Game Breaker/Video Games/Puzzle Game: Difference between revisions

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(Import from TV Tropes TVT:GameBreaker.Puzzle 2012-07-01, editor history TVTH:GameBreaker.Puzzle, CC-BY-SA 3.0 Unported license)
 
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* in ''Columns'', the playing field doesn't dissapear when you pause the game, allowing players plenty of time to plan how to place their jewels, although this isn't much help when the field is almost filled.
* The corner glitch in ''[[Within a Deep Forest]]'' allows you to bounce your ball character off corners at speeds that would normally break it... if you hit the corner at the right angle. Now there are two official speedrun charts.
* Some newer, official ''[[Tetris (Video Game)|Tetris]]'' games (''Tetris Worlds'' and ''Tetris DS'', for instance), have a feature known as [http://tetris.wikia.com/wiki/Infinity Infinity], which allows you to keep a piece active forever, as long as you move or rotate the piece before its "lock delay" timer runs out. This feature essentially allows an only-decent player to, with enough time and patience, max out the score in endless modes. It's only useful at the higher levels when pieces drop in an instant, but is still frowned upon for competitive play. This has been nerfed somewhat in ''Tetris Party'' and ''Tetris Friends'', where the pieces will still lock in place after enough movements.
** actually, in ''Tetris Worlds'' and ''Tetris DS'', the infinite spin isn't as game breaking as it would seem. in ''Tetris Words'', the object of the game is to clear 15 levels as fast as possible, and infinite spinning won't help you make any speed records. and in ''Tetris DS'', several modes require you to lay down peices as fast as humanly possible.
** [http://infinitespin.ytmnd.com/ Tetris is ridin' spinners, also blocks.]
** ''Tetris: The Grand Master 3'' implements floor kicks, which allow an I block on a flat surface to rotate upright, allowing it to more easily slip into holes one block wide. This feature was not in ''TGM3'''s predecessors, which has led some players to believe that this ruins the challenge of the ''TGM'' series.
** Some clones of ''[[Tetris (Video Game)|Tetris]]'', such as ''Blockles'' and ''TetriNet'', have a multiplayer mode in which you can use items. One particular item, commonly known as "swap," has you trade stacks with another player. This can be abused by building your stack very badly on purpose and then employing the item. ''Heboris'''s versus mode has a similar item called "Copy Field," but the same tactic is useless because items are used upon obtaining them (by clearing the block(s) that have them) and the item only copies your field with your opponent's, rather than swapping, so that strategy is suicidal.
* ''[[Puzzle Quest]]: Challenge Of The Warlords'' (and its sequels) has several examples, arguably made milder by the amount of effort it takes to gain and use them:
** Items forged with the Rune Of Music add mana to each gauge with every 4 or 5 gem match. The Rune of Jewels boosts attack power with every full mana gauge. If forged with the higher level modifiyer runes (Rune of Dragons or Rune Of The Gods), equipping both type items can give you attack power equal to [[Bonus Boss|a Runekeeper's]]. And that's without using one of the tricked-out forged weapons (Rune of Axes, Rune of Swords).
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** ''Galactrix'' has the Seventh Psi Power. The first six allow the player to become invisible to certain classes of ships, at the cost of some Psi Power points. The seventh makes you invisible to all on-screen enemies with no Psi Power cost. This, essentially, permanently turns off random encounters.
** ''Puzzle Quest 2'' has the Manticore and Wyvern poisons, which can only be wielded by the Assassin class. While the poisons available to the other classes max out at about 6 damage per turn (for 6-8 turns), the Assassin-only ones max out at 14 per for up to ten turns. And if you dual-wield different types (ex. A Hellforged Wyvern and an Ancient Wyvern), they stack. And poisons are ridiculously cheap to upgrade so you can max them out in short order. Once you've got two maxed-out poisons, you're pretty much invincible save for the bosses with [[One Hit KO|instant kill moves.]]
* In the teleportation game ''[[Portal (Video Gameseries)|Portal]],'' it's possible to poke the barrel of the portal gun through a portal, fire it, and pull back through the portal before the new portal forms. By repeating this, you can stay in one place while moving the far end of the portal further and further away. This makes several of the puzzles in the game ''much'' easier. (Whether this is "breaking" the game is debatable; it's the only way to beat some of the high-level challenges.)
** It's been proven that all of the original game's challenges are possible without this trick.
** This could also be done (and much more easily) in [[Narbacular Drop]], the spiritual predecessor.