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[[caption-width-right:240:[-"Where's 'Strength' when you need it most?"-]]]

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[[caption-width-right:240:[-"Where's [[caption-width-right:240:[-Where's 'Strength' when you need it most?"-]]]
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Some reorganization


** Block puzzles rarely turn up to block progress in ''VideoGame/TheLegendOfZeldaALinkToThePast'', typically being reserved for optional Heart Pieces and rewards, or to screw you out of mid-dungeon refills. There's also the Cane of Somaria in this game and in ''VideoGame/TheLegendOfZeldaOracleGames'', an item whose purpose is to actually create blocks.

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Block puzzles rarely turn up to block progress in ''VideoGame/TheLegendOfZeldaALinkToThePast'', this game, typically being reserved for optional Heart Pieces and rewards, or to screw you out of mid-dungeon refills. There's also the Cane of Somaria in this game and in ''VideoGame/TheLegendOfZeldaOracleGames'', an item whose purpose is to actually create blocks.



** The gravity-twisting room in Stone Tower Temple, in ''VideoGame/TheLegendOfZeldaMajorasMask'', where Link has to move a block through the floor as well as through the ceiling (the gravity can be changed by shooting at an emblem with the Light Arrows).
** Block puzzles in ''VideoGame/TheLegendOfZeldaTheWindWaker'' have different characteristics that change depending on where they are. The floating crate puzzles in the Tower of the Gods have water whose level rises and lowers periodically. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room, as the "blocks" are huge mirrors. In the last room of the Wind Temple, there are blocks that can only be moved while wearing Iron Boots, as there's a strong wind blowing from huge fans. And in the optional Angular Isles, there's an underground cave with a pile of blocks Link has to climb by pulling some of them; but if he pulls one too many his Mirror Shield won't be able to catch and reflect the light that activates the treasure chest (luckily, the puzzle can be resetted by exiting and re-entering).
** The blocks on ice in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', where the low friction makes the puzzles more difficult.

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** ''VideoGame/TheLegendOfZeldaMajorasMask'': The gravity-twisting room in Stone Tower Temple, in ''VideoGame/TheLegendOfZeldaMajorasMask'', where Link has to move a block through the floor as well as through the ceiling (the gravity can be changed by shooting at an emblem with the Light Arrows).
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Block puzzles in ''VideoGame/TheLegendOfZeldaTheWindWaker'' this game have different characteristics that change depending on where they are. The floating crate puzzles in the Tower of the Gods have water whose level rises and lowers periodically. The lowest floor of the Earth Temple combines this with LightAndMirrorsPuzzle in order to get the key to the boss' room, as the "blocks" are huge mirrors. In the last room of the Wind Temple, there are blocks that can only be moved while wearing Iron Boots, as there's a strong wind blowing from huge fans. And in the optional Angular Isles, there's an underground cave with a pile of blocks Link has to climb by pulling some of them; but if he pulls one too many his Mirror Shield won't be able to catch and reflect the light that activates the treasure chest (luckily, the puzzle can be resetted by exiting and re-entering).
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'': The blocks on ice in ''VideoGame/TheLegendOfZeldaTwilightPrincess'', Snowpeak Ruins and an optional ice cavern in Hyrule Field, where the low friction makes the puzzles more difficult.difficult. The blocks have to press and hold switches found in the floors, but due to the low friction the blocks have to be stopped exactly where the switches are, for which it's important to manipulate the positions of the blocks themselves.
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* ''VideoGame/Inked2012'': You can expect puzzles in this game that will involve moving blocks around, either to fill a gap in a platform so you can walk across it, or to hold down a button to keep a pathway open.
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Wicking

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* ''VideoGame/EnglishCountryTune'' subverts this. At first, the blocks, in this case called "[[NonindicativeName Larvae]]" behave like the push blocks everyone knows, but then you learn that the game has more than two dimensions and the larvae fall [[MindScrew relative to the way you push them]].
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Moved.


* ''VideoGame/IttleDew'' consists primarily of these. The items you obtain can be combined in various ways to assist with the puzzles.

