Block Puzzle: Difference between revisions

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[[File:strength.jpg|link=Pokémon Ruby and Sapphire|frame|"Where's '[[Statistically Speaking|Strength]]' when you need it most?" <ref>In the bottom row of three, push the left and right stones upwards, then push the middle stone to the side. Then move up two rows and push the middle stone in that row upwards, then the two stones beside it to the walls. The top row will by then have five stones; push the second and fourth stones up, then push the middle stone to the side, and you can pass.</ref>]]
 
{{quote|''The block puzzle is the cornerstone of gaming, or at least it will be once you pull it out of the corridor, rotate it so the sun emblem is pointing up, drop the water level and hit the switch that activates the crane that moves the bus that allows you to push said stone into said corner.''
 
{{quote|''The block puzzle is the cornerstone of gaming, or at least it will be once you pull it out of the corridor, rotate it so the sun emblem is pointing up, drop the water level and hit the switch that activates the crane that moves the bus that allows you to push said stone into said corner.''|'''[[Cracked.com|Cracked]]''', [http://www.cracked.com/blog/5-real-skills-video-games-have-secretly-been-teaching-us/#ixzz1aa4xYJ1T 5 Real Skills Video Games Have Secretly Been Teaching Us]}}
 
So you're storming the [[Temple of Doom]] in search of the [[Big Bad]]'s [[Cosmic Keystone]] that is the lynchpin to [[The Empire]]'s [[World Domination]] plans. And the mightiest force that the [[Precursors|Ancient Precursors]] and [[The Legions of Hell]] can produce to stop you is... blocks.
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That's right. Blocks.
 
Well, there's the whole "[[Everything Trying to Kill You|hordes of monsters]]" thing, but the real stumbling, um, ''blocks'' in your journey are roomfuls of fiendish [[Block Puzzle|'''Block Puzzles]]'''. In the course of many quests to save the world in a video game, you're going to run across a warehouse, a factory, or sometimes even a random nondescript cave full of [[Crate Expectations|crates]], boxes, boulders, or featureless cubes which can only be negotiated by pushing them around until you push them into a slot or a door opens or you form a bridge or something. Sometimes you simply need to get them out of your way, because [[Insurmountable Waist-Height Fence|for some reason you can't climb over them]].
 
Sometimes you can pretty much push them wherever you want, in which case the puzzle is how to get the blocks to their goal without other blocks getting in the way. Other times, the floors are covered with [[Frictionless Ice]] or some other slippery substance and whenever you push the block, it keeps moving until it hits a wall. In those cases, you have to bounce the block in a convoluted path around the room, hitting various pillars set up in the middle to get the block to its goal. If they really want to be nasty with these, they'll have more than one block in the puzzle, only one of which actually needs to get to the end; the rest have to be pushed to create additional walls for other blocks to hit. There are also dark rumors of block puzzles so fiendish that they actually require ALL blocks to get to the end, ''while using each other as walls to get there'' and [[Bottomless Pits]] that eat the blocks and/or you, forcing you to start over.
 
Other variations on the formula include:
 
* Blocks with different properties, such as Destroyable blocks, [[Frictionless Ice]] Blocks, [[Light and Mirrors Puzzle|Mirror or Prism]] blocks, or blocks that interact or react with each other
* Enemies that pursue the player and must be trapped or crushed by the blocks
* The ability to ''[[You Have Researched Breathing|pull]]'' blocks as well as push them.
 
The [['''Block Puzzle]]''' shows up in many genres, though [[Action Adventure]] and [[RPG|RPGs]]s are well known for their propensity to stick giant boxes in your way. It serves to break up the action, in most games, intended to give the players a moment to breathe and think. Unfortunately, this trope has been used so often and to such an extent that the usual response upon finding such a room is something along the lines of "Aw geez, not ''another'' block puzzle!" and a quick trip to [[Game FAQsGameFAQs]] after you get the green block stuck in the corner ''again''.
 
[[Block Puzzle|'''Block Puzzles]]''' will show up in [[Puzzle Game|Puzzle Games]]s too, of course, but in that case... well, they're ''puzzle'' games. Also, in any game where you are accompanied by an ally (NPC or otherwise), you will almost ''always'' encounter [[Broken Bridge|a block that won't budge]] unless you and your allies all shove away at it together. [[Artificial Stupidity|If they can figure that out, of course]].
 
