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The Friday question: what is your favourite ever game puzzle?

From creaky old text-based adventures to the latest open-world thrillers, puzzles have always been a key element of game design. Let's celebrate the most memorable...

Secret of Monkey Island
Secret of Monkey Island: a lateral thinker's paradise...

You may well remember the first time you were ever stuck on a game puzzle. For me, it was Scott Adams' vintage graphical adventure, The Hulk, and it involved killer bees; I don't recall much else. This was the age of text-based classics like Hitchhiker's Guide To The Galaxy and The Hobbit, in which the solution often relied on you entering exactly the right verb-noun phrase: 'Go North', 'Dig hole', 'Kiss monkey' – ah, the memories. For many veteran gamers, the words "I'm sorry, I can't do that here" still bring about paroxyms of frustration.

But as games evolved, puzzles evolved too. Soon they were environmental, requiring the discovery, combination and manipulation of seemingly random objects. From Ultimate's Sabreman series in the ZX Spectrum era to the likes of Uncharted and Assassin's Creed today, we're continually shifting blocks, turning dials, and figuring out how to utilise seemingly random inventory items.

Nowadays, however, there are some who think that puzzles are being quietly removed from the game designer's palette. During his keynote at the Develop conference in Brighton earlier this month Tim Schafer, the writer of much-loved LucasArts titles like The Secret of Monkey Island and Full Throttle, related an interesting experience with Microsoft's QA department:

"When I started out on Psychonauts I was making a lot of it like an adventure game. There's a level where you have to hang paintings on the wall and they come to life – and that was a big puzzle element. But when Microsoft's useability team were testing it, they said, 'It's great but a lot of people had trouble with the paintings,'. I said, 'what do you mean?' and they replied, 'Well, they didn't know to put them on the hooks... they were confused for a while, but they figured it out in the end.' And I was like, 'That's what we used to call a puzzle!' You wouldn't know what to do, then you'd think about it, then you would know what to do. That's completely illegal nowadays..."

I'm not sure if I'd agree that puzzles have been outlawed, but today's block shifting and physics-based item-balancing conundrums are never quite as head-scratching as the fiendish lateral-thinking tests of yore. It's also been a while since I've encountered anything like the surreal moment in Monkey Island when Guybrush Threepwood escapes a watery grave by picking up the heavy weight that's been tied to his leg and simply walking out of the deep pool he's been thrown into. And I'll never forget the puzzle in Resident Evil that requires Jill Valentine to play Beethoven's Moonlight Sonata on a grand piano – such an exquisite and innovative collision of hokey horror, gothic romance and beautiful music.

But, anyway, which have been your favourite, or at least most memorable, puzzle moments? They can be from any genre and any age, but if you're referencing a current title, it might be best to avoid giving away the solution. Puzzles drive us mad at times, but never quite as mad as when some know-it-all leans over our screen and offers an uninvited, "I've done this, you just need to give the noodles to the meerkat"...


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  • Art1eFufkin Art1eFufkin

    23 Jul 2010, 8:28AM

    I remember a text adventure called "The Beast" on the Spectrum, where you played a reporter investigating a, er, beast on a wild moor in the middle of nowhere. Think "American Werewolf" meets The Beast of Bodmin Moor.

    Anyway, every time you tried to actually go on to the moor you got told the rain was heavy. The solution was that you had to show your reporters ID to the barman in the local pub, who would then lend you a coat when you left. This wasn't even hinted at....

    Keef - minor typo in the last paragraph - "Puzzles drive us made"

  • maximized maximized

    23 Jul 2010, 8:32AM

    I loved making the voodoo spell in Monkey Island 2, LeChuck's Revenge. It involved collecting spit and digging up a body from a cemetery. It is so memorable because it was funny, spooky and just a bit mad.

  • moroboshi moroboshi

    23 Jul 2010, 8:36AM

    I've played an awful lot of Puyo Puyo over the years, all the way from the original Gameboy through the Mega Drive, and Saturn. Sadly the series lost it's way on the Dreamcast and has never recovered.