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* The ''VideoGame/IttleDew'' series, ''VideoGame/IttleDew1'' and ''VideoGame/IttleDew2'', consists primarily of these. The items you obtain can be combined in various ways to assist with the puzzles.
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* ''VideoGame/BugFables'' has several variants of the "sliding ice block" type of puzzle. At some points [[AnIcePerson Leif]] has to produce extra blocks from either dripping water or [[HumanPopsicle enemies]] solve them.
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* ''VideoGame/{{Helltaker}}'' is a free short video game that has the eponymous Helltaker travel down into the underworld and solve block puzzles, [[HaremSeeker in order to reach to and assemble a harem of demon girls.]]
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* Every dungeon in ''VideoGame/GoldenSun2001'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''VideoGame/GoldenSunTheLostAge'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.

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* Every dungeon in ''VideoGame/GoldenSun2001'' ''VideoGame/GoldenSun1'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''VideoGame/GoldenSunTheLostAge'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.

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The third game doesn't seem to have one.


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* Double subverted in ''VideoGame/{{Mother 3}}''. There is a great big boulder in the way, and you need to give it some ''Encouraging Words''. Turns out that the ''Encouraging Words'' was a bottle literally containing words. Then, it says the boulder ''feels much better about itself'' and moves out of the way. The real block puzzle is behind it.

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* Double subverted in ''VideoGame/{{Mother 3}}''.''VideoGame/Mother3''. There is a great big boulder in the way, and you need to give it some ''Encouraging Words''. Turns out that the ''Encouraging Words'' was a bottle literally containing words. Then, it says the boulder ''feels much better about itself'' and moves out of the way. The real block puzzle is behind it.



* The ''VideoGame/EpicBattleFantasy'' games have a few of these. Being an AffectionateParody, the characters naturally comment on how much they dislike them.

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* The main ''VideoGame/EpicBattleFantasy'' games after the third, have a few of these. Being an AffectionateParody, the characters naturally comment on how much they dislike them.


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* ''VideoGame/TheWitchesTeaParty'': In Library-A, there's some boxes blocking the path to the hat needed to complete the Witch's Hat quest, so Charlotte has to push them out of the way so they don't block her path further.

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Zero Context Example. Also made some clarifications and updates


** The giant granite blocks in the Spirit Temple of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', as well as the picture block puzzle in the Forest Temple of the same game.



** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has the picture block puzzle in the Forest Temple (which also has a time limit, which will do a reset if it reaches zero), the giant granite blocks in the Spirit Temple (only movable with the Silver Gauntlets), and the slippery ice blocks in the Ice Cavern and a part of Ganon's Tower.



* ''VideoGame/{{Gift|2001}}'': Appears frequently.

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* %%* ''VideoGame/{{Gift|2001}}'': Appears frequently.



* 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; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them), as well as that game's penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue). Also in ''Nexus'', 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 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 in ''The Fafnir Knight'', and they have to be pushed across their icy ponds in order to reach key places; places (the FrictionlessIce would make navigation impossible otherwise); they're also present in the ''Nexus'' version of Golden Lair (neither Lair, being introduced during the second half. Neither the original Frozen Grounds from ''II'' ''Heroes of Lagaard'' nor the original Golden Lair from ''IV'' ''Legends of the Titan'' have them), as well as that game's them. ''Nexus'' also has them in the penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue). Also in ''Nexus'', 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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Crosswicking.

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* ''VideoGame/{{Gift|2001}}'': Appears frequently.
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* ''VideoGame/LegacyOfKain: Soul Reaver'' was stuffed liberally with these. For a vampire/ghost being, Raziel spent a remarkable amount of time shoving blocks around. Legend has it that the developers were told to come in with a different puzzle design each week or so. Everyone happened to show up with some kind of block puzzle, and the rest is history.

