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* ArchivePanic: The early ''Picross'' games have dozens of puzzles each, while each the newer ones tend to have ''hundreds''. If you're looking to complete all of them, it can be a daunting task as even a single ''Picross e'' or ''S'' game can take at least 50 hours to complete all the puzzles.
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** ''Picross S2'' has [=CP03=]_12 (the 12th sub-puzzle in Clip Picross puzzle 3), which has two 15s and the rest of the hint numbers are all 4 or less. And there aren't enough numbers to reliably use the "count from opposite sides" strategy.

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* ThatOneLevel: The aptly-named [[NamesToRunAwayFromReallyFast "Brutal Blocks"]] book in ''3D: Round 2''. [[OneHitPointWonder Make one mistake? Game Over.]]

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The aptly-named [[NamesToRunAwayFromReallyFast "Brutal Blocks"]] book in ''3D: Round 2''. [[OneHitPointWonder Make one mistake? Game Over.]]]]
** ''Picross S'' has P091, a 15x15 puzzle that is, by many players' accounts, ''significantly'' harder than same-size puzzles before it due to the small hint numbers and the fact that many strategies that worked up to this point end up in situations where you still can't narrow down to one possible solution.
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* FridgeBrilliance: ''Mario's Super Picross'' and ''Picross 2'' feature a "Wario's Picross" mode, in which there is no time limit, but your mistakes aren't automatically corrected either, making it much pretty much exactly like a traditional nonogram. At first this seems backwards, since Wario seems ''more'' like the kind to punish a player for mistakes, until you realize that these playstyles reflect not the characters' personalities, but their playstyles in their own games. Mario's games involve [[ActionGame quick reflexes and thinking on your feet]], reflected in the timer and low tolerance for mistakes, whereas in most of Wario's games, [[PuzzlePlatformer it's a lot harder to lose, but more critical thinking is required to win]], reflected in the ''lack'' of a timer and having to self-correct.

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* FridgeBrilliance: ''Mario's Super Picross'' and ''Picross 2'' feature a "Wario's Picross" mode, in which there is no time limit, but your mistakes aren't automatically corrected either, making it much pretty much exactly like a traditional nonogram.[[GridPuzzle nonogram]]. At first this seems backwards, since Wario seems ''more'' like the kind to punish a player for mistakes, until you realize that these playstyles reflect not the characters' personalities, but their playstyles in their own games. Mario's games involve [[ActionGame quick reflexes and thinking on your feet]], reflected in the timer and low tolerance for mistakes, whereas in most of Wario's games, [[PuzzlePlatformer it's a lot harder to lose, but more critical thinking is required to win]], reflected in the ''lack'' of a timer and having to self-correct.
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* TheyChangedItNowItSucks: Mega Picross is a neat idea that shakes up the standard ''Picross'' formula, but starting with ''Picross-e6'', all Mega Picross puzzles are just rehashes of existing standard Picross puzzles, which was not well-received by veteran players since now they have to basically complete the same puzzles twice.
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* SugarWiki/AwesomeMusic: The soundtracks for the ''Picross S'' series are known for being quite a good mix of calming or snazzy jazz. An official upload of the ''S'' through ''S9'' soundtracks can be found [[https://www.youtube.com/watch?v=s4n1quybk5s here]].
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* SalvagedGameplayMechanic: Originally, the ''Picross S'' games did not have touch control compatibility, to the detriment of those who prefer that control scheme on ''Picross DS'' and the ''Picross e'' series. Fortunately, when ''Picross S9'' was released, not only did it bring back touch controls, but that same control scheme was backported to all previous ''Picross S'' games in updates for them.

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* SalvagedGameplayMechanic: Originally, the ''Picross S'' games did not have touch control compatibility, compatibility despite the Nintendo Switch having a touchscreen (albeit a capacitive touchscreen that's only compatible with fingers or certain types of styli), to the detriment of those who prefer that control scheme on ''Picross DS'' and the ''Picross e'' series. Fortunately, when ''Picross S9'' was released, not only did it bring back touch controls, but that same control scheme was backported to all previous ''Picross S'' games in updates for them.
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* SalvagedGameplayMechanic: Originally, the ''Picross S'' games did not have touch control compatibility, to the detriment of those who prefer that control scheme on ''Picross DS'' and the ''Picross e'' series. Fortunately, when ''Picross S9'' was released, not only did it bring back touch controls, but that same control scheme was backported to all previous ''Picross S'' games in updates for them.
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** In the Color Picross mode of ''Picross S3'' onwards, you can choose from one of several different control schemes with varying degrees of ease-of-use and number of buttons assigned. The "Direct" control scheme maps each color to its own fill button, as opposed to the other control types which each have one or two "cycle color" buttons. Unfortunately, Direct control is also the only control option that doesn't allow you to change marking color.

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** In the Color Picross mode of ''Picross S3'' onwards, you can choose from one of several different control schemes with varying degrees of ease-of-use and number of buttons assigned. The "Direct" control scheme maps each color to its own fill button, as opposed to the other control types which each have one or two "cycle color" buttons.buttons; this can allow a player to solve puzzles much faster than on the other control schemes. Unfortunately, Direct control is also the only control option that doesn't allow you to change marking color.

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* OlderThanTheyThink: Picross isn't the first name of this type of puzzle, and it certainly isn't the last, either; however, the original concept is known as a [[https://en.wikipedia.org/wiki/Nonogram Nonogram]], and it dates to about 1987. Interestingly, this means the concept of a Nonogram is ''narrowly'' fresher than the [=NES=], despite the earliest incarnations being in magazines, and not video games.



* VindicatedByHistory: The first game received a bit of a chilly reception due to most players not knowing what to make of the concept. Over time the series became a cult favorite, with many fans rejoicing when Picross DS and 3D Picross made the trek outside Japan.

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* VindicatedByHistory: The first game received a bit of a chilly reception due to most players not knowing what to make of the concept. Over time the series became a cult favorite, with many fans rejoicing when Picross DS and 3D Picross made the trek outside Japan.Japan, even leading to both new Picross games by western developers, and even various Picross puzzles appearing in other puzzle games (such as an implementation in ''VideoGame/DeadlyRoomsOfDeath'').
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** ''Picross DS'' features a handy zoom feature for puzzles larger than 10x10... the problem is, you ''have'' to be zoomed in to draw any squares or spaces. This makes it easy to lose your place, as well as greatly increasing the amount of time it takes to complete a puzzle in general, as you'll be spending at least as much time scrolling about or zooming in and out as you do actually working on the puzzle.
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* TheTetrisEffect: Playing this game too long will have you feel like breaking squares in any grid you pass by. Playing ''Picross 3D'' too long will make you want to break half the cubes you find, and paint the other half.

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