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Replaced entry with the write-up from the work page, which is better written and less defensive. Tropes are not bad!


[[folder: Platformer]]

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[[folder: Platformer]][[folder:Platformer]]



* Very common in ''VideoGame/DeadlyRoomsOfDeath'' -- and while they can be badly done, DROD's turn-based gameplay, lack of hidden information and variety of monster behaviour means genuinely interesting logical puzzles can be made in this style, so DROD players don't see this trope as a bad thing; at worst, they will just be very trial-and-error, and very tedious.

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* Very A common type of puzzle in ''VideoGame/DeadlyRoomsOfDeath'' -- and while they confines the player to a small part of the room, allowing them to use game elements (orbs, fuses, mimics, fegundos...) that affect the rest of the room from a distance. Fortunately, DROD is a perfect-information game (e.g. you can click on an orb to see its effects), so these tend to be badly done, DROD's turn-based gameplay, lack of hidden information and variety of monster behaviour means genuinely interesting puzzles that demand logical puzzles can be made in this style, so DROD players don't see this trope as a bad thing; at worst, they will analysis, not just be very trial-and-error, trial and very tedious.error.


* A combination between this and a DialogueTree occurs in the beginning of ''VideoGame/WonderlandAdventures: Mysteries of Fire Island''. An NPC finds a machine and asks the player what code they should input to keep moving forward (Thankfully, the code happens to be hidden in the same room, so the player doesn't have to do a lot of backtracking to find it).
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* ''VideoGame/MonsterSanctuary'': The Sun Palace contains many puzzles where the player must switch the right combinations of levers to raise and lower barriers that block their way.
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* ''VideoGame/DisneyDreamlightValley'' has Aladdin’s Cave of Wonders with a variation where you have to locate mirrors and place them correctly and then arrange the switches so they’ll reflect correctly in order to remove the barriers between rooms.
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https://youtu.be/7Ebn7tmWwfo?t=6 - More clear that it's not a toggle between 2 symbol states.


* ''VideoGame/ChildOfLight'' has the puzzle to open the vault. There are two switches and three symbols which you need to match, one switch toggles the first and second symbols, the second toggles the second and third.

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* ''VideoGame/ChildOfLight'' has the puzzle to input the right combination of 3 symbols to open the vault. There are two switches and three symbols which you need to match, one The left switch toggles rotates the first and second symbols, symbol slots, the second toggles rotates the second and third.third, each slot has the same possible symbols: crossed out circle, circle in circle, slashed circle from top left to bottom right.
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* ''VideoGame/{{REKKR}}'': Two of the puzzles present in the SecretLevel of the second episode are Control Room Puzzles. All the puzzles, including these two, are completely optional, but solving them will unlock passageways with lots of goodies to gather (and will also spare the player the need of facing hordes of enemies which appear in case a mistake is made).
** In the first, there are five blue switches placed respectively in five columns, which in turn surround a 3x3 grid that displays special drawings, and in turn those drawings are also represented by the aforementioned columns. In the east and south sides of the grid are purple-colored luminous chevrons. Each drawing in the grid represents a number, and the chevrons displayed at the end of a line of drawings represent the sum of the numbers provided by the drawings. This effectively results in a system of equations where the player can figure out the value represented by each drawing, and therefore the number of times each switch associated with its column's displayed drawing has to be pressed.
** The second puzzle makes use of a solution that can be figured out in a previous room that is otherwise unimportant. In that room, there are eight switches, and each one turns on a specific number of purple chevrons in the wall. It turns out the amounts are not random, as they're powers of two, going from 1 (2⁰) to 128 (2⁷). The player has to memorize how many chevrons are lit by each switch, because this indicates the order in which the eye switches in the room with the actual puzzle have to be pressed.
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That's Tile Flipping since there's a visible response/


* ''VideoGame/TinkerQuarry'': Camime's puzzle room contains a puzzle like this. There are 4 switches along a hallway, and at the end of the hallway is a wall of drums blocking a prize. To get the prize, you must flip the switches in a certain order to move the drums out of your way. However, you can't see the drums while you're flipping switches, you have to walk to the end of the hallway after flipping a switch to see how the drums moved.
* ''VideoGame/RemnantsOfIsolation'': In the Prison Of Flesh, Melchior must manipulate a series of about 10 switches, that control the positions of neighboring switches, and a corresponding bridge's sections' existence or non-existence.
* ''VideoGame/ScienceGirls'': When [[spoiler:falling into a pit]], 5 [[spoiler:Slirrup tongues]] must be pulled or left unpulled to bring down the wall blocking the exit.
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* In ''VideoGame/{{The Dig}}'' there was one of these. You had to use some unlabeled alien controls to pick up a focusing lens at the bottom of a pit. Problem was, it was unclear what you needed the control panel ''for'' rather than how to operate it.

