one-way (or even inaccessible) only during peak commute hours. This makes navigating anywhere in the city severely counter-intuitive for those not familiar with its extremely idiosyncratic layout.
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