History Main / TheMaze

19th Jun '16 12:09:31 PM Prfnoff
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* In ''[[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 ''[[FireEmblemAkaneia ''[[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/HolyUmbrella'', the Royal Tomb consists mostly of identically-sized chambers, each with no apparent entrance or exit. However, the Light of Brilliance will let you see in the space immediately around you which walls and floors are false.
7th Jun '16 9:18:25 PM LadyNorbert
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* ''VideoGame/TheElderScrollsVSkyrim'' has Shalidor's Maze, located in the aptly named dungeon of Labyrinthian, where past generations of Arch-Mages endured trials to prove they were worthy of the title. The Dragonborn can optionally solve the maze, which is relatively straightforward but requires magical knowledge to get past its traps and tricks.



* In Lisa Goldstein's Walking the Labyrinth, the magical secret society The Order of the Labyrinth is based around the idea of a labyrinth. Originally the labyrinth was a metaphor until Lady Westingate built a real one in her basement. The rooms in the labyrinth change and show scenes from the character's memories. Molly and Fentrice must walk the labyrinth in order to understand more about themselves.

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* In Lisa Goldstein's Walking ''Walking the Labyrinth, Labyrinth'', the magical secret society The Order of the Labyrinth is based around the idea of a labyrinth. Originally the labyrinth was a metaphor until Lady Westingate built a real one in her basement. The rooms in the labyrinth change and show scenes from the character's memories. Molly and Fentrice must walk the labyrinth in order to understand more about themselves.
4th Jun '16 10:48:27 PM nombretomado
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* 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 [=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?"
1st Jun '16 8:09:16 AM LadyNorbert
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* The ''VideoGame/SuperMetroid'' ROMHack ''Super Metroid Redesign'' has a Lost Cave area, similar to the original ''The Legend Of Zelda'' 's Lost Woods.

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* The ''VideoGame/SuperMetroid'' ROMHack ''Super Metroid Redesign'' has a Lost Cave area, similar to TheLostWoods in the original ''The Legend Of Zelda'' 's Lost Woods.''VideoGame/TheLegendOfZelda''.



** You should've seen its beta iteration. Cyan had initially planned to create a walking maze instead, complete with walkways criscrossing at different levels, stairways, and pointing compasses. They changed it to the Mazerunner system above due to not being able to fit the massive amount of screens it would take onto the game's single CD.

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** You should've seen its beta iteration. Cyan had initially planned to create a walking maze instead, complete with walkways criscrossing crisscrossing at different levels, stairways, and pointing compasses. They changed it to the Mazerunner system above due to not being able to fit the massive amount of screens it would take onto the game's single CD.



* ''Fanfic/BringingMeToLife'' being a partial fanfic of both ''The Matrix'' and ''VideoGame/TheMatrixPathOfNeo'' TheMaze level is based off the videogame example above.

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* ''Fanfic/BringingMeToLife'' ''Fanfic/BringingMeToLife,'' being a partial fanfic of both ''The Matrix'' and ''VideoGame/TheMatrixPathOfNeo'' ''VideoGame/TheMatrixPathOfNeo,'' has a TheMaze level is based off the videogame video game example above.




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* Owl Castle, in ''[[Fanfic/{{Cinderjuice}} Sleeping Beetle]]'', is a GeniusLoci that ''turns itself'' into one of these in order to keep Lydia from finding specific rooms.



* Though not a video game, the premise of the ''Film/{{Cube}}'' movies is based on this trope (specifically, of the "tricky" variety). In ''Film/Cube2Hypercube'', one of the characters is a game designer, and complains that the makers of the Hypercube stole his "variable time room" idea.

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* Though not a video game, the The premise of the ''Film/{{Cube}}'' movies is based on this trope (specifically, of the "tricky" variety). In ''Film/Cube2Hypercube'', one of the characters is a game designer, and complains that the makers of the Hypercube stole his "variable time room" idea.



** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Digon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways and 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) network of tunnels and passages ''under'' the city dating to the 1890s.