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* In ''VideoGame/{{The Dig}}'' Dig|1995}}'' there was one of these. You had to use some unlabeled alien controls to pick up a focusing lens at the bottom of a pit. Problem was, it was unclear what you needed the control panel ''for'' rather than how to operate it.

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Oops, wrong folder. XD


* ''VideoGame/ChipsChallenge'' has Level 45, ''Monster Lab''. In the exit's room, there are multiple buttons pressed by the walkers which clone monsters across the whole level; in turn, the cloned monsters press buttons which clone new walkers, making this a perpetual cycle. Chip has to jam the cloning of the monsters across the level so no more walkers are produced, allowing him to reach the exit safely.



* Very common in ''Videogame/DeadlyRoomsOfDeath'' -- and while they can be badly done, DROD's turn-based gameplay, lack of hidden information and variety of monster behaviour means genuinely interesting logical puzzles can be made in this style, so DROD players don't see this trope as a bad thing; at worst, they will just be very trial-and-error, and very tedious.

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* ''VideoGame/ChipsChallenge'' has Level 45, ''Monster Lab''. In the exit's room, there are multiple buttons pressed by the walkers which clone monsters across the whole level; in turn, the cloned monsters press buttons which clone new walkers, making this a perpetual cycle. Chip has to jam the cloning of the monsters across the level so no more walkers are produced, allowing him to reach the exit safely.
* Very common in ''Videogame/DeadlyRoomsOfDeath'' ''VideoGame/DeadlyRoomsOfDeath'' -- and while they can be badly done, DROD's turn-based gameplay, lack of hidden information and variety of monster behaviour means genuinely interesting logical puzzles can be made in this style, so DROD players don't see this trope as a bad thing; at worst, they will just be very trial-and-error, and very tedious.
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Oops, it's one level earlier


* ''VideoGame/Doom64'': The 24th level (Unholy Temple) features some obstructing bars in specific areas that can only be removed when the color-coded switches found in a lava room from the second floor is pressed in the order shown next to the bars themselves. For example, the bars obstructing a cache in a wide yard with Barons of Hell in the second floor can only be removed when the aforementioned switches are pressed in this sequence: Red, Blue and Yellow. Removing all such bars is necessary because their guarded caches each have in turn a switch that removes one of the obstructions leading to the exit. Pressing the switches in a non-existent combination will seal shut the control room and lock the player into a fight with a Hell Knight, though defeating it will revert this.

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* ''VideoGame/Doom64'': The 24th 23rd level (Unholy Temple) features some obstructing bars in specific areas that can only be removed when the color-coded switches found in a lava room from the second floor is pressed in the order shown next to the bars themselves. For example, the bars obstructing a cache in a wide yard with Barons of Hell in the second floor can only be removed when the aforementioned switches are pressed in this sequence: Red, Blue and Yellow. Removing all such bars is necessary because their guarded caches each have in turn a switch that removes one of the obstructions leading to the exit. Pressing the switches in a non-existent combination will seal shut the control room and lock the player into a fight with a Hell Knight, though defeating it will revert this.



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* ''VideoGame/Doom64'': The 24th level (Unholy Temple) features some obstructing bars in specific areas that can only be removed when the color-coded switches found in a lava room from the second floor is pressed in the order shown next to the bars themselves. For example, the bars obstructing a cache in a wide yard with Barons of Hell in the second floor can only be removed when the aforementioned switches are pressed in this sequence: Red, Blue and Yellow. Removing all such bars is necessary because their guarded caches each have in turn a switch that removes one of the obstructions leading to the exit. Pressing the switches in a non-existent combination will seal shut the control room and lock the player into a fight with a Hell Knight, though defeating it will revert this.
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* ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'' has a Control Room FifteenPuzzle: fifteen rooms in a 4X4 grid, each with exits in certain parts, which you had to shuffle around to reach various paths that led out from the puzzle. Luckily, there wasn't just one "correct" solution, and the paths were easy to make with a bit of thought; it also came with a handy PuzzleReset button in the control room.