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* ''VideoGame/LegacyOfKain: Soul Reaver'' ''VideoGame/LegacyOfKainSoulReaver'' was stuffed liberally with these. For a vampire/ghost being, Raziel spent a remarkable amount of time shoving blocks around. Legend has it that the developers were told to come in with a different puzzle design each week or so. Everyone happened to show up with some kind of block puzzle, and the rest is history.
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* These make up about a third of ''VideoGame/ChipsChallenge'', the other two-thirds being [[TheMaze mazes]] and avoid-the-monster levels, or combinations of all three. The {{Fan Sequel}}s and custom levelsets have even more and they're formidable.

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* These make up about a third of ''VideoGame/ChipsChallenge'', the other two-thirds being [[TheMaze mazes]] and avoid-the-monster levels, or combinations of all three. The {{Fan Sequel}}s and custom levelsets have even more (including adaptations of famous ''Sokoban'' levels) and they're formidable.



* The ''Private Garden'' series are block-puzzle echi/hentai games.

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* The ''Private Garden'' series are block-puzzle echi/hentai ecchi/hentai games.



* 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; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them). In ''Nexus'', the Western and [[BonusDungeon Abyssal]] Shrines freatures 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 in ''The Fafnir Knight'', and they have to be pushed across their icy ponds in order to reach key places; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them). In them), as well as that game's penultimate MiniDungeon (Frigid Lake, accessible during the PlayableEpilogue). Also in ''Nexus'', the Western and [[BonusDungeon Abyssal]] Shrines freatures 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.



* ''VideoGame/LostInBlue'' and its sequel had a number of them, made all the more annoying for the fact that completing the puzzles take stamina, which is a [[WizardNeedsFoodBadly very precious commodity]] in those games. It's improved slight by the interesting twist: [[spoiler: some of the blocks will float when the player fills the room with water. The goal is to create platforms which can be jumped across (which, of course, also uses up stamina).]]

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* ''VideoGame/LostInBlue'' and its sequel had have a number of them, made all the more annoying for the fact that as completing the puzzles take stamina, which is a [[WizardNeedsFoodBadly very precious commodity]] in those games. It's improved slight by the interesting twist: [[spoiler: some of the blocks will float when the player fills the room with water. The goal is to create platforms which can be jumped across (which, of course, also uses up stamina).]]
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* Every dungeon in ''VideoGame/GoldenSunTheBrokenSeal'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''VideoGame/GoldenSunTheLostAge'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.

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* Every dungeon in ''VideoGame/GoldenSunTheBrokenSeal'' ''VideoGame/GoldenSun2001'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''VideoGame/GoldenSunTheLostAge'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.
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typo


* [[DeconstructedTrope Deconstructed]] in ''Webcomic/LatchkeyKingdom'', where the giant stone blocks are far to heavy for a 13-year-old girl to budge, and she has to use the KeyUnderTheDoormat to get past it.

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* [[DeconstructedTrope Deconstructed]] in ''Webcomic/LatchkeyKingdom'', where the giant stone blocks are far to 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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* ''VideoGame/MazeBurrow'' is an entire game based around these types of puzzles, with FrictionlessIce, [[MuckingInTheMud mud]], and blocks that can only be pushed in one direction or are linked to other blocks to make it that much harder.
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* [[DeconstructedTrope Deconstructed]] in ''Webcomic/LatchkeyKingdom'', where the giant stone blocks are far to heavy for a 13-year-old girl to budge, and she has to use the KeyUnderTheDoormat to get past it.

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fixed link and ending


* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is this [[http://www.awkwardzombie.com/index.php?page=0&comic=111212 sort of puzzle]] some how is effective at keeping Ganon away from anything.
->[[LightAndMirrorsPuzzle ... but you still have to arrange the mirrors so the beam touches the sun,]] [[{{Website/Cracked}} and to do that you're going to need to grab the fourth block from the left and-]]

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* ''Webcomic/AwkwardZombie'' [[LampshadeHanging hangs a lampshade]] on how absurd it is this [[http://www.[[https://www.awkwardzombie.com/index.php?page=0&comic=111212 com/comic/sliding-scale sort of puzzle]] some how is effective at keeping Ganon away from anything.
->[[LightAndMirrorsPuzzle ... but you still have to arrange the mirrors so the beam touches the sun,]] [[{{Website/Cracked}} and to do that you're going to need to grab the fourth block from the left and-]]
anything.