  • Sorbicol Sorbicol

    23 Jul 2010, 8:41AM

    that's easy - Monkey Island - all of it! Having replayed the special edition last year I still have no idea how I completed that game, without any hints, walkthroughs or spoilers back in the day. Remarkable.

    There were a couple of puzzles in Dragon Age (the bit in the gauntlet) that were a bit tricky, mostly because they didn't really have any logical coherence rather than being fiendish in their design. Solving them was simply a matter of trial and error rather than finding a pattern. Poor.

  • EnglishRed EnglishRed

    23 Jul 2010, 8:43AM

    After recently replaying Monkey Island 1 & 2 for the first time since I had my Amiga I've loved rediscovering all of the crazy puzzles.

    My favourite ever puzzles though are from an old text based adventure game I used to play on my Dads Amstrad PCW- 'Lancelot' , it was blooming hard, I never managed to get into Turquins Manor, and there were all manner of puzzles that were incredibly hard to do unless you had an encyclopedic knowledge of Mallory. Games just aren't as literary anymore!

  • RobLindsay RobLindsay

    23 Jul 2010, 8:58AM

    Discworld is full of these as to be almost impenetrable to someone that doesn't have at least a rough working knowledge of Discworld's style.

    I don't think that puzzles are disappearing from games, they've just changed form and are less obviously 'puzzles', things are more physics based these days

  • Rudderless Rudderless

    23 Jul 2010, 9:01AM

    There are two brilliant ones in CiNG's Another Code on the DS, both of which require you to use the physical properties of the console itself. For one you need to shut the lid and open it again, the other sees you angling the screens in such a way that a code can be read by reflecting one screen onto another.

    Couldn't be done on any other console, and both were revelatory at the time. Nintendo even copied the first idea in Zelda: Phantom Hourglass.

    Some very clever ones in Limbo, too. And Braid, though I found that game's puzzles just on the wrong side of the rewarding/frustrating line.

  • pdmalcolm pdmalcolm

    23 Jul 2010, 9:03AM

    @English

    Seconded. How the fuck I ever managed to complete Monkey 1 & 2 in the days before the internet, spoilers and walkthroughs and, crucially, aged no more than 14 I have no idea.

    As to favourite puzzles, who can resist a top 5?

    1. The amazingly frustrating and completely non-sensical time travel sequences in the first Discworld point n' click. Again, no idea how I solved those.
    2. The Spitting Contest in Monkey 2. Just replayed this on Special Edition. Genius, requiring items from 3 Islands.

    3. The Time Travelling Swamp in Monkey 4. Took me days that. Daaaaays!

    4.Using Max as a pair of shears to cut the world's largest ball of twine down to size in Sam N' Max hit the Road

    I don't indiscriminately use people... Except Max

    5. The billiard ball on Granny's Garden on my primary school's BBC micro. Me and Tom Cross used to come in early to play it and had notebooks full of solutions and trial and error stuff. You used to have to hit a ball at a certain force at a certain angle to make it go in the pocket. Never managed it. That I can remember it nearly 20 years later is testament to it's difficulty.

  • captainankles captainankles

    23 Jul 2010, 9:12AM

    I guess my first introduction was Philospoher's Quest by Acornsoft. Whales, cups of tea, a dog named spot and all with a seagul tied around your neck. I loved the surreal landscape of these games (hat tip- the late Peter Killworth).

  • Fantomex Fantomex

    23 Jul 2010, 9:23AM

    Grim Fandango had plenty of great puzzles, my favourites being filling the balloons with packing foam and blocking the mail tubes, and having to fiddle about with the anchors and engines on the boat to tear it in half..

  • maradona77 maradona77

    23 Jul 2010, 9:23AM

    There were some good puzzles in the Dizzy games on the Speccy, but I can't remember any exactly. My memory's not what it used to be.

    Also, Resident Evil 2 and Tomb Raider 2 from the PS1 generation had some good puzzles. I loved the bit with the trains at the end of RE2.

    Off topic but I often think that PS1 was my favourite ever console. RE2 and the early TR games, plus Silent Hill and Metal Gear Solid all had some great puzzles and were great games.

