Puzzle Reset: Difference between revisions

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Particularly pragmatic developers will include a Puzzle Reset for puzzles that ''should'' be impossible to get stuck in, to avert a possible [[Game Breaking Bug]].
 
Cousin to [[Everything Fades]] and [[Respawning Enemies]]. This appears very frequently with [[Block Puzzle]]s. An [[Acceptable Breaks From Reality|Acceptable Break From Reality]], because it would not be that fair to make the puzzle unwinnable because the player accidentally blocked completion.
 
{{examples}}
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* The [[Block Puzzle|Sokoban]] sub-level in ''[[Nethack]]'' most definitely does not reset under any circumstances. Fortunately, you don't ''have'' to finish it; you just get one of two very useful magical items if you do, plus a pile of gold. Additionally, there are several ways to "cheat" if you mess up, though each act of cheating grants you bad luck.
 
== [[Role -Playing Game]] ==
* In the ''[[Pokémon]]'' games, this can be done while [[Block Puzzle|pushing boulders]] in caves and dungeons. One puzzle in Sylph Co requires a version of this (where mooks are sent back to their original position) to beat.
* ''[[Pokémon Colosseum|Pokémon XD: Gale of Darkness]]'' has one puzzle that can ''only'' be solved using the reset - a crate that must be slid into one passageway to unblock another, and the only way to get through the freshly-blocked passageway is to exit and then reenter using the passageway you unblocked.
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* ''[[Golden Sun]]: The Lost Age'' actually has solving a puzzle depend on the room resetting when you leave. (To move a pillar needed to reach a treasure chest, you need to step on a breakable floor tile. This makes it impossible to actually GET to the treasure chest without falling through the floor and resetting the room. To get the chest you need to exit through an exit near the pillar, go back in, move it, then cross the floor tile that would be already broken if not for this trope.)
** Another puzzle uses a lever to reset it because you can't leave the room (unless you use magic to leave the entire dungeon).
* In ''[[Wild ArmsARMs 1]]'', where puzzle segments are heavily based on ''Zelda'', there was an actual ''item'' to reset the room, but it was almost never used. The rooms reset if you leave them anyway. It ''does'' save the player the trouble of walking all the way back to the entrance though.
* ''[[Shadow Hearts]]: Covenant'' has a variation - the adjustable stairs in the Neam Ruins won't reset unless you leave the dungeon entirely, which can be a hassle if you screw it up so badly that you can't get it back to the neutral position.
 
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{{reflist}}
[[Category:Acceptable Breaks From Reality]]
[[Category:Puzzle Reset{{PAGENAME}}]]