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* InterfaceSpoiler: Remembering that the game has no memory (meaning there's no inventory and no EventFlags) allows the player to rule out several useless options that would otherwise seem perfectly valid.

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* InterfaceSpoiler: Remembering that the game has no memory (meaning there's no inventory and no EventFlags) allows the player to rule out several useless options that would otherwise seem perfectly valid.valid; acquiring items is rarely necessary, and when it is, you generally acquire the item at the same moment you learn you need it (as the game's only method of checking what you have is to ask the player directly).
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* InterfaceSpoiler: Remembering that the game has no memory (meaning there's no inventory and no EventFlags) allows the player to rule out several useless options that would otherwise seem perfectly valid.
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Stealing descriptions from Wikipedia is not allowed, even if you admit it in the comments.


%% Description stolen from Wikipedia.

''[=MadMaze=]'' was an online video game playable through the now-defunct Prodigy service. It was designed by Eric Goldberg and developed by Creator/GregCostikyan in 1989, and was the first online game to draw over a million players. The game disappeared in 1999 with the death of the Prodigy service, but has since been rehosted by fans of the game, with permission from the service and the game's creator.

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%% Description stolen from Wikipedia.


''[=MadMaze=]'' was an online video game playable through the now-defunct Prodigy service. It was designed by Eric Goldberg and developed by Creator/GregCostikyan [previous description copied from Wikipedia in 1989, and was the first online game to draw over a million players. The game disappeared in 1999 violation of our Administrivia/{{Plagiarism}} policies; please replace with the death of the Prodigy service, but has since been rehosted by fans of the game, with permission from the service and the game's creator.
original writing]

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* AllUpToYou

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* %%* AllUpToYou



* BiggerOnTheInside: While the various forests you encounter in the first level can seem to exceed the dimensions set by the surrounding walls, it's nothing compared to the ''entire deserts'' you come across in the second level, or the futuristic cities in the third level.



* BiggerOnTheInside: While the various forests you encounter in the first level can seem to exceed the dimensions set by the surrounding walls, it's nothing compared to the ''entire deserts'' you come across in the second level, or the futuristic cities in the third level.



* DialogueTree

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* %%* DialogueTree
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tyop


* WritersCannonDoMath: One clue we're given is to "Pull the primes". This refers to a structure of 9 rods. Pull the right rods, and it opens a secret door. Pull the wrong ones, the structure collapses on you and you die. You're supposed to pull the rods with a prime number to succeed. Goldberg evidently forgot that 2 is a prime number. Pull on the 2 rod, you die. The rods you're supposed to pull are [[spoiler:3, 5, and 7]].

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* WritersCannonDoMath: WritersCannotDoMath: One clue we're given is to "Pull the primes". This refers to a structure of 9 rods. Pull the right rods, and it opens a secret door. Pull the wrong ones, the structure collapses on you and you die. You're supposed to pull the rods with a prime number to succeed. Goldberg evidently forgot that 2 is a prime number. Pull on the 2 rod, you die. The rods you're supposed to pull are [[spoiler:3, 5, and 7]].
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Moving a former CRF entry to a more fitting trope, now that CRF has been disambiguated

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* WritersCannonDoMath: One clue we're given is to "Pull the primes". This refers to a structure of 9 rods. Pull the right rods, and it opens a secret door. Pull the wrong ones, the structure collapses on you and you die. You're supposed to pull the rods with a prime number to succeed. Goldberg evidently forgot that 2 is a prime number. Pull on the 2 rod, you die. The rods you're supposed to pull are [[spoiler:3, 5, and 7]].
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Link appears to be dead (and there are no fairies around)


** In the third level, the sections are about 1.6 times the size of the second level, and the [=PoPs=] feature logic puzzles of a level of such complexity that you'll require the kind of chart you find in a puzzle magazine (e.g. [[http://www.google.com/imgres?imgurl=http://www.davidpace.com/images/stories/einsteinLogicChartSmall.jpg&imgrefurl=http://www.davidpace.com/physics/graduate-school/einstein-logic-puzzle.htm&h=368&w=480&sz=31&tbnid=vaKHaxoBfT1c9M:&tbnh=82&tbnw=107&zoom=1&docid=o25DGrF5smTiaM&sa=X&ei=2usUT7yyMZCdgQfe0t29Aw&ved=0CDgQ9QEwAg&dur=741 this]]). Fortunately, [[PointOfNoReturn before you pass through the Lair of the Insect Mother]], you can return to any section in the level, thanks to the transportation service offered by the Floating City.

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** In the third level, the sections are about 1.6 times the size of the second level, and the [=PoPs=] feature logic puzzles of a level of such complexity that you'll require the kind of chart you find in a puzzle magazine (e.g. [[http://www.google.com/imgres?imgurl=http://www.davidpace.com/images/stories/einsteinLogicChartSmall.jpg&imgrefurl=http://www.davidpace.com/physics/graduate-school/einstein-logic-puzzle.htm&h=368&w=480&sz=31&tbnid=vaKHaxoBfT1c9M:&tbnh=82&tbnw=107&zoom=1&docid=o25DGrF5smTiaM&sa=X&ei=2usUT7yyMZCdgQfe0t29Aw&ved=0CDgQ9QEwAg&dur=741 this]]).magazine. Fortunately, [[PointOfNoReturn before you pass through the Lair of the Insect Mother]], you can return to any section in the level, thanks to the transportation service offered by the Floating City.
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The [=MadMaze=] is divided into three "levels" that themselves are divided into "sections".[[note]]It would be more appropriate to call them "worlds" and "levels", respectively, but for the sake of consistency, we'll use the terms provided in-game.[[/note]] The gameplay is comprised of two elements - [[TheMaze exploration]], and interactive scenarios (A.K.A. Places of Power).

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The [=MadMaze=] is divided into three "levels" that themselves are divided into "sections".[[note]]It [[note]]Or what modern gaming nomenclature would be more appropriate to call them "worlds" and "levels", respectively, but for the sake of consistency, we'll use the terms provided in-game."levels" respectively.[[/note]] The gameplay is comprised of two elements - [[TheMaze exploration]], and interactive scenarios (A.K.A. Places of Power).
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Merged per TRS


* UnintentionallyUnwinnable: If you decide to play the game honestly and abstain from guessing or looking up the answers elsewhere, a single missed password will leave you unable to progress.



* UnwinnableByMistake: If you decide to play the game honestly and abstain from guessing or looking up the answers elsewhere, a single missed password will leave you unable to progress.

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* UnwinnableByMistake: If you decide to play the game honestly and abstain from guessing or looking up the answers elsewhere, a single missed password will leave you unable to progress.
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* SequenceBreaking: The game has no EventFlags and does not track your inventory, so it's possible to get through puzzles that require a particular object or spell by just acting like you already have it. To prevent this from trivially breaking the game, players are required to select the correct magic word to activate whatever they're using -- though of course, that works less well on later playthroughs.
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* PasswordSave: The Cipher seems to have been intended as one -- certain points in the game give you a poem, and by reciting that poem at the title screen you can be returned to that point. However, the game also has a fully-functioning ''actual'' save system, making the Cipher redundant -- which is probably why there aren't a whole lot of Cipher points in the game anyway.

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