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There is also a planned remake of *III-VIII* called ''Quadrax Definitive'' that uses the engine from ''Neverending'' and fixes many of unplanned solutions. Due to engine differences some of levels had to be modified or replaced, but otherwise it is quite faithful to the original. You can access it [[http://quadrax.wz.cz/app/page005_cz.php here]].

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There is also a planned remake of *III-VIII* ''III'' - ''VIII'' called ''Quadrax Definitive'' that uses the engine from ''Neverending'' and fixes many of unplanned solutions. Due to engine differences some of levels had to be modified or replaced, but otherwise it is quite faithful to the original. It also fixes unintended shortcuts in most levels. Currently the remakes of up to ''V'' are released, with remakes of other games being planned for later. You can access it [[http://quadrax.wz.cz/app/page005_cz.php here]].



* OnlySmartPeopleMayPass: The game itself of course, but it is implied that [[spoiler:any civilization that doesn't complete the temples of test gets wiped out by some extra-terrestrial force, effectively changing this to Only Smart People May ''Live''.]].

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* OnlySmartPeopleMayPass: The game itself of course, but it is implied that [[spoiler:any civilization that doesn't complete the temples of test gets wiped out by some extra-terrestrial force, effectively changing this to Only Smart People May ''Live''.]].''Live'']].
* PasswordSave: Games up to and including ''V'' gave you a password after completing a level. These passwords were randomly generated for ''III'' - ''V'' so [[NoFairCheating somebody else wouldn't give you password to level you didn't unlock yet]]. ''VI'' and later use account-based system instead.
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** The episode 4 of the same game introduces wooden crates in last few levels. These have the same property that wooden blocks have (you can push two of them at once), but since this episode takes place underwater, the boxes actually float like previously mentioned blocks do. They stick around for the next episode, much to the [[DifficultySpike players' chagrin]].

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** The episode 4 of the same game introduces wooden crates in last few levels. These have the same property that wooden blocks have (you can push two of them at once), but since this episode takes place underwater, the boxes actually float like previously mentioned blocks do. They stick around for the next episode, much to the [[DifficultySpike players' chagrin]].chagrin.

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Per TRS, this is YMMV


** Then ''Neverending'' introduced actual crates during last few levels of fourth episode, and as this screenshot in [[http://quadrax.wz.cz/app/page09_en.php gallery shows]], the next episode [[DifficultySpike ups the ante considerably]].

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** Then ''Neverending'' introduced actual crates during last few levels of fourth episode, and as this screenshot in [[http://quadrax.wz.cz/app/page09_en.php gallery shows]], the next episode [[DifficultySpike ups the ante considerably]].considerably.



* DifficultySpike: Many, usually after introduction of some new element. Special mention goes to the wooden boxes in ''Neverending'' thanks to which the difficulty goes right through the roof.

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There is also a planned remake of *III-VIII* called ''Quadrax Definitive'' that uses the engine from ''Neverending'' and fixes many of unplanned solutions. Due to engine differences some of levels had to be modified or replaced, but otherwise it is quite faithful to the original. You can access it [[http://quadrax.wz.cz/app/page005_cz.php here]].



* BottomlessPits: Until ''X'' they weren't possible due to game engine, even if they ''looked'' bottomless. They start to appear only with ''Neverending''.

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* BottomlessPits: Until ''X'' they weren't possible due to game engine, even if they ''looked'' bottomless. They start to appear only with ''Neverending''. ''Definitive'' version makes them truly bottomless as well.



** ''Definitive'' version is this for ''all levels in III-VIII''. Some levels that reappeared with fixes later were consequently replaced.



** Atlantis in ''VI'', where thirty levels take place underwater, yet characters don't have any sort of breathing apparatus. ''Neverending'' gets on this too with fourth and fifth episode.

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** Atlantis in ''VI'', where thirty levels take place underwater, yet characters don't have any sort of breathing apparatus. ''Neverending'' gets on this too with fourth and fifth episode.
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Up To Eleven is a defunct trope


** [[UpToEleven Half of episode taking place inside pyramids]] from ''Quadrax Neverending'' is like this. The level 20 is the worst of bunch, and the longest level to date. Levels 28 and 35 from the same game too.

