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* ''VideoGame/ThreeFairiesHoppinFlappinGreatJourney'': Warehouse C-1's puzzles has the puzzle be a series of crates to push to make the way forward.
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* ''VideoGame/MidnightPuppeteer'': The courtyard features a puzzle involving red stones in a garden maze. You have to maneuver through them and push the last stone into a pit in order to get access to a key at the end of the maze.

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* ''VideoGame/MidnightPuppeteer'': The courtyard features a puzzle and the auditorium feature maze puzzles involving red stones in a garden maze. stones. You have to maneuver through them and push the last stone into a pit out of the way in order to get access to a key at the end of the maze.
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General clarification on work content


* ''VideoGame/MidnightPuppeteer'': The courtyard features a puzzle involving red balls in a garden maze. You have to maneuver through them and push the last ball into a pit in order to get access to a key and a shovel on the other side of the courtyard.

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* ''VideoGame/MidnightPuppeteer'': The courtyard features a puzzle involving red balls stones in a garden maze. You have to maneuver through them and push the last ball stone into a pit in order to get access to a key and a shovel on at the other side end of the courtyard.maze.
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* In ''VideoGame/NetHack'', the ''Sokoban'' {{minigame}} {{sidequest}} consists of pushing boulders around to plug up holes in the floor which are otherwise impassable.

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* In ''VideoGame/NetHack'', the ''Sokoban'' {{minigame}} {{sidequest}} consists of pushing boulders around to plug up holes in the floor which are otherwise impassable. (In a game where with the proper gear you can fly, jump and teleport.)
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* ''VideoGame/MidnightPuppeteer'': The courtyard features a puzzle involving red balls in a garden maze. You have to maneuver through them and push the last ball into a pit in order to get access to a key and a shovel on the other side of the courtyard.

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Using Platform namespace


* The ''VideoGame/PuzzleBoy'' series of games by Creator/{{Atlus}} (localized for the UsefulNotes/GameBoy as ''Kwirk'' and ''Amazing Tater'') featured blocks of varying shapes and sizes. Some blocks just had to be pushed out of the way; others were needed to fill holes.

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* The ''VideoGame/PuzzleBoy'' series of games by Creator/{{Atlus}} (localized for the UsefulNotes/GameBoy Platform/GameBoy as ''Kwirk'' and ''Amazing Tater'') featured blocks of varying shapes and sizes. Some blocks just had to be pushed out of the way; others were needed to fill holes.



* ''Clogger'' for the UsefulNotes/BBCMicro has you assembling a picture in each level by pushing its 21 pieces around so that they fit together properly.

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* ''Clogger'' for the UsefulNotes/BBCMicro Platform/BBCMicro has you assembling a picture in each level by pushing its 21 pieces around so that they fit together properly.
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SuperTrope of FifteenPuzzle, sliding numbered tiles in a 4×4 grid so they are arranged in ascending order, and {{Klotski}}, a sliding 4×5 puzzle of which the goal is getting a 2×2 block to the bottom. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by freely re-arranging the elements of a grid.

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SuperTrope of FifteenPuzzle, sliding numbered tiles in a 4×4 grid so they are arranged in ascending order, and {{Klotski}}, a sliding 4×5 puzzle of which the goal is getting a 2×2 block to the bottom. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by freely re-arranging the elements of a grid.



!!Examples

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!!Examples
!!Examples:
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This occasionally crosses over with SolveTheSoupCans, when the block puzzles really don't make any sense, and coupled with a particular variety of UnexpectedGameplayChange. With the push towards realism in environments, the Block Puzzle does seem to be on the {{d|iscreditedTrope}}ecline, but is far from {{dead|HorseTrope}} -- you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with CrateExpectations. The advent of [[WreakingHavok physics engines]] have also given block puzzles a new lease on life, as they allow for more flexible manipulation of blocks.

SuperTrope of FifteenPuzzle and {{Klotski}}, a sliding 4×5 puzzle of which the goal is getting a 2×2 block to the bottom. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.

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This occasionally crosses over with SolveTheSoupCans, when the block puzzles really don't make any sense, and coupled with a particular variety of UnexpectedGameplayChange. With the push towards realism in environments, the Block Puzzle does seem to be on the {{d|iscreditedTrope}}ecline, but is far from {{dead|HorseTrope}} -- you never know when you'll find yourself near a ledge you can't quite reach, in a room filled with CrateExpectations. The advent of [[WreakingHavok physics engines]] have has also given block puzzles a new lease on life, as they allow for more flexible manipulation of blocks.

