History ThatOneLevel / PuzzleGame

22nd Aug '17 3:36:39 AM RandomNumberReactor
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* Videogame/{{Quadrax}}, the BlockPuzzle game, has plenty of these thanks to having nine entries, even considering the [[NintendoHard difficulty of the later games]]:
** ''Quadrax III'' and its level 44. You'll be stuck there for a long time before getting that last block where you need it.
** ''Quadrax IV'' has 'Anubis', a MarathonLevel that takes a lot of coordination. An early hard level blocking most of players is level 17 despite the hint scroll describing exactly the trick you need to perform.
** ''Quadrax V'': level 58, a MarathonLevel that takes a lot of coordination and also needs almost half an hour to solve, but finding out solution will take ''much'' longer. 'Anubis' is only a slap on wrist compared to this one. The same game has also level 34 titled '[[NamesToRunAwayFromReallyFast Crane Opener]]', which is played only with one character but is difficult due to somewhat original use of new mechanics, and level 69, which is level 89 from previous game but with CuttingTheKnot option removed, so you'll need to finish it the ''hard'' way in this game.
** ''Quadrax VII'' has a lot of these by courtesy of at this moment the game basically stopping being oriented at casual gamers, but level 73 really takes the cake. So much one can spend dozen of hours there and not knowing what to do.
** ''Quadrax X'': Level 70 because of possibility to change four basic blocks available in the game into any type you want, but only two possible combinations actually working. Level 84 isn't easy either because of shadowy main trick and it being difficult to perform.
** ''Quadrax Neverending'' : Level 6, which even ''the tester'' of the game wasn't able to finish without author's help, and level 20, which is MarathonLevel of all Marathon Levels (and longest Quadrax level to date), has difficult to find out objective, and it isn't that much easier even when you know what to do.
13th May '17 11:41:18 AM nombretomado
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** The North Star in ''KatamariDamacy'' has you making a star that is exactly 10m. And you can't easily tell how big the Katamari is. Good luck with that. Thankfully, the King is fairly forgiving.

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** The North Star in ''KatamariDamacy'' ''VideoGame/KatamariDamacy'' has you making a star that is exactly 10m. And you can't easily tell how big the Katamari is. Good luck with that. Thankfully, the King is fairly forgiving.



* In the KatamariDamacy clone ''The Wonderful End Of The World'', the ''Cafe Internets'' level is significantly harder to get a successful score than any other level in the game. It's easy to become ''just'' large enough to make navigating the level practically impossible.

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* In the KatamariDamacy ''VideoGame/KatamariDamacy'' clone ''The Wonderful End Of The World'', the ''Cafe Internets'' level is significantly harder to get a successful score than any other level in the game. It's easy to become ''just'' large enough to make navigating the level practically impossible.
16th Mar '17 8:28:00 PM morenohijazo
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* ''VideoGame/TheWitness'' has The Challenge, the BrutalBonusLevel to end all puzzle game Brutal Bonus Levels. In a nutshell, it's a series of around a dozen or so randomized panels that all have to be solved within a ''very'' tight time limit (this in a game that, up until now, has been very much about taking your time to figure things out). This includes a set of three panels in which two panels are [[UnwinnableByDesign deliberately unsolvable]], leaving you to waste time figuring out which one can be solved and then actually solving it. And it does this ''twice''. And if you run out of time towards the end, it's a ''loooooong'' trek back to the record player to start over.
** And your reward for completing this madness? [[spoiler:The line pattern for the final video... which then turns out to be part of an ''hour-long'' environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]