  • BeardOfBees BeardOfBees

    23 Jul 2010, 9:26AM

    One of the earliest and most memorable game memories from my childhood involved a text-adventure on the Commodore 64. Not so much a puzzle as a coding brainwrong, but after completing the main part of this fantasy game, you progressed past the defeated dragon (there was always a dragon) into a room where an obscured figure sat on a bench. The very last command to win the game involved speaking to the figure. TALK TO FIGURE. SPEAK TO FIGURE. APPROACH BENCH. SAY HELLO... After hours of frustration, the single phrase that would work was revelead to be "GO OVER".

    Howls of rage mixed with elation at finally beating the bastard - that was gaming when we were kids.

    Today though, the art of puzzling isn't as dead as Tim Schafer cracks on. Look to interactive fiction games for authors who are totally nailing the art of the interesting, clever, solveable puzzle year-in, year-out. For starters, see Emily Short's "Damnatio Memoriae" - an amazing little game in which you play someone with an ancient mystical power of 'linking' objects to each other so their properties are shared. For example, you could link a heavy stone blocking your path to a piece of bead, then crumble the bread in your hands.

    Damnatio Memoriae, and hundreds of other games at the text adventure archive, will make those puzzle fans who thought the art was dead weep with joy.

  • Lazybones Lazybones

    23 Jul 2010, 9:40AM

    Puzzles in videogames I don't really do well with. I tend to try and reduce them down to the core issue - the crux of the problem. This is usually that I'm frustrated with the game so I turn it off.

  • RobLindsay RobLindsay

    23 Jul 2010, 9:46AM

    Grim Fandango had plenty of great puzzles, my favourites being filling the balloons with packing foam and blocking the mail tubes, and having to fiddle about with the anchors and engines on the boat to tear it in half..

    I'd forgotten about Grim Fandango. That's a good one as well

  • Killerbee Killerbee

    23 Jul 2010, 9:51AM

    It was never really that puzzling, but the dog kicking puzzle in God of War III is definitely one of the most memorable in recent times.

    Portal is probably my favourite puzzle game of recent years. I particularly liked the ones based on momentum where putting a portal on a lower floor and one on a wall higher up would have you jumping through the one on the floor and then flying out at high speed from the one above to launch you horizontally across whatever chasm you needed to cross. Genius - and I can't wait for Portal 2.

    As for obtuse puzzles, one bit in (I think) Spellbound Dizzy set you the requirement of putting three rocks in a certain location in order to give enough weight to open a door (or something like that). Problem was you could only carry three items at a time and the quarry where you got the rocks from was on the other side of a massive pit that you could only get out of using a trampoline which - are you with me? - needed to be picked up and moved to each side of the pit so you could get out of it. The net result being that you could only carry two rocks fromt he quarry at a time because of needing the space in your inventory to carry the trampoline and you couldn't just put a rock down, oh no, because it would crumble on the hard ground.

    The solution? You had to bounce up into the air and stand on a cloud which conveniently was nice and soft - perfect to gently put your rock down on without them breaking whilst you want back to the quarry (with your trampoline) to get another one, before returning to the cloud to pick up the third rock!

    I mean how the hell was anyone supposed to work that one out without a walkthrough? I never finished that game...

  • cameroon95 cameroon95

    23 Jul 2010, 10:00AM

    Good shout on resi actualy having some good puzzles back in the day, brings back memories :(

    Really enjoyed the blade runner game untill I got totally stuck and literally could not progress at all!

    Day of the tentacle and broken sword also really are owe a mention.

    Whilst not that great a game, the puzzles in SAW were pretty good as it was quite tense.

  • HammondOrganB3 HammondOrganB3

    23 Jul 2010, 10:02AM

    I always liked the fact you had to kill the bosses in (original) Quake with environmental triggers, you could pump your ammo into them, but they wouldn't die. (They in fact had hit-points and could be killed, in theory, but many thousands more than you had at full armoury/ammo).

    I liked Blade Runner. It had some thirteen different endings. Too many games are "one right way" to finish.