This occasionally crosses over with [[Solve the Soup Cans]], when the block puzzles really don't make any sense, and coupled with a particular variety of [[Unexpected Gameplay Change]]. With the push towards realism in environments, the [['''Block Puzzle]]''' does seem to be on the [[Discredited Trope|decline]], but is far from [[Dead Horse Trope|dead]] - you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with [[Crate Expectations]]...
 
Named after the infamous block puzzle mechanic in ''[[Vagrant Story]]''.
 
Also see [[Klotski]]. Not to be confused with [[Falling Blocks]].
{{examples}}
 
{{examples}}
== [[Action Adventure]] ==
== Video Game Examples ==
* ''Zelda'' games have them in spades, even in places where it doesn't make sense -- such as the blocks on ice in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'', the giant granite blocks in the Spirit Temple of ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'', the picture block puzzle in the Forest Temple of the same game, and the floating crate puzzles in the Tower of the Gods in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]''. Evidently the ancients enjoyed lugging thousand-pound blocks around to negotiate their temples. Strangest part? In some games, Link can also ''pull'' them where they need to go (despite the lack of any visible features to get a grip on).
=== [[Action Adventure]] ===
* ''Zelda'' games have them in spades, even in places where it doesn't make sense -- suchsense—such as the blocks on ice in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'', the giant granite blocks in the Spirit Temple of ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'', the picture block puzzle in the Forest Temple of the same game, and the floating crate puzzles in the Tower of the Gods in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]''. Evidently the ancients enjoyed lugging thousand-pound blocks around to negotiate their temples. Strangest part? In some games, Link can also ''pull'' them where they need to go (despite the lack of any visible features to get a grip on).
** And in the Tower of the Gods, you could control 3 of the blocks, just in case the point wasn't clear enough.
** Not to mention the Cane of Somaria in ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]'' and ''[[[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'', an item whose purpose is to actually create blocks.
** ''[[The Legend of Zelda: Spirit Tracks|The Legend of Zelda Spirit Tracks]]'' has sliding block puzzles and rolling block puzzles.
** ''[[The Legend of Zelda: Skyward Sword|The Legend of Zelda Skyward Sword]]'' cuts down on these considerably, but they're still there in some form.
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* ''[[Legacy of the Wizard]]'': Xemn and Meyna have to deal with these in their areas. Lyll can just break blocks once she finds the [[Powerful Pick|Mattock]].
 
=== [[Action Game]] ===
* ''Sanity: Aiken's Artifact'' is half action game, and half block puzzle. To its credit, most puzzles are more complex than just pushing rocks around. Still, it's perhaps the best example of [[Guide Dang It]] game, as finishing it without external help is a real test of patience.
* One of these shows up in the Japanese freeware game ''Guardian of Paradise'', with a slight twist in that it's the blocks that are ice instead of the floor. It makes no conceptual difference in the puzzle, though.
* ''[[God of War (series)|God of War]]'' had a few of them. One was basically an [[Escort Mission]] where the escort was inanimate (and respawned if destroyed), one was a [[Timed Mission]] to get it into the right spot before the floor killed you, and one was a genuine "complete the wall" puzzle.
 
=== [[Adventure Game]] ===
* ''[[Broken Sword]] 3'' had an unreasonable number of these popping up in all sorts of disparate locales. Glastonbury Sokoban puzzle, enemy base Sokoban puzzle, ancient temple Sokoban puzzle, Paris "what, ''another'' Sokoban puzzle?".
* ''[[Zork]] III'' contained a very early example; also noteworthy as most of the challenge was realizing that there ''was'' a block puzzle present (all the more so due to the rarity of the puzzle when the game came out).
* This is the real point behind ''Dawn's Light''. ''A Christmas Tale'', one of the games in this series consists almost entirely of these.
 
=== [[First-Person Shooter]] ===
* ''[[Half-Life]]'' is chock-full of puzzles with the traditional non-descript metal blocks. Its sequel, ''[[Half-Life 2]]'', gives the block puzzles a more modern look, with a gravity gun and physics objects replacing the old-school blocks. In other words, first game: block puzzle, second game: block puzzle [[Recycled in Space|WITH PHYSICS]].
* Some of the last few levels in ''[[Star Wars: Dark Forces|Dark Forces II: Jedi Knight]]'', taking place in the Valley of the Jedi have a few of these, but these are implied to be part of what the ancient Jedi set behind themselves.
* ''[[Nitemare 3D]]'' required you to push blocks and tombstones around occasionally to clear a path... or block one.
 