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** [[UpToEleven Half of episode taking place inside pyramids]] pyramids from ''Quadrax Neverending'' is like this. The level 20 is the worst of bunch, and the longest level to date. Levels 28 and 35 from the same game too.
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Video Game Settings is an index, not a trope


* VideogameSettings: Too many to count, from AbandonedMine to FloatingContinent to AfterTheEnd to EternalEngine. Rule of thumb is each game contains at least one instance of JungleJapes or similar forest-themed levels. Since ''VII'' and later isn't restricted to only one specific location, the variety of setting in those games is much bigger.
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Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).

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Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).
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Capitalization was fixed from Videogame.Quadrax to Video Game.Quadrax. Null edit to update page. Page may need a mojibake cleanup after the fact


Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).

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Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapon: The laser guns from ''VIII'' and later work just like faster version of poison dart traps, shooting a laser projectiles instead.



* FrickinLaserBeams: The laser guns from ''VIII'' and later work just like faster version of poison dart traps, shooting a laser projectiles instead.

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* ''Quadrax VII'': Takes place on various places around the world with the climax taking place on Laputa, the legendary flying island, which is also apparent source of aforementioned diamonds/crystals.

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* ''Quadrax VII'': Takes place on various places around the world with the climax taking place on Laputa, the legendary flying floating island, which is also apparent source of aforementioned diamonds/crystals.



* ShownTheirWork: Many locations show the corresponding artifacts for which the given location is famous. The best examples, however, are the ''Titanic'' levels in ''Neverending'' where the engine models player can see are based on real ones, and the Nevada desert just after, that shows pictures from real national park Archen in the level of the same name.

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* ShoutOut: Many, notably to '''Anime/CastleInTheSky'' from which inspires the idea around levitating crystals.
* ShownTheirWork: Many locations show the corresponding artifacts or elements for which the given location is famous. The best examples, however, are the ''Titanic'' levels in ''Neverending'' where the engine models player can see are based on real ones, and the Nevada desert just after, that shows pictures from real national park Archen in the level of the same name.

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ymmv per TRS


* ''Quadrax IV'': Returns in Egypt to find out what happened to the heroes from the first game. [[SequelDifficultyDrop Lightens up]] a difficulty a bit by introducing hint scrolls.
* ''Quadrax V'': Introduces new character, Rudy, named in homage to the person first finishing previous installment, Rudy Versele, raising the number of controllable characters to three, thus [[SequelDifficultySpike ramping up the difficulty]]. This time the story turns around the Mayan pyramids.

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* ''Quadrax IV'': Returns in Egypt to find out what happened to the heroes from the first game. [[SequelDifficultyDrop Lightens up]] up a difficulty a bit by introducing hint scrolls.
* ''Quadrax V'': Introduces new character, Rudy, named in homage to the person first finishing previous installment, Rudy Versele, raising the number of controllable characters to three, thus [[SequelDifficultySpike ramping up the difficulty]].difficulty. This time the story turns around the Mayan pyramids.



* SequelDifficultyDrop: Half of those that don't pull [[InvertedTrope the]] [[SequelDifficultySpike opposite]], that means whole ''one''. ''Quadrax IV'' is easier because of not introducing new elements besides help scrolls, which make the levels a bit easier.
* SequelDifficultySpike: Almost ''[[UpToEleven all of them]]'':
** ''III'' was made by different author and such, while not including all the objects from the original game, it did include some new ones and the puzzles were more devious in general. The better resolution allowing for more complex stages might have some hand in it too.
** ''V'' introduced new character. That alone would mean more difficult puzzles, but there are also new types of objects such as block transporters, stone blocks that break after fall, the moving gates aren't limited to size of 2x1 tile anymore, and so on.
** ''VI'' introduced crystals which you ''have to'' collect, conveyor belts and time switches.
** ''VII'' introduced a wide array of different stone blocks, such as [[FrictionlessIce ice]] and ''levitating'' ones, poison darts that mean instant death, and flames, which have to be extinguished by blocks.
** ''VIII'' introduced movable cranes, even more block types, force fields that allow you to pass only in one direction, and teleports.
** ''X'' [[AvertedTrope averts]] this, reducing the number of stone block types and removing movable cranes.
** ''Neverending'' adds anti-gravitational stone blocks that fall '''up'''. Then underwater levels completely screw you by wooden crates with the same property except you can also push two of them at once.