    Dark Seed gave me nightmares. Don't recall the puzzles, though.

  • thelostsoul thelostsoul

    23 Jul 2010, 10:03AM

    I remember a game on the ZX Spectrum called Valhalla. Was a text adventure with some basic graphics. Can't remember any puzzles perse but can remember typing in swear words and getting a reply "Mary is not amused...". Off topic, did anyone else spend days typing in programmes from magazines... "1001 If a=6 then go to 54" etc.

  • Shawshank22 Shawshank22

    23 Jul 2010, 10:04AM

    The older Silent Hill/Resident Evil games were a puzzle in themselves.

    Get that key, what does it do?

    Alas, a little like Demon's Souls as of current. In other words, no hand-holding.

  • OldSkool OldSkool

    23 Jul 2010, 10:13AM

    All of the original Sierra text adventures for me..
    King's Quest, Polic Quest, Space Quest, Leisure Suit Larry...

    Then the Lucasarts point'n'clicks like Full Throttle, Monkey Island etc.

    Console wise, the most profound moment was realising I had to change contoller ports on my PS1 to beat Psycho Mantis' mind games in Metal Gear Solid.

  • Owlyross Owlyross

    23 Jul 2010, 10:17AM

    An easy one... But...

    Day of the Tentacle, you had to find some vinegar, so you had to go back in time and leave some wine in a box, then go into the future, find it, and it had turned to vinegar...

  • LongCoffeeBreak LongCoffeeBreak

    23 Jul 2010, 10:51AM

    All been said methinks, but...

    (1) Any of the decent Resi stuff
    (2) Monkey Island - ran up a £200 bill to my mate discussing how to steal the credit note, not cool
    (3) Alone in the Dark, PS1? Something rings a bell about spending 4 hours trying variuos <Combine> options to make a gun. Classic.

  • JimBob78 JimBob78

    23 Jul 2010, 11:05AM

    Killerbee got there before me with Portal, and the momentum jumps. It wasnt just the satisfaction the first time you worked it out, it was the sudden realisation that, to quote Martin Lawrence, "Shit just got real". You knew some bastard hard puzzles were going to be coming.
    I'd genuinely love to see an action-adventure game in the mold of Resi/Silent Hill/Tomb Raider which involved puzzles BUT no keys, no levers, and no boxes to push and pull.
    Oh and to get the first mention in, any of the bosses in Shadow of the Collussus.

  • Pokemon Pokemon

    23 Jul 2010, 11:16AM

    Memorable games have included the text based adventure The Hobbit (never played the Zork series) and the Dizzy series. Once games got more advanced and you didn't have to just use an item but combine an item like Monkey Island or even examine a 3D item for hidden stuff on the back or in an item like in Resident Evil things began to get really hard.

    Games that have caused problems recently have been Portal and Monkey Island although Monkey not just for the fiendish puzzles but also for frustrating game design that makes you groan after you find out what you had been doing wrong for the last 2 hours. Do not even mention the first seagull, the canon or the bananas......

  • LeFreej LeFreej

    23 Jul 2010, 11:38AM

    LucasArts Day of the Tentacle:

    Melt the frozen hamster in the microwave to get a cold wet hamster. Travel a couple of hundred years back in time and put the jumper in the dryer. Come back to the present, by which time the jumper has shrunk to hamster size. Put jumper on hamster to get a toasty warm hamster. Use the toasty warm hamster to power the generator.

    Brilliant stuff.

  • yorkiebar yorkiebar

    23 Jul 2010, 12:04PM

    I'd opt for the piano puzzle in Silent Hill 1 - and, frankly, many of the others in that game. They were real fun to solve. Unlike the sequels which involved you simply using whatever item you picked up last to solve whatever puzzle happens to be in front of you next.

  • ShrewdOtter ShrewdOtter

    23 Jul 2010, 12:43PM

    All the shouts to the Lucas Arts team Loom - Grim Fandango. We want more!

    My favourite, just, is DOTT for the time travel element. Added a whole other level of thinking to the puzzles - time as well as space.

