The Maze: Difference between revisions

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== [[Role Playing Game]] ==
* The '80s ''[[Wizardry]]'' series popularized the [[Dungeon Crawler]], in that it was ''only'' mazes filled with monsters, with a single town at the top. ''[[Ultima]]'' and ''[[The BardsBard's Tale Trilogy]]'' borrowed from and inspired ''Wizardry''. For a recent addition to the genre, see the ''[[.hack]] games.
** ''[[Wizardry VII]]: Crusaders of the Dark Savant'' features the Isle of Crypts. It's quasi-homogeneous due to the graphics of the time. ''Part'' of the place is a 3-D teleporter maze. There are plenty of [[Guide Dang It]] puzzles. You had best have been thorough exploring some areas previously, or you won't be able to progress past certain points without objects that didn't have any use at the time. Hordes of horrible monsters live here, too, including the [[Bonus Boss|Bonus Bosses]]. Sure, it's [[The Very Definitely Final Dungeon]], but good God it's a pain.
* ''[[Freshly Picked Tingles Rosy Rupeeland]]'' has the Deku Forest. You can pay someone to put signs revealing the right path throughout the forest. There's also a hidden chest in there, but that one you'll have to find on your own.
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** Of course, the Salerno Academy is *nothing* compared to the horror that is the Clockwork Mansion: a five by five grid of rooms, with different configurations of entrances and exits. . . in which *every single room but the one you are in and the one you just left rotate 90 degrees* each time you walk between two. And the shortest known solution involves a complex looping path. . . *shudders*
* ''[[Golden Sun]] 2'' uses this in all the Rocks, but a notable instance is in Gaia Rock, which one must use the Psynergy "Grow" on plants in the middle of each room to make them grow into plants which point the way to the boss chamber. It is nigh-impossible to get there otherwise; all the rooms are almost identical.
** [[Golden Sun: Dark Dawn]] has Otka Island, made even worse by the fact that you must face {{spoiler|the [[That One Boss|Ancient Devil]]}} at the end.
* Mobius Desert in ''[[Digimon World]] 3''.
* ''[[Breath of Fire III]]'' had an interesting variation on this. Instead of all the rooms looking the same, they had a completely featureless desert that spread out in all directions. The key to getting through it was to wait until night and navigate by the stars. If you went the wrong way, you'd just run out of water and teleport back to town before you got anywhere.
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* ''[[Vagrant Story]]'' has the Snowfly Forest and the [[Bonus Dungeon]] Iron Maiden B2.
* ''[[Might and Magic]]'' VII has one in the form of the Barrows, where you each room has only one door, but up to four possible exits depending on what levers inside it are pulled.
* ''[[Riviera the Promised Land|Riviera: The Promised Land]]'' has one in chapter 3 with homogynous rooms and a tricky two part puzzle involving changing seasons and following directions on signs which have increasingly more of their lettering worn away. The whole thing is optional and easily missable, and aside from getting a few items the only aim is to get out again, making it an especially frustrating experience even by maze standards.
 
== [[Shoot'Em Up]] ==