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Index tag misuse: it currently indexes random tropes on the page into a list (it tries to capture the first TV Tropes page of each bullet point, including tropes). Removing


[[index]]



[[/index]]

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[[/index]]
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* NoFairCheating: ''III'' to ''V'' have randomly generated sets of passwords to prevent some players from distributing the passwords to the others. Trying to brute force them? Tough luck, the game [[TheDevTeamThinksOfEverything won't allow you to access a level even with]] ''[[TheDevTeamThinksOfEverything correct password]]'' [[TheDevTeamThinksOfEverything as long as the previous level's finishing time is zero, ie. it was never finished.]]

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* NoFairCheating: ''III'' to ''V'' have randomly generated sets of passwords to prevent some players from distributing the passwords to the others. Trying to brute force them? Tough luck, the game [[TheDevTeamThinksOfEverything [[DevelopersForesight won't allow you to access a level even with]] ''[[TheDevTeamThinksOfEverything ''[[DevelopersForesight correct password]]'' [[TheDevTeamThinksOfEverything [[DevelopersForesight as long as the previous level's finishing time is zero, ie. ie; it was never finished.]]
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* AcceptableBreaksFromReality: No one expects anyone to be able to push 8 cubic meters of rock or the person move at a walking speed when a stone blocks threatens to fall on his head. But since here it is a core play mechanic with clearly defined rules, nobody cares.

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* AcceptableBreaksFromReality: No one expects anyone to be able to push 8 cubic meters of rock or the person to move at a walking speed when a stone blocks threatens to fall on his head. But since here it is a core play mechanic with clearly defined rules, nobody cares.


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* DeathCourse: Some levels or their parts. Example: The beginning of level 12 in ''I''.


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* PowerFloats: Crystals themselves and nearby environment as well if the crystals are heated. Exemplified by levitation blocks.
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* ShownTheirWork: Many locations show the corresponding artifacts for which the given location is famous. The best examples, however, are the ''Titanic'' levels in ''Neverending'' where the engine models player can see are based on real ones, and the Nevada desert just after, that shows pictures from real national park Archen in the level of the same name.
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[[caption-width-right:350:In the middle top, you can ([[[PixelHunt maybe]]) see your characters. The door on the top right is the exit. [[NintendoHard This is one of the simpler levels, by the way.]]]]

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[[caption-width-right:350:In the middle top, you can ([[[PixelHunt ([[PixelHunt maybe]]) see your characters. The door on the top right is the exit. [[NintendoHard This is one of the simpler levels, by the way.]]]]
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[[caption-width-right:350:[[NintendoHard Honestly, this is one of the simpler levels in the later entries.]]]]

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[[caption-width-right:350:[[NintendoHard Honestly, this [[caption-width-right:350:In the middle top, you can ([[[PixelHunt maybe]]) see your characters. The door on the top right is the exit. [[NintendoHard This is one of the simpler levels in levels, by the later entries.way.]]]]



Quadrax is a PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).

to:

Quadrax is a cooperative PuzzleGame series featuring some [[PlatformGame platforming]] elements. The main objective is to get every person under your control, which can range from one to three, into the exit and, if they are present, to collect all crystals there. The player has to achieve this by cooperation between the persons and using elements present within the game, such as elevators, tunnels, but most importantly, a wide array of [[BlockPuzzle different stone blocks]] (in czech language, the word for 'stone block' is 'kvádr', pronounced similarly to 'quadr', hence the name of the game).



* ''Quadrax X'': The next sequel, due to ''Quadrax IX'' being cancelled again because of old engine. ''Quadrax X'' features new engine and takes place in an active volcano and AfterTheEnd, among other things. Also has an editor which allows you to create your own puzzles as stand-alone application.

