History Main / TrialAndErrorGameplay

22nd Nov '17 4:55:39 PM nombretomado
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* The {{Commodore 64}} game ''VideoGame/TheCastlesOfDoctorCreep'' occasionally features this trope. Perhaps the most infamous is the left "[[BlackoutBasement black room]]" in Alternation. The room features conveyor belts that need to be switched off...and most of the switches are over these moving conveyor belts. Further, because the floors are black, you can't see the conveyor belts (which are also black). The belts need to be switched off in a certain order. Pick the wrong switch, and you get pulled past the switch and into a spot you can't escape, forcing you to [[PressXToDie Hit Restore to Die]]. Puzzles like this are why the game has an Unlimited Lives option.

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* The {{Commodore 64}} UsefulNotes/Commodore64 game ''VideoGame/TheCastlesOfDoctorCreep'' occasionally features this trope. Perhaps the most infamous is the left "[[BlackoutBasement black room]]" in Alternation. The room features conveyor belts that need to be switched off...and most of the switches are over these moving conveyor belts. Further, because the floors are black, you can't see the conveyor belts (which are also black). The belts need to be switched off in a certain order. Pick the wrong switch, and you get pulled past the switch and into a spot you can't escape, forcing you to [[PressXToDie Hit Restore to Die]]. Puzzles like this are why the game has an Unlimited Lives option.
10th Nov '17 9:09:59 PM FlakyPorcupine
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* ''{{Waxworks}}'' and the ''VideoGame/{{Elvira}}'' [[NintendoHard games]] are notorious for this kind of game play. The players are often given little clue as to how to solve some of the puzzles, with all sorts of deathtraps from nowhere, and too many ways to render the games unwinnable.

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* ''{{Waxworks}}'' ''VideoGame/WaxWorks'' and the ''VideoGame/{{Elvira}}'' [[NintendoHard games]] are notorious for this kind of game play. The players are often given little clue as to how to solve some of the puzzles, with all sorts of deathtraps from nowhere, and too many ways to render the games unwinnable.
20th Sep '17 4:38:25 PM Psychadelico
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* [[http://skin-horse.com/comic/todays-comic-890/ ''Choose'']], one of the storylines from ''Webcomic/SkinHorse'', being something of a [[AffectionateParody love letter]] to ChooseYourOwnAdventure books, the Sierra-style AdventureGame, and their ilk, naturally features this, as at [[BlackSite Ansigma]], [[EverythingTryingToKillYou everything really is]] [[MalevolentArchitecture trying to]] [[KillerRabbit kill you]].
18th Sep '17 4:35:29 AM JonnyJinx
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* Many of the newer ''Franchise/SonicTheHedgehog'' 2D games are like this. Try running full speed ahead (the whole point of the series) only to run into an enemy as a result of having mere milliseconds to react to it once it appears. Better games in the series will have a short wall or upward spikes to let you know when it's time to stop running.

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* Many of the newer ''Franchise/SonicTheHedgehog'' 2D games are like this. Try running full speed ahead (the whole point of the series) only to run into an enemy as a result of having mere milliseconds to react to it once it appears. Better games sections in the series will have a short wall or upward spikes to let you know when it's time to stop running.
11th Sep '17 12:35:17 PM Twentington
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* ''Series/{{Lingo}}'' involves guessing what the word is from the provided letters.

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* ''Series/{{Lingo}}'' involves guessing what the mystery word is from the provided letters.letters. The teams are spotted the first letter and have to spell out what they think is the right word. After each guess, the letters in that guess are given different colors for letters that are ''not'' in the word, letters that ''are'' in the word and in the right place, or letters that are in the word but in the wrong place.
6th Sep '17 2:54:37 PM Peteman
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* The TabletopGame/CallOfCthulhu-based adventure game ''Shadow of the Comet'' has a bit where your character visits a labyrinth-like crypt. After you meet a [[NightmareFuel giant slug-like]] monster, you have to escape from the crypt as it chases you. Unless you had the good sense to draw a map, the beast will tear you to pieces dozens of times as you try to find the right route. Actually, just ''reaching'' said slug monster invokes this trope hard, as the crypt features multiple doors that either kill you or warp you to the beginning of the maze, neither of which are distinguishable from the correct ones. That's not even touching on the insta-kill traps scattered about.

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* The TabletopGame/CallOfCthulhu-based adventure game ''Shadow of the Comet'' has a bit where your character visits a labyrinth-like crypt. After you meet a [[NightmareFuel giant slug-like]] monster, you have to escape from the crypt as it chases you. Unless you had the good sense to draw a map, the beast will tear you to pieces dozens of times as you try to find the right route. Actually, just ''reaching'' said slug monster invokes this trope hard, trope, as the crypt features multiple doors that either kill you or warp you to the beginning of the maze, neither of which are distinguishable from the correct ones. That's not even touching on the insta-kill traps scattered about.
15th Aug '17 12:59:19 PM lalalei2001
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* In ''Videogame/YuGiOhReshefOfDestruction'', dueling some opponents can come down to learning their deck and inserting counters specifically for them.

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* In ''Videogame/YuGiOhReshefOfDestruction'', ''VideoGame/YuGiOhReshefOfDestruction'', dueling some opponents can come down to learning their deck and inserting counters specifically for them.
5th Aug '17 10:03:04 AM DavidCowie
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* ''VideoGame/FinalFantasyXII:'' Bosses are normally immune to the EnemyScan Libra. You can spend a lot of time rummaging through your characters' spell libraries trying to find out what does and does not work, or you can hammer away with basic attacks and hope that the AI controlled characters know what they're doing with their spells.
24th Jul '17 3:30:18 PM CombativeBoil
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** A general rule of thumb in [[Franchise/{{Nasuverse}} Type Moon]] games is to always pick the most dangerous option when you're given one. Playing it safe usually ends up with you being eaten by a shark on the ninth floor of a hotel.

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** A general rule of thumb in [[Franchise/{{Nasuverse}} Type Moon]] games is to always pick the most dangerous option when you're given one. Playing it safe usually ends up with you being eaten by a shark on the ninth floor of a hotel. Though of course, even this rule has its exceptions, resulting in the game punishing you for following the very same risk-taking mindset prior choices encouraged; the bad end that results from aforementioned choice to attack the temple being a prime example.
14th Jul '17 6:47:15 PM NaraNumas
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* Any game with a dialogue wheel could count for this if the wheel doesn't state what the outcome is. The first ''VideoGame/MassEffect'' could be particularly guilty of this, due to it being one of the first approaches of a short wheel, and no clear indicator of if an action was Paragon or Renegade. It could be very possible to be doing a Paragon playthrough, only to pick an option that looks like a harsh chastising and suddenly reloading yourself after Shepherd blasted the other end of the conversation.
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