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* ''VideoGame/TheWitness'' ''VideoGame/TheWitness'':
** The jungle, and not only because of its associated mechanic (already covered under ThatOnePuzzle). [[spoiler:It
has the hardest to find starting puzzle of any section (and the most confusing area layout overall). There is a section of sound puzzles where there are intentionally confusing sounds, including really annoying ones like a telephone ringing (even the bird chirps themselves are much more annoying than a pleasant musical tone would have been). The second section requires taking a detour to raise a wall with more puzzles, ''then'' taking another long detour to reach said puzzles. The final area of the jungle is a weird shepherd tone maze which serves no purpose other than confusing the player (even the laser box itself is the hardest one to find in the game, the only place you can see it from is the mountain top). And finally, the jungle is the only area of the game with an anti-shortcut! Everywhere else in the game has shortcuts that open up when you solve certain puzzles, but the jungle has a permanent pop-up wall instead, leaving one lovely path untraversable (and another one plagued with annoying noises) for the rest of the game.]]
**
The Challenge, the BrutalBonusLevel to end all puzzle game Brutal Bonus Levels. In a nutshell, it's a series of around a dozen or so randomized panels that all have to be solved within a ''very'' tight time limit (this in a game that, up until now, has been very much about taking your time to figure things out). This includes a set of three panels in which two panels are [[UnwinnableByDesign deliberately unsolvable]], leaving you to waste time figuring out which one can be solved and then actually solving it. And it does this ''twice''. And if you run out of time towards the end, it's a ''loooooong'' trek back to the record player to start over.
**
over. And your reward for completing this madness? [[spoiler:The line pattern for the final video... which then turns out to be part of an ''hour-long'' environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]
29th Aug '16 10:23:48 AM case
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* ''Tetrisphere'''s Hide n' Seek mode has any level with the rare Crystal Tower rules. Tower rules task you with destroying\moving all the blocks around a tower to expose the picture underneath. Crystal Tower is much the same, except now the tower breaks if you move a block into it, or if any block is destroyed nearby. Normally you have 3 lives but breaking the tower is an automatic loss.

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* ''Tetrisphere'''s ''VideoGame/{{Tetrisphere}}'''s Hide n' Seek mode has any level with the rare Crystal Tower rules. Tower rules task you with destroying\moving all the blocks around a tower to expose the picture underneath. Crystal Tower is much the same, except now the tower breaks if you move a block into it, or if any block is destroyed nearby. Normally you have 3 lives but breaking the tower is an automatic loss.
28th Jul '16 12:24:34 PM Morgenthaler
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* ''{{Repton}}'' is a fairly straightforward game, certainly pretty easy by the standards set by later games in the series, until you reach the eleventh level, "Giant clam". On this level you have to collect diamonds while being pursued simultaneously by three monsters; their unpredictable movement means that often when you turn a corner to get away from one, the others will now be ahead of you. There are no rocks provided to kill the monsters, and every diamond in the field must be taken before leaving that area. Oh, and when you exit the area, a rock blocks it off, so the lower area must then be completed without losing a life.

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* ''{{Repton}}'' ''VideoGame/{{Repton}}'' is a fairly straightforward game, certainly pretty easy by the standards set by later games in the series, until you reach the eleventh level, "Giant clam". On this level you have to collect diamonds while being pursued simultaneously by three monsters; their unpredictable movement means that often when you turn a corner to get away from one, the others will now be ahead of you. There are no rocks provided to kill the monsters, and every diamond in the field must be taken before leaving that area. Oh, and when you exit the area, a rock blocks it off, so the lower area must then be completed without losing a life.



* ''TetrisTheGrandMaster 3'' brings us Sakura mode, which has stages that can become nearly {{Unwinnable}} as a result of a single misplaced piece. Of note are the following stages:

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* ''TetrisTheGrandMaster ''VideoGame/TetrisTheGrandMaster 3'' brings us Sakura mode, which has stages that can become nearly {{Unwinnable}} as a result of a single misplaced piece. Of note are the following stages:
12th Jul '16 6:41:27 AM Morgenthaler
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* The NintendoHard game ''ChipsChallenge'' has several of these. One of the most notable is [[ExactlyWhatItSaysOnTheTin Doublemaze]], which is huge, painfully confusing, and difficult to navigate.

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* The NintendoHard game ''ChipsChallenge'' ''VideoGame/ChipsChallenge'' has several of these. One of the most notable is [[ExactlyWhatItSaysOnTheTin Doublemaze]], which is huge, painfully confusing, and difficult to navigate.
3rd Jun '16 12:56:41 AM TheOneWhoTropes
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** ''TetrisWorlds'' has "hotline", where only lines at certain altitudes matter.