    Favourite puzzle from it? Possibly the one where you give the exploding cigar and chattering teeth to Washington to get his people to light a fire 'cos they think he's cold. I think all of that puzzle was just to get some gold! Mint,

  • Pish Pish

    23 Jul 2010, 12:45PM

    It has been mentioned, but I still remember the whole family being gathered round a PC 25 years ago spending an afternoon trying to work out how to get a babel fish in Arthur Dent's ear. No other gaming memory burns quite so brightly.

    The maze in a Scott Adams adventure (can't remember which one) where you had to go through the "Stitched Swamp" by going "S, E, W, N" was my first head-slap moment from my first adventure game.

  • LabMonkey LabMonkey

    23 Jul 2010, 1:04PM

    I agree that Hitchikers was incredibly difficult - just getting through the darkness puzzles was hard enough!

    Cadaver by the Bitmap Brothers was a great RPG with some fantastc puzzles and great atmosphere.

    You've also made me want to replay Portal.

    I'm really glad that we're over that phase where the only nod to puzzles in console games were endless block puzzles.

  • Lazybones Lazybones

    23 Jul 2010, 1:13PM

    Hitchhikers Guide to the Galaxy

    This was tough. I remember there was one bit where you had to get through a door, and Marvin kept on coming out, or walking past. I mean maybe you never had to go through the door, but I got stuck there for what semed like hours at a time.

  • foxtrotdelta foxtrotdelta

    23 Jul 2010, 1:33PM

    Obviously Monkey island. Don't really need to go into that much further, except to mention two specific puzzles of one variety or another that stick in my memory from back in the Amiga days:

    1. The sword fighting. Not necessarily a puzzle as such, but it was the most ingenius way to introduce fighting into the game, and the way you defeated the sword-master (or did you learn from the sword-master and have to defeat someone else?) with the same comebacks as in training, but to different put-downs was brilliant...

    2. I remember being stuck on a bit of Monkey Island 2, the spitting competition, but someone having sent in a solution to Amiga Power recommending a particular combo of horrible hwking of loogie sounds. I tried it loads of times and it didn't work. And then I spotted the flags fluttering and realised the combination of loogie hwking sounds didn't matter, you just had to spit when the wind blew to win...

    However...

    When I first read the title of this piece I assumed this would be more about games like Lemmings, or perhaps Geared on the iPhone - Monkey Island, Uncharted and Assassin's Creed I would suggest are all adventure games (surely MI is a point-and-click-adventure?), not puzzlers.

  • escooler escooler

    23 Jul 2010, 1:55PM

    Tearing the ship in half in grim fandango was an absolute killer, but most of the puzzels had some sense to them (like breaking a tube message system using packing foam sent from two different ballons..sure)

    Discworld has some really oddball puzzels, I remember been given a list of stuff to find in the opening scene and think...erm, i dont really have to collect all this stuff...thats insane.

    On this note the original puzzel document for grim fandango is online. Its great for a trip down memory lane (I use a mac now :( )

    http://www.scribd.com/doc/8350715/Grim-Fandango-Puzzle-Document-Original

    Adam

  • Maiquitol Maiquitol

    23 Jul 2010, 3:15PM

    Scratched my head a bit on this one - not a lot of great puzzles out there in my memory...

    I would plump for the one in Banjo Kazooie Nuts and Bolts where you need to build a vehicle to run down a ramp under it's own momentum, fly over a gap, and knock over a set of over-sized skittles. That was fun...

  • Skippyleb Skippyleb

    23 Jul 2010, 3:21PM

    Like some of the other older contributors to this thread, I have fond memories of old pure text adventures. I even remember buying a book on how to design and code them.

    Nowadays, I wouldn't have the patience to spend 10 mins loading a game from cassette, only to spend three hours vainly attempting to work out how to get a peasant to lend me a bucket.

    From a purely puzzle p.o.v. I recently got round to playing Portal, and loved it. The single player adventure was a bit easy, but the hard and challenge versions of the puzzles were great - tough, but not unfair. Looking forward to Portal 2 very much.

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