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->[[LightAndMirrorsPuzzle ... but you still have to arrange the mirrors so the beam touches the sun,]] [[{{Website/Cracked}} and to do that you're going to need to grab the fourth block from the left and-]]
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* Every dungeon in ''VideoGame/GoldenSun'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''Lost Age'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.

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* Every dungeon in ''VideoGame/GoldenSun'' ''VideoGame/GoldenSunTheBrokenSeal'' has at least one of these. In fact, there's more than one spell in-game dedicated to aiding one in solving block puzzles. In the sequel, ''Lost Age'', ''VideoGame/GoldenSunTheLostAge'', has one that is random by cartridge leaving most {{Walkthrough}}s saying, "yeah, sorry, can't help you here" on the off-chance you get stuck on the circuit board.
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Strength is not a statistic in Pokemon; it's the name of a Pokemon attack. (Similar applies to Agility, Charm, and other Pokemon attacks that coincidentally have names that sound like statistics.)


[[caption-width-right:240:[-"Where's '[[StatisticallySpeaking Strength]]' when you need it most?"-]]]

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[[caption-width-right:240:[-"Where's '[[StatisticallySpeaking Strength]]' 'Strength' when you need it most?"-]]]
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Oops


* 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; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them). In ''Nexus'', the Western and [[BonusDungeon Abyssal]] Shrines freatures 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 position 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 in ''The Fafnir Knight'', and they have to be pushed across their icy ponds in order to reach key places; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them). In ''Nexus'', the Western and [[BonusDungeon Abyssal]] Shrines freatures 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 position positions so you can then walk over them once you climb onto the walls.

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Troper Tense Trouble. Also added a new example


** There's [[FinalDungeon the very definitely last puzzle]] of Diabolical Box, which is named [[TitleDrop The Diabolical Box]]. It takes a whopping ''seventy-seven'' moves to complete at the very least.
** The final puzzle of Curious Village is a version of the Klotski, which takes ''eight-three'' moves to be completed.
** The final puzzle of Last Specter is a [[spoiler:two-part [[MarathonLevel Marathon Puzzle]] in which the goal is to get two blocks into two corners. Do it once, and Layton points out that the player isn't done yet, and the player is taken to a second puzzle to do it again, with no breaks and no extra hints.]] Altogether, under the best circumstances, the whole puzzle will take at minimum 178 moves to complete, but unless one looks at a guide, it will take more. Hope you didn't make any plans tonight, or you feel like keeping one DS plugged in and unable to play anything else until you finish it.
** In ''Miracle Mask'', chapter 6 is a long top-down view dungeon adventure, with plenty of rolling boulder puzzles, with possible goals ranging from making a bridge to destroying some crystals that are in your way to mowing down enemies.

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** The final puzzle of ''[[VideoGame/ProfessorLaytonAndTheCuriousVillage Curious Village]]'' is a version of the Klotski, which takes ''eight-three'' moves to be completed.
** There's [[FinalDungeon the very definitely last puzzle]] of ''[[VideoGame/ProfessorLaytonAndTheDiabolicalBox Diabolical Box, Box]]'', which is named [[TitleDrop The Diabolical Box]]. It takes a whopping ''seventy-seven'' moves to complete at the very least.
** The final puzzle of Curious Village is a version of the Klotski, which takes ''eight-three'' moves to be completed.
** The final puzzle of
''[[VideoGame/ProfessorLaytonAndTheLastSpecter Last Specter Specter]]'' is a [[spoiler:two-part [[MarathonLevel Marathon Puzzle]] in which the goal is to get two blocks into two corners. Do it once, and Layton points out that the player isn't done yet, and the player is taken to a second puzzle to do it again, with no breaks and no extra hints.]] Altogether, under the best circumstances, the whole puzzle will take at minimum 178 moves to complete, but unless one looks at a guide, it will take more. Hope you didn't make any plans tonight, or you feel like keeping one DS plugged in and unable to play anything else until you finish it.
** In ''Miracle Mask'', ''[[VideoGame/ProfessorLaytonAndTheMiracleMask Miracle Mask]]'', chapter 6 is a long top-down view dungeon adventure, with plenty of rolling boulder puzzles, with possible goals ranging from making a bridge to destroying some crystals that are in your way to mowing down enemies.