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** ''TetrisWorlds'' ''VideoGame/TetrisWorlds'' has "hotline", where only lines at certain altitudes matter.
12th May '16 6:09:50 PM MisterVercetti
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* ''VideoGame/TheWitness'' has The Challenge, the BrutalBonusLevel to end all puzzle game Brutal Bonus Levels. In a nutshell, it's a series of around a dozen or so randomized panels that all have to be solved within a ''very'' tight time limit (this in a game that, up until now, has been very much about taking your time to figure things out). This includes a set of three panels in which two panels are [[UnwinnableByDesign deliberately unsolvable]], leaving you to waste time figuring out which one can be solved and then actually solving it. And it does this ''twice''. And if you run out of time towards the end, it's a ''loooooong'' trek back to the record player to start over.
** And your reward for completing this madness? [[spoiler:The line pattern for the final video... which then turns out to be part of an ''hour-long'' environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]
12th May '16 5:59:15 PM MisterVercetti
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*** These items include "Devil Kataoka". First of all, you need to be really big to roll him up, meaning you'll have to make time for cooldowns inbetween collecting things to avoid reaching your goal before you grow big enough. Secondly, he's standing in the middle of a shore (bringing an additional risk of accidentally rolling into the water), with snowmen at both sides - and these are almost impossible to avoid at the size you'll be at this point. Thirdly, ''after'' you've finally got him... good luck getting enough leftover non-cold stuff to finish the level. Luckily, there's an item called the Sacred Torch (also exclusive to this level), which requires you to be even bigger than this but also gives you 10000 degrees - enough to finish the level.

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*** **** These items include "Devil Kataoka". First of all, you need to be really big to roll him up, meaning you'll have to make time for cooldowns inbetween collecting things to avoid reaching your goal before you grow big enough. Secondly, he's standing in the middle of a shore (bringing an additional risk of accidentally rolling into the water), with snowmen at both sides - and these are almost impossible to avoid at the size you'll be at this point. Thirdly, ''after'' you've finally got him... good luck getting enough leftover non-cold stuff to finish the level. Luckily, there's an item called the Sacred Torch (also exclusive to this level), which requires you to be even bigger than this but also gives you 10000 degrees - enough to finish the level.



** Then you have "Icedeath", which is TrialAndErrorGameplay [[UpToEleven taken to its logical extreme]], the painfully tedious block puzzles such as On the Rocks and Writer's Block, and Spirals, which can end up nigh-{{Unwinnable}} based on which version of the game you're playing due to a GameBreakingBug in the level design that screws with the walkers' movement pattern. The Steam remake appears to be fully aware of which levels fall under this trope, giving you achievements for completing each one.
** The sequel is even more prone to these thanks to all of the new puzzle mechanics involved. One of the most insidious showstoppers is "The Village", where you must guide a group of dispersed Chip clones to various objects and switches scattered around the area in order to allow your Chip to escape to the exit. The order in which you must carry out these tasks is convoluted at best and seems designed to kill the Chip clones as quickly as possible. If you kill too many, the level becomes impossible to solve, meaning a restart from the very beginning. Have fun!

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** Then you have "Icedeath", which is TrialAndErrorGameplay [[UpToEleven taken to its logical extreme]], the painfully tedious block puzzles such as On "On the Rocks Rocks" and Writer's Block, "Writer's Block", and Spirals, "Spirals", which can end up nigh-{{Unwinnable}} based on which version of the game you're playing due to a GameBreakingBug in the level design that screws with the walkers' movement pattern. The Steam remake appears to be fully aware of which levels fall under this trope, giving you achievements for completing each one.
** The sequel is even more prone to these thanks to all of the new puzzle mechanics involved. One of the most insidious showstoppers is "The Village", where you must guide a group of dispersed Chip clones to various objects and switches scattered around the area in order to allow your Chip to escape to the exit. The clones all move at the same time, meaning a valid move for one can spell death for another, and the order in which you must carry out these tasks is convoluted at best and seems designed to kill the Chip clones as quickly as possible. If you kill too many, the level becomes impossible to solve, meaning a restart from the very beginning. Have fun!
12th May '16 5:57:39 PM MisterVercetti
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** Then you have "Icedeath", which is TrialAndErrorGameplay [[UpToEleven taken to its logical extreme]], the painfully tedious block puzzles such as On the Rocks and Writer's Block, and Spirals, which can end up nigh-{{Unwinnable}} based on which version of the game you're playing due to a GameBreakingBug in the level design that screws with the walkers' movement pattern. The Steam remake appears to be fully aware of which levels fall under this trope, giving you achievements for completing each one.
** The sequel is even more prone to these thanks to all of the new puzzle mechanics involved. One of the most insidious showstoppers is "The Village", where you must guide a group of dispersed Chip clones to various objects and switches scattered around the area in order to allow your Chip to escape to the exit. The order in which you must carry out these tasks is convoluted at best and seems designed to kill the Chip clones as quickly as possible. If you kill too many, the level becomes impossible to solve, meaning a restart from the very beginning. Have fun!



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