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* ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'' ''VideoGame/CastlevaniaDawnOfSorrow'' has a Control Room FifteenPuzzle: fifteen rooms in a 4X4 grid, each with exits in certain parts, which you had to shuffle around to reach various paths that led out from the puzzle. Luckily, there wasn't just one "correct" solution, and the paths were easy to make with a bit of thought; it also came with a handy PuzzleReset button in the control room.
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* Palace Midas in the first ''VideoGame/TombRaider'' game had a room with four doors, each with a code on them, corresponding to the positions of five switches on a structure in the middle of the room. Fortunately the acrobatics required to get to the switches only had to be done once, as there was a DoorToBefore next to them.

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* Palace Midas in the first ''VideoGame/TombRaider'' ''VideoGame/TombRaiderI'' game had a room with four doors, each with a code on them, corresponding to the positions of five switches on a structure in the middle of the room. Fortunately the acrobatics required to get to the switches only had to be done once, as there was a DoorToBefore next to them.
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SisterTrope (and, in practice, an [[OppositeTropes opposite]]) of TogglingSetpiecePuzzle.

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The description was fairly complainy, so I did my best to make it more neutral. Also commented-out a few zero-context entries


This often becomes annoying for one of these typical reasons:
* The obstacle(s) affected by the switches are located really far from the control room, so that a lot of tracking back and forth is needed to solve the puzzle.
* It isn't obvious which obstacle(s) might be affected by the switches.
* The only way to test if the obstacle is activated involves [[GuideDangIt trial and error]], where error means the brutal waste of one of your precious extra lives.
* The game becomes {{unwinnable}} if you mess up once in the control room, either because you can't return to the control room, or the switches can't be [[PuzzleReset reversed]] once triggered.

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This often becomes annoying for one Among the caveats to keep in mind when dealing with this kind of these typical reasons:
puzzle, we have:
* The obstacle(s) affected by the switches are may be located really far from the control room, so that a lot of tracking back and forth is needed to solve the puzzle.
* It isn't obvious which obstacle(s) might be affected by the switches.
* The only way to test if
switches, though this can be coped with some experimentation (as long as the obstacle is activated involves [[GuideDangIt trial and error]], where error means doesn't mean the brutal waste of one of your precious extra lives.
lives).
* The game may becomes {{unwinnable}} UnwinnableByDesign if you mess up once in the control room, either because you can't return to the control room, or the switches can't be [[PuzzleReset reversed]] once triggered. triggered.



* ''VideoGame/PokemonGoldAndSilver'' has one of these in Goldenrod City.
* ''VideoGame/{{Secret of Evermore}}'' had small one of these to get to a hidden boss.

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* %%* ''VideoGame/PokemonGoldAndSilver'' has one of these in Goldenrod City.
* ''VideoGame/{{Secret of Evermore}}'' had small %%* ''VideoGame/SecretOfEvermore'' has one of these to get to a hidden boss.



* Appropriately enough, the Shrine of Control in ''VideoGame/UltimaVI''.
* The hidden summons in ''VideoGame/{{Wild ARMs 2}}'' is protected by a switch puzzle. The player has to push some panels in the walls in a certain order with only a cryptic message about spirals for a clue. The puzzle is especially awkward because of a poor cultural translation. The Japanese original was based on the [[spoiler: the names of weekdays. In Japan, these are linguistically transparent and well-known. When they decided to make the puzzle the same, but convert it to English, it ended up much more obtuse.]].

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* %%* Appropriately enough, the Shrine of Control in ''VideoGame/UltimaVI''.
* The hidden summons in ''VideoGame/{{Wild ARMs 2}}'' ''VideoGame/WildARMs2'' is protected by a switch puzzle. The player has to push some panels in the walls in a certain order with only a cryptic message about spirals for a clue. The puzzle is especially awkward because of a poor cultural translation. The Japanese original was based on the [[spoiler: the names of weekdays. In Japan, these are linguistically transparent and well-known. When they decided to make the puzzle the same, but convert it to English, it ended up much more obtuse.]].
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Moved as there are two games called Earthbound on this wiki.


* In ''VideoGame/EarthBound'', to get into the Pyramid, your party has to step on the five {{Pressure Plate}}s in front of the Sphinx in a certain given order.

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* In ''VideoGame/EarthBound'', ''VideoGame/EarthBound1994'', to get into the Pyramid, your party has to step on the five {{Pressure Plate}}s in front of the Sphinx in a certain given order.
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[[folder:MMORPGs]]

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[[folder:MMORPGs]][[folder:[=MMORPGs=]]]
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[[quoteright:350:[[VideoGame/TheLegendOfZeldaLinksAwakening https://static.tvtropes.org/pmwiki/pub/images/link_awakening_tile_room.png]]]]

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