* ''VideoGame/PaperMario'' had a few: On Yoshi Island, in order to clear a boulder, you had to push blocks around to cover holes that sprayed water until the pressure under the rock was big enough to force it out of the way. Some places within Mt. Lavalava had you push blocks around to form bridges over [[ConvectionSchmonvection lava]]. One has you make a partial bridge, and then you have to be flown the rest of the way.

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* ''VideoGame/PaperMario'' had has a few: On Yoshi Island, in order to clear a boulder, you had have to push blocks around to cover holes that sprayed spray water until the pressure under the rock was is big enough to force it out of the way. Some places within Mt. Lavalava had have you push blocks around to form bridges over [[ConvectionSchmonvection lava]]. One has you make a partial bridge, and then you have to be flown the rest of the way.


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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; they're also present in the ''Nexus'' version of Golden Lair (neither the original Frozen Grounds from ''II'' nor the original Golden Lair from ''IV'' have them). In ''Nexus'', the Western and [[BonusDungeon Abyssal]] Shrines freatures 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 position so you can then walk over them once you climb onto the walls.
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''Remember that TropesAreTools''.

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''Remember that TropesAreTools''.Administrivia/TropesAreTools''.

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So you're storming the TempleOfDoom in search of the BigBad's CosmicKeystone that is the lynchpin to {{The Empire}}'s plan to TakeOverTheWorld. And then mightiest force that the [[{{Precursors}} Ancient Precursors]] and TheLegionsOfHell can produce shows up: ''Sliding blocks''.

That's right. Blocks.

Well, there's the whole "[[EverythingTryingToKillYou hordes of monsters]]" thing, but the real stumbling, um, ''blocks'' in your journey are roomfuls of fiendish Block Puzzles. In the course of many quests to save the world in a video game, you're going to run across a warehouse, a factory, or sometimes even a random nondescript cave full of [[CrateExpectations crates]], boxes, boulders, or featureless cubes which can only be negotiated by pushing them around until you push them into a slot or a door opens or you form a bridge or something. Sometimes you simply need to get them out of your way, because [[InsurmountableWaistHeightFence for some reason you can't climb over them]].

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So you're storming the TempleOfDoom in search of the BigBad's CosmicKeystone that is the lynchpin to {{The Empire}}'s plan to TakeOverTheWorld. And then mightiest force that the [[{{Precursors}} Ancient Precursors]] and TheLegionsOfHell can produce shows up: ''Sliding blocks''.

That's right. Blocks.

Well, there's the whole "[[EverythingTryingToKillYou hordes of monsters]]" thing, but the real stumbling, um, ''blocks'' in your journey are roomfuls of fiendish Block Puzzles.
In the course of many quests to save the world in a video game, you're going to run across a warehouse, a factory, or sometimes even a random nondescript cave full of [[CrateExpectations crates]], {{crate|Expectations}}s, boxes, boulders, or featureless cubes which can only be negotiated by pushing them around until you push them into a slot or a door opens or you form a bridge or something. Sometimes you simply need to get them out of your way, because [[InsurmountableWaistHeightFence for some reason you can't climb over them]].



* The ability to ''[[YouHaveResearchedBreathing pull]]'' blocks as well as push them.

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* The ability to ''[[YouHaveResearchedBreathing pull]]'' ''pull'' blocks as well as push them.



Block Puzzles will show up in {{Puzzle Game}}s too, of course. Also, in any game where you are accompanied by an ally (NPC or otherwise), you will almost ''always'' encounter [[BrokenBridge a block that won't budge]] unless you and your allies all shove away at it together. [[ArtificialStupidity If they can figure that out, of course]].

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 [[DiscreditedTrope decline]], but is far from [[DeadHorseTrope dead]] -- 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.

Named after the infamous block puzzle mechanic in ''VideoGame/VagrantStory.'' Also see {{Klotski}}. Not to be confused with FallingBlocks.