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* ''Quadrax X'': The next sequel, due to ''Quadrax IX'' being cancelled again because of an old engine. ''Quadrax X'' features new engine and takes place in an active volcano and AfterTheEnd, among other things. Also has an editor which allows you to create your own puzzles as stand-alone application.



* AcceptableBreaksFromReality: No one expects anyone to be able to push 8 cubic meters of rock. But since here it is a core play mechanic with clearly set rules, nobody cares.

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* AcceptableBreaksFromReality: No one expects anyone to be able to push 8 cubic meters of rock. rock or the person move at a walking speed when a stone blocks threatens to fall on his head. But since here it is a core play mechanic with clearly set defined rules, nobody cares.



* PressXToDie: Sometimes, you have a lever that either frees a block that falls directly on your head, or instead opens a hatch that drops you to your doom. Frequently this is ''required'' to do so, so you must move away quickly.

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* PressXToDie: Sometimes, you have a lever that either frees a block that falls directly on your head, or instead opens a hatch that drops you to your doom. Frequently this is ''required'' to do so, so you must move away quickly.quickly, or activate some other device beforehand that will protect you.



* SchmuckBait: Some switches and levers do nothing and only exist to distract you and pull you in an unwinnable situation. Others trigger some harmful action.

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* SchmuckBait: Some switches and levers do nothing and only exist to distract you and pull you in an unwinnable situation. Others trigger some harmful action. Also, you can be sure that if there is an obviously easy path to the crystal you need to get and there is a button on the ground, you can be sure that the button ''will'' kill you or block an exit.



** Also some platforms that move or bridges that can be pulled away.

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** Also some platforms that move or bridges that can be pulled retracted away.

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* FloatingPlatforms: Many, and you can sometimes place your own by using Levitating blocks.



* KillItWithFire: You can become victim of this if you run into the flames on the ground.



* PressXToDie: Sometimes, you have a lever that either frees a block that falls directly on your head, or instead opens a hatch that drops you to your doom. Frequently this is ''required'' to do so, so you must move away quickly.



* TemporaryPlatform: Unstable ground, which comes in three flavors:
** The classic one present throughout the series will break when a hero passes over or underneath it. In ''I'' the vertical range of effect was unlimited as long as there was free space between the character and the ground. From ''III'' onward, the hero has to pass directly under it. It is unaffected by stone blocks meaning you can push them on it and nothing won't happen, which is especially useful with [[FrictionlessIce ice blocks]].
** The second one will, in addition to previous, break when a stone block falls on it. This type appears only from ''X'' onward.
** The third one, on the other hand, will break only when a stone block falls directly on it. Note that it ''won't'' break if the block doesn't fall on it with its entire side.

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* TemporaryPlatform: Unstable TemporaryPlatform:
**Unstable
ground, which comes in three flavors:
**
flavors. Note that these ''cannot'' be returned to their original state:
***
The classic one present throughout the series will break when a hero passes over or underneath it. In ''I'' the vertical range of effect was unlimited as long as there was free space between the character and the ground. From ''III'' onward, the hero has to pass directly under it. It is unaffected by stone blocks meaning you can push them on it and nothing won't happen, which is especially useful with [[FrictionlessIce ice blocks]].
** *** The second one will, in addition to previous, break when a stone block falls on it. This type appears only from ''X'' onward.
** *** The third one, on the other hand, will break only when a stone block falls directly on it. Note that it ''won't'' break if the block doesn't fall on it with its entire side.side.
** Also some platforms that move or bridges that can be pulled away.

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[[caption-width-right:350:[[NintendoHard Honestly this is one of the simpler levels in the later entries.]]]]

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[[caption-width-right:350:[[NintendoHard Honestly Honestly, this is one of the simpler levels in the later entries.]]]]



* BigDamnHeroes: [[spoiler: In 'V', after crashing the plane on an abandoned island at the beginning of the game, the heroes are saved by Gusta, Rudy's friend once all puzzles are solved.]]

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* BigDamnHeroes: [[spoiler: In 'V', ''V'', after crashing the plane on an abandoned island at the beginning of the game, the heroes are saved by Gusta, Rudy's friend once all puzzles are solved.]]