=== [[Platform Game]] ===
* ''[[Star Fox Adventures]]'' has a few:
** In Cape Claw, one room locks you in and some blocks move, releasing poison gas in. The "challenge" is to move the blocks back before the gauge empties, or you start losing health. Once you do it, the door opens, and the air becomes breathable again. (And the point of that exercise? {{spoiler|It also releases the Queen Cloudrunner, who is needed to forward the plot.}})
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* To complete Flower Tower in ''[[Something|Something Else]]'', Luigi has to push giant pots around obstacle-filled rooms in order to reach the end of the level.
 
=== [[Puzzle Game]] ===
* The [[Puzzle Game]] ''[[Sokoban]]'' (some versions of which have been released as ''Boxxle'' or ''Boxyboy'') consists entirely of this sort of puzzle; gameplay consists entirely of self-contained box puzzle levels, where a warehouse worker had to move shipping crates into specific places to complete each level.
** As does the now-forgotten [[Game Boy]] game ''Kwirk''.
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* In ''Flappy'', the player is immune to gravity, but blocks aren't. Each level has a blue block which has to be shifted onto the goal pedestal. There are also brown blocks for other blocks to be pushed over, which can also be destroyed if they get in the way.
 
=== [[Roguelike]] ===
* The ''Sokoban'' [[Mini Game]] [[Sidequest]] in ''[[Nethack]]'' consists of pushing boulders around to plug up holes in the floor which are otherwise impassable.
** Well, a wand of digging can destroy the blocks for you, but you get penalised for that. Cheater-pants.
*** A wand of digging has no effect on boulders (wand of striking works on the boulders, or any method of digging DOWN) , but yes, in Nethack, they try to make any attempt to 'think outside the Sokoban box' get a luck penalty
*** Also, you cannot fly over the holes in Sokoban, or move diagonally (unlike in the rest of the game), so if you destroy to many boulders, you cannot get to the end of the side quest and its juicy reward. Well, you can, by using scrolls to create more boulders, but then you have extra boulders in you path on the way back, and you may need to destroy them, thus getting another penalty.
 
=== [[Role -Playing Game]] ===
* ''[[Vagrant Story]]'' is notorious for the prevalence of its block puzzles, in which nearly every other room has some block-pushing that needs to be done to traverse it. It even keeps records of how fast you can clear each room. To their credit, the developers pushed the block puzzles to their limits, with blocks ranging from boxes you can pick up and chuck around to heavier crates you can only push, rocks you can only roll, and more complex versions like magnetic and frictionless blocks. One's [[Willing Suspension of Disbelief|suspension of disbelief]] wavers a bit here: A world that probably doesn't have toilet paper has frictionless blocks. Another editor assumes this must be something to do with the ''city of magic'' that said blocks inhabit.
** As an aside, this troper had a friend who adored the game, but nonetheless nicknamed it "Crate Story".
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* ''[[Paper Mario (franchise)|Paper Mario]]'' had a few: On Yoshi Island, in order to clear a boulder, you had to push blocks around to cover holes that sprayed water until the pressure under the rock was big enough to force it out of the way. Some places within Mt. Lavalava had you push blocks around to form bridges over [[Convection, Schmonvection|lava]]. One has you make a partial bridge, and then you have to be flown the rest of the way.
* Pretty much every dungeon in ''[[Golden Sun]]'' has at least one of these, though the game is less bad at this than in others. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles.
** The worst part of one of them in the sequel, ''Lost Age'', is that it's random by cartridge leaving most [[Walkthrough|Walkthroughs]]s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.
* In the ''[[Wild ArmsARMs]]'' series, nearly every single dungeon in all of the games contains a number of block puzzles and other environmental puzzle tasks.
* ''[[Rogue Galaxy]]'' employed what has to be [[What Do You Mean It's Not Awesome?|the most epic block puzzle in the history of the galaxy]]. [[Ominous Latin Chanting]] and everything.
* ''[[Final Fantasy Mystic Quest]]'' has a few of these - which, since most ''Final Fantasy'' dungeons are [[No Sidepaths, No Exploration, No Freedom|straightforward get-to-the-end kill-the-boss areas]], was rather innovative for the series.
* ''[[Tales of Symphonia]]'' has one in almost every dungeon, or so it seems. Notably the first one, in which they're actually ''[[Golem|Golems]]s'', and so have to be beaten into submission before you can use them.
** At least in ''[[Tales of the Abyss]]'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game.
* In ''[[Dragon Quest III]]'', the Dry Vase item needed to reach an underwater location is held in the basement of a castle in a room locked behind a rolling boulder puzzle. While the king informs you that "no one has ever solved it", the puzzle is remarkably easy, thus proving beyond the shadow of a doubt that everyone in that castle suffers from a terminal case of the Stupids.
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* ''[[Star Ocean: Till the End of Time]]'' had a series of increasingly difficult ones of these in one optional dungeon. The catch? The blocks moved along set paths (traced out in their color), and of course occasionally you needed to block one of those paths with, you guessed it, another block. Also, there tended to be several exits from one block puzzle, and often also treasure chests within the puzzle that you might have wanted to get to.
 