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Block Puzzles will show up in {{Puzzle Game}}s too, of course. Also, in any game where you are accompanied by an ally (NPC or otherwise), you will almost ''always'' may also encounter [[BrokenBridge a block that won't budge]] unless you and your allies all shove away at it together. [[ArtificialStupidity If they can figure that out, of course]].

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 [[DiscreditedTrope decline]], {{d|iscreditedTrope}}ecline, but is far from [[DeadHorseTrope dead]] {{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.

Named after the infamous block puzzle mechanic in ''VideoGame/VagrantStory.'' Also see {{Klotski}}. Not to be confused with FallingBlocks.



* Some of the last few levels in ''[[VideoGame/DarkForcesSaga Dark Forces II: Jedi Knight]]'', taking place in the Valley of the Jedi have a few of these, but these are implied to be part of what the ancient Jedi set behind themselves.

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* Some of the last few levels in ''[[VideoGame/DarkForcesSaga Dark Forces II: Jedi Knight]]'', ''VideoGame/JediKnightDarkForcesII'', taking place in the Valley of the Jedi have a few of these, but these are implied to be part of what the ancient Jedi set behind themselves.



* ''VideoGame/KirbyAndTheAmazingMirror'' has instances of "use your allies to move a block". There are large, gray, stone blocks that need multiple Kirbys inhaling in unison to pull them out of the passage they're blocking. These same blocks can also be shaken out of position by using Stone or Hammer to shake the ground, but in some cases this moves the block in the wrong direction, hence the need to inhale. The ease of getting the CPU Kirbys to cooperate varies, though...

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* ''VideoGame/KirbyAndTheAmazingMirror'' has instances of "use your allies to move a block". There are features large, gray, stone blocks that need multiple Kirbys inhaling in unison to pull them out of the passage they're blocking. These same blocks can also be shaken out of position by using Stone or Hammer to shake the ground, but in some cases this moves the block in the wrong direction, hence the need to inhale. The ease of getting the CPU Kirbys to cooperate varies, though...



* The ''VideoGame/{{Jumper}}'' games feature a few levels where you can't progress unless you get a pushable crate on top of a PressurePlate. Sometimes it's a no-brainer, but other times you can lose the crate and have to restart.



** There's [[FinalDungeon the very definitely last puzzle]] of Diabolical Box, which is named [[ExactlyWhatItSaysOnTheTin The Diabolical Box]]. It takes a whopping ''seventy-seven'' moves to complete at the very least.

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** There's [[FinalDungeon the very definitely last puzzle]] of Diabolical Box, which is named [[ExactlyWhatItSaysOnTheTin [[TitleDrop The Diabolical Box]]. It takes a whopping ''seventy-seven'' moves to complete at the very least.



* ''VideoGame/{{Karoshi}}'' games feature several levels where you have to push crates around, often to get them to drop on your head.



* ''VideoGame/FinalFantasyMysticQuest'' has a few of these - which, since most ''Final Fantasy'' dungeons are [[NoSidepathsNoExplorationNoFreedom straightforward get-to-the-end kill-the-boss areas]], was rather innovative for the series.
* ''VideoGame/TalesOfSymphonia'' has one in almost every dungeon. Notably the first one, in which they're actually ''{{Golem}}s'', and so have to be beaten into submission before you can use them. In ''VideoGame/TalesOfTheAbyss'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game. In ''VideoGame/TalesOfLegendia'', every dungeon has one, explained as malfunctioning transport systems that need to be fixed, but you can ask another party member to jump in and solve it for you if you don't want to bother. Solving them all on your own unlocks a pair of BraggingRightsReward titles for Senel.

