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** A review showed a screenshot of this game captioned, "See that wrench? Neither did we. For ''three hours.''"
* In ''[[Maniac Mansion]]'', if your character is captured, the cell door can be opened by pushing a particular brick - one in a wall of hundreds. This one's pretty easy though, considering the (primitive) engine makes every hotspot at least 8x8 pixels in size.
* The ''[[Monkey Island]]'' series has some fun with this trope. But like all latter-day [[Lucas ArtsLucasArts]] games, it displays item names when you hover the mouse on them.
** In the first game, you're required to get a rubber chicken to go somewhere. The problem? It blends in with "cursed" chickens the player character says something to the effect of "I'm not going near those" if clicked on the wrong one. Thankfully, this was fixed in the special edition.
** In the second game you are, at one point, completely in the dark. It turns out there's a light switch on the wall. The problem is, both the room and the switch are ''completely'' black, and thus invisible.
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== Eastern RPG ==
* Koudelka (first game in the ''[[Shadow Hearts]]'' series) is built around a number of what some would call obtuse puzzles. Objects that can be picked up usually give some kind of visual cue such as being shiny or a different color, but other times, they're completely nondescript and look exactly like the pre-rendered background they're placed on. This devolves into the player mashing X constantly to find things that can be picked up to solve the current puzzle, sometimes rooms away with no indication of where to look. [[Guide Dang It]]!
* Parodied in ''[[EarthboundEarthBound]]''. In the desert, there's a small side-quest involving two lovers separated in the desert. Ness can find them, speak with them, and relay their messages to each other. The catch? The lovers are white and black sesame seeds, and both are only a single pixel big. Your only reward for finding and speaking with them is the satisfaction of knowing they may someday be able to continue their relationship.
** In ''[[Mother 3]]'', {{spoiler|[[Crowning Moment of Heartwarming|they are reunited in the]] [[Nostalgia Level|Hall of Memories]]}}.
* In ''[[Final Fantasy VIII]]'', there is an interesting case near the end of the first disc, in which you are required to go to an ancient ruin to recover the sword of the previous person to enter the ruin. Problem? The sword is lying on the ground in the first room you enter, and could easily be mistaken for a patch of light.
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== Platformer ==
* The 2D ''[[Metroid]]'' games after ''Super Metroid'' have pixel hunting to find hidden tunnels and holes in the ceiling (especially with the ones that can't be detected by shooting or releasing bombs at the wall/ceiling).
* Delphine Software loved this one. Near the start of ''[[Future Wars]]'', you have to put a flag in a hole on a map which is literally one pixel large, which is fiddly even at the chunky resolution of the time. ''[[Another World (video game)|Another World]]'' and ''[[Flashback (video game)|Flashback]]'' both like putting pixel-high crucial items on the floor.
* ''[[Super Mario Sunshine]]'' has the infamous Blue Coins causing you to have to spray ''very'' precise areas in order to obtain 100% completion. Hitting the "Z" button would allow you to see how many blue coins you'd collected in every area. Of course, you would still have to know that {{spoiler|there are 30 apiece in the normal courses, 20 in Delfino Square, and 10 in Corona Mountain.}} And even that doesn't help you figure out which of the area's episodes you should be looking in.
 
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== Wide Open Sandbox Game ==
* ''[[Grand Theft Auto: San Andreas]]'' has this too, surprisingly, on it's map screen for turf wars. One of the turfs is a single sidewalk in the north edge of the map. On the in-game map this becomes a barely visible line, usually yellow against the green of your gang.
 
{{reflist}}
[[Category:Fake Difficulty]]
[[Category:Video Game Difficulty Tropes]]
[[Category:Pixel Hunt{{PAGENAME}}]]
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