Guide Dang It/Video Games/Adventure Game: Difference between revisions

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(Corrected the Wishbringer entry. The previous editor made it sound like the can was lost for good after the troll puzzle, which is NOT the case. The real problem is that the hinted rattling noise might be dismissed as a bug when it's not. Also made the cyclops puzzle description in Zork 1 more accurate. I made these corrections previously on the FANDOM branch but realized I hadn't done so here)
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* ''[[Time Hollow]]'' is pretty good about avoiding this for the main path... but there's a few optional tasks you can perform that fall squarely into this. All but one of them, you have no reason to suspect are even ''possible'' without checking a guide, in fact.
* ''[[Time Hollow]]'' is pretty good about avoiding this for the main path... but there's a few optional tasks you can perform that fall squarely into this. All but one of them, you have no reason to suspect are even ''possible'' without checking a guide, in fact.
* ''[[Milon's Secret Castle]]'' [http://www.gametrailers.com/player/44794.html?type=flv gets a lot of criticism on this front], though most of it is exaggerated. Left+ Start continuing the game seems like a Guide Dang It, but it is mentioned [[All There in the Manual|in the manual]]. Most of the secrets are not marked, but many of them are [http://www.youtube.com/watch?v=fj6r4lff0-o optional], or redundant, or placed in such a way that running through the most obvious path in the level with the shoot button held down will find them by accident. The reason this game belongs on the page? Milon can move blocks to reveal doors. This is not mentioned in the manual. This is not even slightly hinted at in the game; there is a shopkeeper who gives hints, but he found it more important to tell you to "FIND A SAW" (the saw is in an item shop, for free, in a game with infinite inventory space and no negative-effect items). Even if Milon is standing near a block he can move, and pressing up against it, the game's animation does not indicate that Milon is pushing it and you must push it for several seconds to move the block. Worst of all, the player cannot make ''any'' significant progress without figuring this one out; you can enter three rooms, only two of which will have anything in them.
* ''[[Milon's Secret Castle]]'' [http://www.gametrailers.com/player/44794.html?type=flv gets a lot of criticism on this front], though most of it is exaggerated. Left+ Start continuing the game seems like a Guide Dang It, but it is mentioned [[All There in the Manual|in the manual]]. Most of the secrets are not marked, but many of them are [http://www.youtube.com/watch?v=fj6r4lff0-o optional], or redundant, or placed in such a way that running through the most obvious path in the level with the shoot button held down will find them by accident. The reason this game belongs on the page? Milon can move blocks to reveal doors. This is not mentioned in the manual. This is not even slightly hinted at in the game; there is a shopkeeper who gives hints, but he found it more important to tell you to "FIND A SAW" (the saw is in an item shop, for free, in a game with infinite inventory space and no negative-effect items). Even if Milon is standing near a block he can move, and pressing up against it, the game's animation does not indicate that Milon is pushing it and you must push it for several seconds to move the block. Worst of all, the player cannot make ''any'' significant progress without figuring this one out; you can enter three rooms, only two of which will have anything in them.
* Every game in the ''[[Zork]]'' series has one of these. For example, getting past the cyclops in the first game requires either saying "Odysseus" or feeding him lunch. Attacking him with the sword, knife, or your bare hands; trying to sneak past him; or giving him anything else or saying anything else results in a game over.
* Every game in the ''[[Zork]]'' series has one of these. For example, getting past the cyclops in the first game requires either saying "Odysseus" or feeding him lunch. Attacking him with the sword, knife, or your bare hands; trying to sneak past him; or giving him anything else or saying anything else results in either the cyclops ignoring you or getting angry and accelerating the time limit to solving the puzzle..
** The game hints at both of these; the message you get if you hang around him or give him something indicates that he's hungry, and the Odysseus thing comes from mythology. If you don't know mythology, there's also a hint in the black book that you obtain during the course of the game. (The first letters of each line of the commandment in the black book spell out ODYSSEUS.) Incidentally, "Ulysses", the Roman version, also works.
** The game hints at both of these; the message you get if you hang around him or give him something indicates that he's hungry, and the Odysseus thing comes from mythology. If you don't know mythology, there's also a hint in the black book that you obtain during the course of the game. (The first letters of each line of the commandment in the black book spell out ODYSSEUS.) Incidentally, "Ulysses", the Roman version, also works.
