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YMMV / Riddle School

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  • Alternative Character Interpretation: Was Diz, as it's later revealed he's evil, intentionally ditching the kids in RS5? Or did he do it because he knew he had no time to spare (not to mention he apologized in advance) and suggested them to find an alternative exit?
  • Fridge Brilliance: All members of Project Vizion have a Punny Name. Viz has the titular project and his vision of galactic domination. Quiz ends up taking over the school, and is roped by Phil into a quiz game. Diz is revealed to be a genocidal maniac; his façade of goodness is just a disguise.
  • Moment of Awesome: In Riddle Transfer 2, Phil finds one of Quiz's turrets behind a laser wall. There's an electric circuit box, but it's behind the wall. The wall captures human DNA, and the turret fires at the source. How does Phil get past it? He finds a wad of used chewing gum and flicks it onto the box, prompting the turret to shoot the gum and blow the box up, which causes the laser wall to go down. This kind of thing is why Phil Eggtree is possibly the most badass Guile Hero on Newgrounds.
    Phil: Oddly enough, the doors are unlocked. But I'm not leaving. Not this time.
  • Moral Event Horizon: Diz crosses this when he decides to destroy planets simply for personal pleasure.
  • Nightmare Fuel: During Riddle School 5, Phil uses a machine to wake up his friends, who have been placed in stasis onboard an alien ship. The kicker is, in order to wake them up, you have to kill them inside their dreams. To do this, you have to go back to where the events of the previous games happened, and as if the situation wasn't chilling enough, it's all set to distorted music from the previous games, specifically Riddle School 2 and 3.
  • Tear Jerker:
    • During the climax of Riddle Transfer 2, Phil tries to find a weapon on Quiz's pod, only to find a Self Destruct button. Quiz presses the Self-Destruct button on his pod and tells Phil to escape to be with his friends on Earth. As Phil escapes, Quiz heads towards Diz's ship and the two ships explode. Quiz who had originally tried to take over Riddle Elementary School, sacrificed his life to end Vizion once and for all.
    • Additionally, Riddle Transfer 2 was also the end to the final game of the series after ten years so the ending along with a remix of ParagonX9's Blue Sky (Riddle School 3 and 4's main theme) and WaterFlame's Dark Seaside and Orange (Riddle School 5's main theme and credits theme, respectively) can bring nostalgic tears to some.
  • That One Puzzle: As a series of games where you do puzzles, these are expected.
    • Riddle School 2 has a puzzle where you get the cookie machine to work. You have to go into the teacher's lounge, leave, and then go to the other end of the hallway, come back, and the teachers are gone. Then, you have to figure out that the cookie machine has to be plugged in.
    • Riddle School 5 has the two Tile Puzzles. You have to get a box of nine squares to spell out four different numbers, but pressing a square will cause adjacent squares to light up too. And the second tile puzzle has adjacent diagonal tiles lighting up instead.
    • Riddle Transfer 2 has a few puzzles that players got stuck with on their first time playing. The first is at the beginning, where you have to enter a code to even set the portal coordinates. The code is 4003, but the only way to find out is look at the piece of paper that says "WOOF" with your head sideways. Then, you have to set the coordinates to the school, which is hard because you have two types of buttons to change the coordinates.
      • Come to the school, and you find another where you have to find out how to disable the laser wall. The sign says that any human DNA that passes will be shot, so you think you need to somehow pass by the laser, but in actuality, you use the gum and throw it to the power box to trick the gun into shooting it's own power source.

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