Lock and Key Puzzle: Difference between revisions

Content added Content deleted
(clean up)
m (categories and general cleanup)
Line 9: Line 9:


See also [[Broken Bridge]]. If the "key" is something non-intuitive or ridiculous, you've got to [[Solve the Soup Cans]].
See also [[Broken Bridge]]. If the "key" is something non-intuitive or ridiculous, you've got to [[Solve the Soup Cans]].
{{examples|Examples}}
{{examples}}


* This one dates back to the dawn of Adventure: the goal of ''[[Colossal Cave]]'' is to deliver the various treasures in the game to a treasure room.
* This one dates back to the dawn of Adventure: the goal of ''[[Colossal Cave]]'' is to deliver the various treasures in the game to a treasure room.
** ''[[Zork (Video Game)|Zork]]'' has the same goal.
** ''[[Zork (Video Game)|Zork]]'' has the same goal.
* Ubiquitous in the [[Resident Evil]] series.
* Ubiquitous in the [[Resident Evil]] series.
* The ancient [http://en.wikipedia.org/wiki/TinyMUD TinyMUD] had a wonderful in-game language for constructing new puzzles. As long as they were lock-and-key puzzles. That was the only type you could build.
* The ancient [[wikipedia:TinyMUD|TinyMUD]] had a wonderful in-game language for constructing new puzzles. As long as they were lock-and-key puzzles. That was the only type you could build.
* The two Detective Barbie PC games had this, although it wasn't always literal keys.
* The two Detective Barbie PC games had this, although it wasn't always literal keys.
* The NES game ''[[Castlequest]]'' was one gigantic version of this.
* The NES game ''[[Castlequest]]'' was one gigantic version of this.
Line 30: Line 30:
{{reflist}}
{{reflist}}
[[Category:Stock Video Game Puzzle]]
[[Category:Stock Video Game Puzzle]]
[[Category:Lock And Key Puzzle]]
[[Category:Lock and Key Puzzle]]