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* ''VideoGame/FinalFantasyMysticQuest'' has a few of these - which, since most ''Final Fantasy'' dungeons are [[NoSidepathsNoExplorationNoFreedom straightforward get-to-the-end kill-the-boss areas]], affairs]], was rather innovative for the series.
* Block puzzles are quite common in ''VideoGame/TalesSeries''.
** ''VideoGame/TalesOfPhantasia'' features several block-pushing puzzles. In Mausoleum, you have to find and defeat a golem so you can push it on a PressurePlate. In the caves of Sylph's Mountain, you have to push boulders around to plug sources of DeadlyGas. In Dhaos' Castle, you have to move a statue on a pressure plate to free up your party member needed for a TwoKeyedLock. In Fenrir's Cave, you have to use a statue to keep wind from extinguishing the candle.
**
''VideoGame/TalesOfSymphonia'' has one in almost every dungeon. Notably the first one, in which they're actually ''{{Golem}}s'', and so have to be beaten into submission before you can use them. them.
**
In ''VideoGame/TalesOfTheAbyss'' the four most egregious were optional, albeit rewarded with one of the most useful titles in the game. In ''VideoGame/TalesOfLegendia'', every game.
** Every
dungeon in ''VideoGame/TalesOfLegendia'' has one, explained as malfunctioning transport systems that need to be fixed, but you can ask another party member to jump in and solve it for you if you don't want to bother. Solving them all on your own unlocks a pair of BraggingRightsReward titles for Senel.

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* ''VideoGame/GodOfWar'' had a few of them. One was basically an EscortMission where the escort was inanimate (and respawned if destroyed), one was a TimedMission to get it into the right spot before the floor killed you, and one was a genuine "complete the wall" puzzle.

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* ''VideoGame/GodOfWar'' had a few of them. ''VideoGame/GodOfWarI'':
**
One was basically is an EscortMission where the escort was is inanimate (and respawned respawns if destroyed), one was destroyed).
** One is
a TimedMission to get it into the right spot before the floor killed you, and kills you.
** Only
one was is a genuine "complete the wall" puzzle.
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* Subverted in ''VideoGame/{{Okage}}: Shadow King.'' You're presented with one with much fanfare and warning about how hard it is... then it's solved for you in a cutscene the moment you actually try to interact with one of the blocks.

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* Subverted in ''VideoGame/{{Okage}}: Shadow King.''VideoGame/OkageShadowKing.'' You're presented with one with much fanfare and warning about how hard it is... then it's solved for you in a cutscene the moment you actually try to interact with one of the blocks.
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* ''VideoGame/AtNightInAPartyTheWhisperOfTheSea'' is what happens when Creator/FoxEye creates their own ''Sokoban''-styled game: [[SignatureStyle Giving it an underwater twist]]. As such, you will spend as much time pushing around heavy blocks in the right sequence as you will be keeping an eye on Karin's OxygenMeter. The meter even depletes faster when pushing the blocks.
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So you're storming the TempleOfDoom in search of the BigBad's CosmicKeystone that is the lynchpin to {{The Empire}}'s WorldDomination plans. And then mightiest force that the [[{{Precursors}} Ancient Precursors]] and TheLegionsOfHell can produce shows up: ''Sliding blocks''.

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So you're storming the TempleOfDoom in search of the BigBad's CosmicKeystone that is the lynchpin to {{The Empire}}'s WorldDomination plans.plan to TakeOverTheWorld. And then mightiest force that the [[{{Precursors}} Ancient Precursors]] and TheLegionsOfHell can produce shows up: ''Sliding blocks''.
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[[quoteright:350:[[VideoGame/PokemonRubyAndSapphire https://static.tvtropes.org/pmwiki/pub/images/39_Boulder_Puzzles_8006.png]]]]
[[caption-width-right:350:"Where's '[[StatisticallySpeaking Strength]]' when you need it most?"]]

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[[quoteright:350:[[VideoGame/PokemonRubyAndSapphire [[quoteright:240:[[VideoGame/PokemonRubyAndSapphire https://static.tvtropes.org/pmwiki/pub/images/39_Boulder_Puzzles_8006.png]]]]
[[caption-width-right:350:"Where's [[caption-width-right:240:[-"Where's '[[StatisticallySpeaking Strength]]' when you need it most?"]]
most?"-]]]
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[[quoteright:350:[[VideoGame/PokemonRubyAndSapphire https://static.tvtropes.org/pmwiki/pub/images/strength.jpg]]]]

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