SuperTrope of FifteenPuzzle FifteenPuzzle, sliding numbered tiles in a 4×4 grid so they are arranged in ascending order, and {{Klotski}}, a sliding 4×5 puzzle of which the goal is getting a 2×2 block to the bottom. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by freely re-arranging the elements of a grid.
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SuperTrope of FifteenPuzzle and {{Klotski}}. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.

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SuperTrope of FifteenPuzzle and {{Klotski}}.{{Klotski}}, a sliding 4×5 puzzle of which the goal is getting a 2×2 block to the bottom. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.
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Also see {{Klotski}}. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.

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Also see SuperTrope of FifteenPuzzle and {{Klotski}}. Not to be confused with FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.
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* Like its parent ''Puzzle Boy'' series, some ''VideoGame/SpudsAdventure'' levels have you pushing blocks into specific places to open doors.
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* ''TabletopGame/PerplexCity'' manages to have a block puzzle card.

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* ''TabletopGame/PerplexCity'' ''ARG/PerplexCity'' manages to have a block puzzle card.
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* Blocks with different properties, such as Destroyable blocks, FrictionlessIce Blocks, [[LightAndMirrorsPuzzle Mirror or Prism]] blocks, or blocks that interact or react with each other
* Enemies that pursue the player and must be trapped or crushed by the blocks
* The ability to ''pull'' blocks as well as push them.

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* # Blocks with different properties, such as Destroyable blocks, FrictionlessIce Blocks, [[LightAndMirrorsPuzzle Mirror or Prism]] blocks, or blocks that interact or react with each other
* # Enemies that pursue the player and must be trapped or crushed by the blocks
* # The ability to ''pull'' blocks as well as push them.



Also see {{Klotski}}. Not to be confused with FallingBlocks.

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Also see {{Klotski}}. Not to be confused with FallingBlocks.
FallingBlocks. Contrast {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.
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* ''VideoGame/VoidStranger'' frequently has puzzles where the player must move boulders to get to an item or the exit. The player also has access to a "Strange Rod" that can pick out floor tiles and place them wherever there is empty space.
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* ''VideoGame/FroggersJourneyTheForgottenRelic'': The second visit to the Black Lotus Hideout has Frogger scale their tower, with over a dozen rooms, each requiring him to use OPART'S Push Blocks ability to move blocks around to open the way to the door to the next room.
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Crosswicking

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* ''VideoGame/SuperMarioParty'': Toad's Rec Room contains a minigame called Puzzle Hustle, where the objective is to move your character around to slide large pieces of character sprites from previous Mario games around a small playing field and put them all together to build the complete sprite. Characters can both push and pull each piece, but the pieces cannot move through each other, so they must be positioned in ways that the other pieces can be moved around them. This mode can be played with multiple players, and if multiple characters push or pull a piece in the same direction simultaneously, the pieces can be moved faster.
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* ''VideoGame/ShinMegamiTenseiIIINocturne'' has one as a GameWithinAGame. As per company tradition, [[NintendoHard it's not particularly easy]].

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* ''VideoGame/ShinMegamiTenseiIIINocturne'' has one as a GameWithinAGame. As per company tradition, [[NintendoHard it's not particularly easy]]. While optional, completing every level rewards you with a [[PowersAsPrograms Magatama]].
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* Surprisingly, the VideoGame/{{LEGO Adaptation Game}}s only have a few of these puzzles apiece, if any.

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* Surprisingly, despite being a series all about physical puzzles, the VideoGame/{{LEGO Adaptation Game}}s only have a few of these puzzles block-based ones apiece, if any.with some of them not even having one.
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* The gameplay of ''TabletopGame/GameOfTheGenerals'' can sometimes resemble this; especially in the early stages, a piece you want to move may be surrounded by a lot of other (friendly) pieces. You'll have to shuffle them around carefully to get that piece where you want it.
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* ''VideoGame/GarfieldsNightmare'': The castle levels feature wooden boxes Garfield has to push or pull in order to reach high places. At specific points, he has to make way by destroying barrels to move the boxes and proceed forward. Later levels after the first world have wooden boxes as well, but their usage is less cerebral in comparison.
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* This is the real point behind ''Dawn's Light''. ''A Christmas Tale'', one of the games in this series consists almost entirely of these.

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* %%* This is the real point behind ''Dawn's Light''.''VideoGame/DawnsLight''. ''A Christmas Tale'', one of the games in this series consists almost entirely of these.

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* The ''Eggerland'' series (which includes the ''VideoGame/{{Adventures of Lolo}}'' trilogy) is a series of Sokoban-style block-puzzle-and-collection games.

