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Interchangeable Antimatter Keys: Difference between revisions

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* The ASCII-based DOS game ''[[ZZT]]'' had a variant of this: Keys and doors came in seven colors, and any key of a given color would unlock any door of that color (and then disappear forever). You also could only carry one key of each color at a time, which led to situations where your way might be [[Insurmountable Waist-Height Fence|blocked by a key]] (which was the same size as the player, the doors, and everything else) that you could not pick up until you found a door to use the key you already had on.
** Keys can be indirectly pushed at least (but you can't directly push them).
** ''[[MegaZeux]]'' has the variant: There are sixteen colours of keys, and you can hold up to sixteen keys at once (they block your way if you already have sixteen), but you can have more than one of the same colour, as long as you do not have more than sixteen in total.
* The Subspace Emissary mode from ''Super Smash Bros. Brawl''.
* The two 3D ''[[Klonoa]]'' games play this straight ("One key, one door") although it's the variation in which you can only reach one key at any time. The 2D puzzle games avert it, however: keys come in multiple shapes, and each one can open all of the matching doors in that level.
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