=== [[Shoot'Em Up]] ===
* ''[[Bangai-O]] Spirits'' has the "False Treasure" stage, found in the Puzzle Stages set. You need to fit a bunch of Boxes into Box Frames. If you push one into a corner, trap yourself, or otherwise render a Box unable to be moved into a remaining Box Frame, [[Unwinnable by Design|it's restart time]].
** Later in that set you encounter a different kind of Block Puzzle, where you must bounce your shots in a maze to get it to a target. You use the boxes to alter the shots' trajectory.
 
=== [[Simulation Game]] ===
* ''[[Lost in Blue]]'' and its sequel had a number of them, made all the more annoying for the fact that completing the puzzles take stamina, which is a [[Wizard Needs Food Badly|very precious commodity]] in those games.
 
== [[Survival Horror]] ===
* ''[[Resident Evil 2]]'' has one statue-moving puzzle with no logical reason to do it and another, more reasonable section where some crates must be moved to make a bridge to cross some water. Swimming might be out of the question if that water is sewage.
** Ditto for ''[[Resident Evil 1]]'', its remake, and ''[[Resident Evil 0Zero]]'', some puzzles of which had [[Deadly Gas]] [[Death Trap|deathtraps]] if you did them wrong.
 
== [[Turn-Based Strategy]] ==
* There are many levels in ''[[Disgaea 3 Absence of Justice]]'' and ''[[Disgaea 4: A Promise Unforgotten]]'' that require the proper placement of Geo Blocks, to be used as steps, and/or to manipulate the [[Geo Effects]] in a way that allows you to win the map. Some of them are also timed, and will either make the map unwinnable, or give you an instant [[Game Over]] if you don't get the blocks into position quickly enough.
 
=== Non[[Turn-videoBased game examples:Strategy]] ===
* There are many levels in ''[[Disgaea 3: Absence of Justice]]'' and ''[[Disgaea 4: A Promise Unforgotten]]'' that require the proper placement of Geo Blocks, to be used as steps, and/or to manipulate the [[Geo Effects]] in a way that allows you to win the map. Some of them are also timed, and will either make the map unwinnable, or give you an instant [[Game Over]] if you don't get the blocks into position quickly enough.
 
== [[AlternateNon-video Realitygame Game]]examples ==
=== [[Alternate Reality Game]] ===
* ''[[Perplex City]]'' manages to have a block puzzle card.
 
=== WebcomicsWeb Comics ===
* [https://web.archive.org/web/20081016063932/http://www.adventurers-comic.com/d/0164.html Block puzzles] [httphttps://wwwweb.archive.org/web/20190711030538/http://adventurers-comic.keenspot.com/d/20021023.html are common] in the world of ''[[Adventurers!]]!''
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{{quote| [[Light and Mirrors Puzzle|... but you still have to arrange the mirrors so the beam touches the sun,]] [[Cracked.com|and to do that you're going to need to grab the fourth block from the left and-]]}}
 
{{reflist}}
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[[Category:Older Than the NES]]
[[Category:Stock Puzzle]]
[[Category:Block Puzzle{{PAGENAME}}]]