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* The ''Eggerland'' series (which includes the ''VideoGame/{{Adventures of Lolo}}'' ''VideoGame/AdventuresOfLolo'' trilogy) is a series of Sokoban-style block-puzzle-and-collection games.



** ''VideoGame/EtrianOdysseyNexus'': Block puzzles involving the ice blocks from ''The Fafnir Knight'' are added in the ''Nexus'' version of Golden Lair, being introduced during the dungeon's second half (the original Golden Lair from ''Legends of the Titan'' lacks them); ''Nexus'' also has them in the penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue), and the ensuing puzzles require masterful thinking to be solved. Lastly, the Western and [[BonusDungeon Abyssal]] Shrines feature F.O.E. which can be safely pushed up to twice (a third time will prompt them to chase you, so beware), and have to be pushed onto certain positions so you can either walk over them once you climb onto the lower walls or simply make your way into previously-obstructed passageways.

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** ''VideoGame/EtrianOdysseyNexus'': ''VideoGame/EtrianOdysseyNexus'':
**
Block puzzles involving the ice blocks from ''The Fafnir Knight'' are added in the ''Nexus'' version of Golden Lair, being introduced during the dungeon's second half (the original Golden Lair from ''Legends of the Titan'' lacks them); ''Nexus'' also has them in the penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue), and the ensuing puzzles require masterful thinking to be solved. Lastly, the solved.
** The
Western and [[BonusDungeon Abyssal]] Shrines feature F.O.E. which can be safely pushed up to twice (a third time will prompt them to chase you, so beware), and have to be pushed onto certain positions so you can either walk over them once you climb onto the lower walls or simply make your way into previously-obstructed passageways.
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* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is that this [[https://www.awkwardzombie.com/comic/sliding-scale sort of simple puzzle]] somehow is effective at keeping Ganondorf away from anything. Link can't believe that the temple is keeping Ganondorf by just using a slide puzzle. Ganondorf can't believe that everything has to aways be ''so difficult''.

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* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is that this [[https://www.awkwardzombie.com/comic/sliding-scale sort of simple puzzle]] somehow is effective at keeping Ganondorf away from anything. Link can't believe that the temple is keeping out Ganondorf by just using a slide puzzle. Ganondorf can't believe that everything has to aways be ''so difficult''.

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* [[http://www.adventurers-comic.com/d/0164.html Block puzzles]] [[http://www.adventurers-comic.com/d/20021023.html are common]] in the world of ''Webcomic/{{Adventurers}}!''

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* ''Webcomic/{{Adventurers}}'': [[http://www.adventurers-comic.com/d/0164.html Block puzzles]] [[http://www.adventurers-comic.com/d/20021023.html are common]] common]].
* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is that this [[https://www.awkwardzombie.com/comic/sliding-scale sort of simple puzzle]] somehow is effective at keeping Ganondorf away from anything. Link can't believe that the temple is keeping Ganondorf by just using a slide puzzle. Ganondorf can't believe that everything has to aways be ''so difficult''.
* ''Webcomic/{{Homestuck}}'': There's a simple pushing-block puzzle in Terezi's room
in the world interactive [=AlterniaBound=] segment, consisting of ''Webcomic/{{Adventurers}}!''four PeopleJars that need to be moved a few blocks to the side each until they line up, which opens the room's door. Terezi comments sarcastically on this, since why would such a simple puzzle be executed to keep anybody away from anything?
-->''Ok, seriously, why does this puzzle have to be here?\\
I mean really. What's the point? Who the fuck isn't going to figure this out?\\
This just literally serves no purpose. Who designed this? Why??\\
Ok, THERE. Puzzle solved. That was SO HARD. The lab technicians had too much time on their hands.''
* ''Webcomic/LatchkeyKingdom'': Deconstructed. The giant stone blocks are far too heavy for a thirteen-year-old girl to budge, and she has to use the KeyUnderTheDoormat to get past it.



* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is this [[https://www.awkwardzombie.com/comic/sliding-scale sort of puzzle]] some how is effective at keeping Ganon away from anything.
* [[DeconstructedTrope Deconstructed]] in ''Webcomic/LatchkeyKingdom'', where the giant stone blocks are far too heavy for a 13-year-old girl to budge, and she has to use the KeyUnderTheDoormat to get past it.



