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Puzzle Reset: Difference between revisions

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** ''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 -- the Temple of the Ocean King -- 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]] in [[Brutal Bonus Level|Hell Temple]]), and you always have the option of loading a save and trying again.
 
== [[Action Game]] ==
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== [[Platform Game]] ==
* The sliding-block puzzles in ''[[Star Fox Adventures (Video Game)|Star Fox Adventures]]'', specifically, the ones where a simple shove sends them sliding like they're on ice, only require that a block hit a wall in order for the puzzle to reset.
* ''[[De Blob (Video Game)|De Blob]]'' has a strange take on it. Your color meter, as well as your color itself, are reset to how they were before you started a mission, yet nothing else is.
* In ''[[Purple (Video Game)|Purple]]'', you can find doors whose only function ''is'' for reseting a puzzle.
 
== [[Puzzle Game]] ==
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* ''[[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.
* Puzzles in ''[[Breath of Fire III]]'' would do this.
* Same goes for ''[[Skies of Arcadia (Video Game)|Skies of Arcadia]]''.
* Exception: in ''[[Secret of Evermore]]'', if you screw up the jumping puzzle in the pyramid you have to reload and do it again. Unless you saved after screwing it up, in which case your game is now [[Unwinnable]].
* ''[[Vagrant Story]]'' would do this with failed and ''successful'' puzzles alike, forcing you to redo them just to get back to where you needed to be. On the plus side, it would occasionally time and rate your completion of a room on subsequent visits.
* The puzzle-rich ''[[Lufia 2 Rise of the Sinistrals]]'' included a "Reset" spell to reset any puzzle you screwed up, in case [[Ghost Butler|leaving and re-entering the room isn't an option]].
* ''[[Golden Sun (Video Game)|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 Arms 1 (Video Game)|Wild Arms 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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