** There's also the Loud Room, which [[Interface Screw|screws with your commands]] by making the last word echo echo echo ... and ignoring it. You can leave the room, but you literally can't do anything else else else ... including seeing the room description again again again ... taking inventory inventory inventory ... and so on on on ... There are actually two solutions. One makes sense and involves {{spoiler|draining the nearby lake through the dam which is the source of the noise}}. Unfortunately, it takes a while and only works for a few turns at a time. The permanent solution is to {{spoiler|stand in the room and '''type "ECHO", which magically STOPS the echo''' (or at least makes it so you're no longer bothered by it)!}}
** There's also the Loud Room, which [[Interface Screw|screws with your commands]] by making the last word echo echo echo ... and ignoring it. You can leave the room, but you literally can't do anything else else else ... including seeing the room description again again again ... taking inventory inventory inventory ... and so on on on ... There are actually two solutions. One makes sense and involves {{spoiler|draining the nearby lake through the dam which is the source of the noise}}. Unfortunately, it takes a while and only works for a few turns at a time. The permanent solution is to {{spoiler|stand in the room and '''type "ECHO", which magically STOPS the echo''' (or at least makes it so you're no longer bothered by it)!}}
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*** The old woman who sent you on her mission deceived you by saying that you would not get the Wishbringer until you rescued her cat (which is in the aformentioned final room, although of course you have no way of knowing ''this'' either), whereas the opposite is true.
*** The old woman who sent you on her mission deceived you by saying that you would not get the Wishbringer until you rescued her cat (which is in the aformentioned final room, although of course you have no way of knowing ''this'' either), whereas the opposite is true.
*** Give up? All right, it's in that can she gave to you. See, the rattling sound was supposed to tip you off. Oh, wait, she put a rattlesnake in the can (which you need to get past the troll), so there's ''still'' no way you'd ever know. Oops!
*** Give up? All right, it's in that can she gave to you. See, the rattling sound was supposed to tip you off. Oh, wait, she put a rattlesnake in the can (which you need to get past the troll), so there's ''still'' no way you'd ever know. Oops!
*** And the nail in the coffin: After you use the rattlesnake to get past the troll, and whether or not you gave it to him or simply opened it, the can clatters to the ground, so there's no hope of even ACCIDENTALLY discovering the secret. Needless to way, this was the point where I completely gave up all hope of Infocom ever producing a game that was not a complete waste of time.
*** * Unless of course you pick up the can after the rattlesnake leaves it, and get a message that there's a rattling noise in the can. However, unless they actually SHAKE the open can (in which case you're told 'It sounds like there are nuts inside, though the can appears to be empty', hinting at the false bottom concealing the stone), then people are likely to dismiss the occasional rattling noise hint as a bug in the game, that thinks the rattlesnake is still inside the can.
* ''Necronomicon'' had a puzzle where the player was presented with about 20 unmarked bottles, and had to mix two specfic ones in a beaker. Every such attempt involved moving the bottles one at a time from their shelf to the beaker, there was absolutely no hint as to which bottles had to be mixed, and only very vaguely alluded to that you had to mix some of them in the first place. This puzzle leads directly into {{spoiler|having to locate an unknown piece of information from a talking, hard-to-understand and annoying-to-operate interactive encyclopedia, then using the name it gave you to locate a specific urn of ashes in a massive room of urns by looking at near-impossible-to-read labels with initials of the guys whose ashes these are}}. This is the point where most everyone either look up a guide or throw the game in the trash.
* ''Necronomicon'' had a puzzle where the player was presented with about 20 unmarked bottles, and had to mix two specfic ones in a beaker. Every such attempt involved moving the bottles one at a time from their shelf to the beaker, there was absolutely no hint as to which bottles had to be mixed, and only very vaguely alluded to that you had to mix some of them in the first place. This puzzle leads directly into {{spoiler|having to locate an unknown piece of information from a talking, hard-to-understand and annoying-to-operate interactive encyclopedia, then using the name it gave you to locate a specific urn of ashes in a massive room of urns by looking at near-impossible-to-read labels with initials of the guys whose ashes these are}}. This is the point where most everyone either look up a guide or throw the game in the trash.
* English adventure game ''The Guild Of Thieves'' used this in the worst way: at one point, the player is asked to cross a path of coloured squares in a pattern. While the the player gets the correct path, the game will '''not''' tell you how the squares are laid out. The solution: consult a paper map that was included with the game.
* English adventure game ''The Guild Of Thieves'' used this in the worst way: at one point, the player is asked to cross a path of coloured squares in a pattern. While the the player gets the correct path, the game will '''not''' tell you how the squares are laid out. The solution: consult a paper map that was included with the game.