** Everytime one of the heroes is trapped in some part of level and others have to help him get out, which is almost always.

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** Everytime one of the heroes is trapped in some part of level and others have to help him get out, which is almost always. Their cooperation is necessary to reach the level's end.



** Then ''Neverending'' introduced actual crates during last few levels of fourth episode, and if screenshot in [[http://quadrax.wz.cz/app/page09_en.php gallery is anything to go by]], the next episode will [[DifficultySpike up the ante considerably]].

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** Then ''Neverending'' introduced actual crates during last few levels of fourth episode, and if as this screenshot in [[http://quadrax.wz.cz/app/page09_en.php gallery is anything to go by]], shows]], the next episode will [[DifficultySpike up ups the ante considerably]].



* DungeonBypass: Sometimes possible due to [[NotTheIntendedUse oversight]] on tester's part. However, sometimes the level only ''seems'' to have a certain solution, but when you attempt that you'll find out you're one block short on it or there is one final switch that prevents you from finishing the level. The real solution has some gimmick instead and allows you to bypass most of level.

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* DungeonBypass: Sometimes possible due to [[NotTheIntendedUse oversight]] on tester's part. However, sometimes the level only ''seems'' to have a certain solution, but when you attempt that you'll find out you're one block short on it or there is one final switch that prevents you from finishing the level. The real solution has some gimmick instead and allows you to bypass most of the level.



* FrickinLaserBeams: The laser guns from ''VIII'' and later work just like faster version of poison dart traps, shooting a laser projectile instead.

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* FrickinLaserBeams: The laser guns from ''VIII'' and later work just like faster version of poison dart traps, shooting a laser projectile projectiles instead.



** ''Quadrax III'' was developed by other and current developper. The absence of ''Quadrax II'', or ''Return to Quadrax'' under working title, was because the idea was scrapped, and ''III'' was only davelopped at a later date with the game having different aspects.

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** ''Quadrax III'' was developed by other and current developper. developer. The absence of ''Quadrax II'', or ''Return to Quadrax'' under working title, was because the idea was scrapped, and ''III'' was only davelopped developed at a later date with the game having different aspects.



** In ''Neverending'' there are two exactly same levels differing by two blocks and one switch.
** The 7th episode of ''Neverending'' are the levels from first game, with few corrections to prevent unplanned solutions.



** ''VIII'' introduced movable cranes, even more block types, forcefields that allow you to pass only in one direction, and teleports.

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** ''VIII'' introduced movable cranes, even more block types, forcefields force fields that allow you to pass only in one direction, and teleports.



** ''Neverending'' adds anti-gravitational stone blocks that fall ''up''. Then underwater levels completely screw you by wooden crates with the same property except you can also push two of them at once.

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** ''Neverending'' adds anti-gravitational stone blocks that fall ''up''.'''up'''. Then underwater levels completely screw you by wooden crates with the same property except you can also push two of them at once.



** The games however don't allow telefragging between objects, meaning a block won't teleport if there is already another in destination. Same applies if there is an elevator, door etc. already. Of course this is a legitimate puzzle mechanic.

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** The games however don't allow telefragging between objects, meaning a block won't teleport if there is already another in destination. Same applies if there is an elevator, door etc. already. Of course You will need to exploit this is a legitimate puzzle mechanic.''a lot'' to advance.
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-->-- Beginning of ''Quadrax Neverending''



----

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----
!!''Quadrax'' series contains examples of:
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Added DiffLines:

-> '''PlayerCharacter:''' Well gentlemen, that's a solid mumbo-jumbo. What should we do with it all?
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[[quoteright:330:[[http://quadrax.wz.cz/app/gallery/e02.jpg]]]]
[[caption-width-right:330:[[NintendoHard This is honestly one of the simpler levels.]]]]

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[[quoteright:330:[[http://quadrax.wz.cz/app/gallery/e02.jpg]]]]
[[caption-width-right:330:[[NintendoHard This
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/e02_35.jpg]]
[[caption-width-right:350:[[NintendoHard Honestly this
is honestly one of the simpler levels.levels in the later entries.]]]]

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