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* Block puzzles are very rare in the ''VideoGame/EtrianOdyssey'' series, as many of the puzzles revolve around either working around other gimmicks or dodging the always-deadly F.O.E. (each species of which has to be evaded depending on how it moves and behaves), but they exist. The Frozen Grounds adds ice blocks in ''The Fafnir Knight'', and they have to be pushed across their icy ponds in order to reach key places (the FrictionlessIce would make navigation impossible otherwise); they're also present in the ''Nexus'' version of Golden Lair, being introduced during the second half. Neither the original Frozen Grounds from ''Heroes of Lagaard'' nor the original Golden Lair from ''Legends of the Titan'' have them. ''Nexus'' also has them in the penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue). Lastly, the Western and [[BonusDungeon Abyssal]] Shrines from ''Nexus'' feature F.O.E. which can be safely pushed up to twice (a third time will prompt them to chase you, so beware), and have to be pushed onto certain positions so you can then walk over them once you climb onto the walls.

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* Block puzzles are very rare in the ''VideoGame/EtrianOdyssey'' series, as many of the puzzles revolve around either working around other gimmicks or dodging the always-deadly F.O.E. (each species of which has to be evaded depending on how it moves and behaves), but they exist. The Frozen Grounds adds ice blocks exist.
** ''VideoGame/EtrianOdysseyIIHeroesOfLagaard'': Though absent
in the original version, the remake ''The Fafnir Knight'', Knight'' adds ice blocks in the Frozen Grounds, and they have to be pushed across their icy ponds in order to reach key places (the FrictionlessIce would make navigation impossible otherwise); they're also present otherwise).
** ''VideoGame/EtrianOdysseyNexus'': Block puzzles involving the ice blocks from ''The Fafnir Knight'' are added
in the ''Nexus'' version of Golden Lair, being introduced during the dungeon's second half. Neither the original Frozen Grounds from ''Heroes of Lagaard'' nor the half (the original Golden Lair from ''Legends of the Titan'' have them. lacks them); ''Nexus'' also has them in the penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue). PlayableEpilogue), and the ensuing puzzles require masterful thinking to be solved. Lastly, the Western and [[BonusDungeon Abyssal]] Shrines from ''Nexus'' feature F.O.E. which can be safely pushed up to twice (a third time will prompt them to chase you, so beware), and have to be pushed onto certain positions so you can then either walk over them once you climb onto the walls.lower walls or simply make your way into previously-obstructed passageways.

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Crosswicking


* ''VideoGame/{{Nitemare 3D}}'' required you to push blocks and tombstones around occasionally to clear a path... or block one.

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* ''VideoGame/{{Nitemare 3D}}'' ''VideoGame/Nitemare3D'' required you to push blocks and tombstones around occasionally to clear a path... or block one.



[[folder:Party Game]]
* ''VideoGame/MarioParty5'': The minigame Hotel Goomba requires each character to go through a three-floor hotel to reach the balcony at the top, which they can do by reaching each floor's elevator. The problem? Each floor has Goombas that are obstructing the way, as do some pieces of furniture. A player can punch a Goomba by pressing B to push them back by one tile and make their way to the current floor's elevator; they have to keep an eye on how to plan that path and see where to push a Goomba onto, or even ''avoid'' punching it. If the player flubs their route and the elevator becomes unreachable, they can reset the floor by pressing Y. Whoever reaches the balcony first wins.
[[/folder]]



* ''VideoGame/LufiaIIRiseOfTheSinistrals'' featured an enormous amount of block puzzles, ranging from "push the same-colored blocks together" to "push every block into a particular position, then bomb them in a very specific order while pressing certain switches". Surprisingly, these were almost never cases of GuideDangIt, and perfectly workable on your own (if a bit frustrating at times). There's even one that is actually (correctly) called the Hardest Puzzle in the World by an NPC, but it's optional

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* ''VideoGame/LufiaIIRiseOfTheSinistrals'' featured an enormous amount of block puzzles, ranging from "push the same-colored blocks together" to "push every block into a particular position, then bomb them in a very specific order while pressing certain switches". Surprisingly, these were almost never cases of GuideDangIt, and perfectly workable on your own (if a bit frustrating at times). There's even one that is actually (correctly) called the Hardest Puzzle in the World by an NPC, but it's optionaloptional.
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* ''VideoGame/HalfLife1'' is chock-full of puzzles with the traditional non-descript metal blocks. ''VideoGame/HalfLife2'' gives the block puzzles a more modern look, with a gravity gun and physics objects replacing the old-school blocks. In other words, first game: block puzzle, second game: block puzzle [[RecycledInSpace WITH PHYSICS]].

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* ''VideoGame/HalfLife1'' is chock-full of puzzles with the traditional non-descript metal blocks. ''VideoGame/HalfLife2'' gives the block puzzles a more modern look, with a gravity gun and physics objects replacing the old-school blocks. In other words, first game: block puzzle, second game: block puzzle [[RecycledInSpace [[JustForFun/RecycledInSpace WITH PHYSICS]].

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