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|Block Puzzles]]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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== [[Action Adventure]] ==
* Many games in ''[[The Legend of Zelda]]'' series.
** Although it's interesting to note that, in ''[[Ocarina of Time]]'', you can't [[Puzzle Reset]] the Gerudo Training Grounds if you start using keys on the wrong side of the final room. However, there are enough keys to open every door, it's just that some of them are only available after you get the Silver Gauntlets, which you don't have when the Training Grounds are first accessible.
** ''The Legend of Zelda: [[A Link to The Past]]'' had one puzzle that required [[Puzzle Reset]] to beat. It was so annoying and non-obvious that the [[Updated Rerelease]] replaced it entirely. That said, in the original version you could still skip the puzzle by completing a later dungeon first, giving you access to, essentially, the Cane of Puzzle Skipping.
** This is the one thing that most fans dislike about ''[[Phantom Hourglass]]'', which has a dungeon -- thedungeon—the Temple of the Ocean King -- thatKing—that must be revisited over and over. Each time, all previously-solved puzzles have reset themselves and must be redone in order to advance farther down in the dungeon. Did we mention this is a ''[[Timed Mission]]''?
* ''[[La-Mulana]]'' goes out of its way in the manual to tell you that there are things you can [[Lost Forever|screw up forever]]. Strangely enough for a game that proclaims its difficulty loudly, most puzzles are resettable (including the complicated [[Block Puzzle|Block Puzzles]]s in [[Brutal Bonus Level|Hell Temple]]), and you always have the option of loading a save and trying again.
 
== [[Action Game]] ==
* ''[[God of War]]'' takes this one step further, as you needn't even leave the room for the puzzle objects to reappear. For example, at one point early in the game you're tasked with pushing a crate past a group of archers on a higher ledge. If the enemies destroy the crate, a new one automatically appears in the original position mere seconds later.
* A particularly weird example appeared in the ''[[Tomb Raider]]'' series--boulderseries—boulder traps would often reset, as if the boulder had spontaneously rolled back uphill, until they were successfully passed. And sometimes then, as well. Occasionally the opposite would happen, usually when it was least convenient.
 
== [[Adventure Game]] ==
* ''[[Myst]] IV: Revelation'' is notable for having certain puzzles (such as one involving moving monkeys around trees in order to lure a carnivore, blocking your path, into a trap) which do not reset after leaving. (This is particularly ironic in light of the fact that the above puzzle clearly shows the carnivore leaving the area to follow you -- andyou—and then returning to exactly the position it was in before you left.)
* Phenomenally generously for a ''[[Sierra]]'' game, there's a section in ''[[Space Quest]] 5'' where you have to punch holes in certain sections of a card to get it to let the correct lasers through a security lock to open it - and if you get a position wrong, the game explicitly tells you that you've messed it up and gives you the opportunity to reset it, at the cost of a few points. Of course, more traditionally, if you didn't actually pay attention to where said lasers were when you had the opportunity to look at them a while ago, [[Unwinnable|you're stuffed]].
 
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