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That's right. Blocks.
 
Well, there's the whole "[[Everything Trying to Kill You|hordes of monsters]]" thing, but the real stumbling, um, ''blocks'' in your journey are roomfuls of fiendish [[Block Puzzle|'''Block Puzzles]]'''. In the course of many quests to save the world in a video game, you're going to run across a warehouse, a factory, or sometimes even a random nondescript cave full of [[Crate Expectations|crates]], boxes, boulders, or featureless cubes which can only be negotiated by pushing them around until you push them into a slot or a door opens or you form a bridge or something. Sometimes you simply need to get them out of your way, because [[Insurmountable Waist-Height Fence|for some reason you can't climb over them]].
 
Sometimes you can pretty much push them wherever you want, in which case the puzzle is how to get the blocks to their goal without other blocks getting in the way. Other times, the floors are covered with [[Frictionless Ice]] or some other slippery substance and whenever you push the block, it keeps moving until it hits a wall. In those cases, you have to bounce the block in a convoluted path around the room, hitting various pillars set up in the middle to get the block to its goal. If they really want to be nasty with these, they'll have more than one block in the puzzle, only one of which actually needs to get to the end; the rest have to be pushed to create additional walls for other blocks to hit. There are also dark rumors of block puzzles so fiendish that they actually require ALL blocks to get to the end, ''while using each other as walls to get there'' and [[Bottomless Pits]] that eat the blocks and/or you, forcing you to start over.
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* The ability to ''[[You Have Researched Breathing|pull]]'' blocks as well as push them.
 
The [['''Block Puzzle]]''' shows up in many genres, though [[Action Adventure]] and [[RPG|RPGs]]s are well known for their propensity to stick giant boxes in your way. It serves to break up the action, in most games, intended to give the players a moment to breathe and think. Unfortunately, this trope has been used so often and to such an extent that the usual response upon finding such a room is something along the lines of "Aw geez, not ''another'' block puzzle!" and a quick trip to [[GameFAQs]] after you get the green block stuck in the corner ''again''.
 
[[Block Puzzle|'''Block Puzzles]]''' will show up in [[Puzzle Game|Puzzle Games]]s too, of course, but in that case... well, they're ''puzzle'' games. Also, in any game where you are accompanied by an ally (NPC or otherwise), you will almost ''always'' encounter [[Broken Bridge|a block that won't budge]] unless you and your allies all shove away at it together. [[Artificial Stupidity|If they can figure that out, of course]].
 
This occasionally crosses over with [[Solve the Soup Cans]], when the block puzzles really don't make any sense, and coupled with a particular variety of [[Unexpected Gameplay Change]]. With the push towards realism in environments, the [['''Block Puzzle]]''' does seem to be on the [[Discredited Trope|decline]], but is far from [[Dead Horse Trope|dead]] - you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with [[Crate Expectations]]...
 
Named after the infamous block puzzle mechanic in ''[[Vagrant Story]]''.
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== [[Action Adventure]] ==
* ''Zelda'' games have them in spades, even in places where it doesn't make sense -- suchsense—such as the blocks on ice in ''[[The Legend of Zelda: Twilight Princess|The Legend of Zelda Twilight Princess]]'', the giant granite blocks in the Spirit Temple of ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'', the picture block puzzle in the Forest Temple of the same game, and the floating crate puzzles in the Tower of the Gods in ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]''. Evidently the ancients enjoyed lugging thousand-pound blocks around to negotiate their temples. Strangest part? In some games, Link can also ''pull'' them where they need to go (despite the lack of any visible features to get a grip on).
** And in the Tower of the Gods, you could control 3 of the blocks, just in case the point wasn't clear enough.
** Not to mention the Cane of Somaria in ''[[The Legend of Zelda: A Link to the Past|The Legend of Zelda a Link To T He Past]]'' and ''[[[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'', an item whose purpose is to actually create blocks.
** ''[[The Legend of Zelda: Spirit Tracks|The Legend of Zelda Spirit Tracks]]'' has sliding block puzzles and rolling block puzzles.
** ''[[The Legend of Zelda: Skyward Sword|The Legend of Zelda Skyward Sword]]'' cuts down on these considerably, but they're still there in some form.
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* ''[[Paper Mario (franchise)|Paper Mario]]'' had a few: On Yoshi Island, in order to clear a boulder, you had to push blocks around to cover holes that sprayed water until the pressure under the rock was big enough to force it out of the way. Some places within Mt. Lavalava had you push blocks around to form bridges over [[Convection, Schmonvection|lava]]. One has you make a partial bridge, and then you have to be flown the rest of the way.
* Pretty much every dungeon in ''[[Golden Sun]]'' has at least one of these, though the game is less bad at this than in others. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles.
** The worst part of one of them in the sequel, ''Lost Age'', is that it's random by cartridge leaving most [[Walkthrough|Walkthroughs]]s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.
* In the ''[[Wild Arms]]'' series, nearly every single dungeon in all of the games contains a number of block puzzles and other environmental puzzle tasks.
* ''[[Rogue Galaxy]]'' employed what has to be [[What Do You Mean It's Not Awesome?|the most epic block puzzle in the history of the galaxy]]. [[Ominous Latin Chanting]] and everything.
* ''[[Final Fantasy Mystic Quest]]'' has a few of these - which, since most ''Final Fantasy'' dungeons are [[No Sidepaths, No Exploration, No Freedom|straightforward get-to-the-end kill-the-boss areas]], was rather innovative for the series.
* ''[[Tales of Symphonia]]'' has one in almost every dungeon, or so it seems. Notably the first one, in which they're actually ''[[Golem|Golems]]s'', and so have to be beaten into submission before you can use them.
** At least in ''[[Tales of the Abyss]]'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game.
* In ''[[Dragon Quest III]]'', the Dry Vase item needed to reach an underwater location is held in the basement of a castle in a room locked behind a rolling boulder puzzle. While the king informs you that "no one has ever solved it", the puzzle is remarkably easy, thus proving beyond the shadow of a doubt that everyone in that castle suffers from a terminal case of the Stupids.
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* There are many levels in ''[[Disgaea 3: Absence of Justice]]'' and ''[[Disgaea 4: A Promise Unforgotten]]'' that require the proper placement of Geo Blocks, to be used as steps, and/or to manipulate the [[Geo Effects]] in a way that allows you to win the map. Some of them are also timed, and will either make the map unwinnable, or give you an instant [[Game Over]] if you don't get the blocks into position quickly enough.
 
=== Non-video game examples: ===
 
== [[Alternate Reality Game]] ==
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