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** Within {{Seattle}}, Pike Place Market is almost a real-life [[HarryPotter Digon Diagon Alley]]; the old buildings have multiple floors, few staircases or ramps leading up and down, twisting alleyways and 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) network of tunnels and passages ''under'' the city dating to the 1890s.
30th May '16 11:51:48 AM FlyingDuckManGenesis
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* One of the bonus games in ''VideoGame/TinyToonAdventuresBusterBustsLoose'' is a maze-like game involving Babs Bunny at Elmyra's house, trying to rescue her friends [[note]]Little Beeper, Calamity Coyote, Bookworm, Furrball, Concord Condor and Fifi La Fume[[/note]], who are all trapped behind locked doors. For each friend she rescues, the player earns an extra life. The game is over if Babs rescues all her friends, [[TimedMission runs out of time]], or gets caught by Elmyra, Dizzy, or Arnold.
19th May '16 6:38:34 AM pgj1997
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* A rare driving game example from ''MarioKart64'', in the form of Yoshi's Valley. There are a ''lot'' of twisting roads leading to other twisting roads, some longer than others. It gets to the point that the position counter essentially has a seizure trying to keep track of where you are.

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* A rare driving game example from ''MarioKart64'', ''VideoGame/MarioKart64'', in the form of Yoshi's Valley. There are a ''lot'' of twisting roads leading to other twisting roads, some longer than others. It gets to the point that the position counter essentially has a seizure trying to keep track of where you are.
18th May '16 6:09:11 PM Generality
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* The realm of the [[TheFairFolk Eelfinn and Aelfinn]] in ''Literature/TheWheelOfTime'' is an incomprehensible complex of nigh-identical rooms similar to many seen in video games. It's more or less impossible for mortals to understand the layout. In book 12, Mat is able to lead an expedition to a specific goal using his [[BornLucky unnatural luck]] as a guide by rolling dice and deciding which path to follow based on the outcomes. In several cases, the correct passage happens to be the one they just came out of.
17th May '16 12:24:11 PM GlassRain
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[[AC:Webcomics]]
* ''Webcomic/AwfulHospital'': Though it looks like a single room from the outside, the Morgue is a vast labyrinth [[BiggerOnTheInside on the inside]].



** Even that may not help - the tube map is a very abstracted map, which means that some stations that look close together in the map are a long way apart, and some that look widely seperated are virtually on top of each other.

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** Even that may not help - the tube map is a very abstracted map, which means that some stations that look close together in the map are a long way apart, and some that look widely seperated separated are virtually on top of each other.



* While UsefulNotes/{{Seattle}} has a fairly straightforward grid layout for most sections of the city; actual nagivation is far less logical. For starters, the city is broken up into 4 seperate 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, particuarly 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 nagivation navigation is far less logical. For starters, the city is broken up into 4 seperate 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, particuarly 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.



* Sydney. People from cities with grid layouts such as Melbourne and Adelaide have been known to cry when driving through Sydney's web of one-way streets, nigh-impossible to use curved roads and sudden stops, an artefact from Sydney's founding in 1788. It doesn't help that the city itself is a quarter of the size of the Netherlands, with this layout continuing all throughout.

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* Sydney. People from cities with grid layouts such as Melbourne and Adelaide have been known to cry when driving through Sydney's web of one-way streets, nigh-impossible to use curved roads and sudden stops, an artefact artifact from Sydney's founding in 1788. It doesn't help that the city itself is a quarter of the size of the Netherlands, with this layout continuing all throughout.
13th May '16 10:15:41 AM Sharlee
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** Likewise, universities. And usually for the same reason: it's often easier to get funding to add a new wing to an existing building - and a wing onto that, and a wing onto that - than to erect a brand-new one, even if it means the facility winds up looking like a tangle of brambles from above.

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** Likewise, universities. And usually for the same reason: it's often easier to get funding to add a new wing to an existing building - and a wing onto that, and a wing onto that - than to erect a brand-new one, even if it means the facility winds up looking like a labyrinth inside and a tangle of brambles from above.
13th May '16 10:14:52 AM Sharlee
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Added DiffLines:

** Likewise, universities. And usually for the same reason: it's often easier to get funding to add a new wing to an existing building - and a wing onto that, and a wing onto that - than to erect a brand-new one, even if it means the facility winds up looking like a tangle of brambles from above.
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