• Not a poll, no, no, really

    From Mark P. Nelson@markpnelson@sbcglobal.net to comp.sys.ibm.pc.games.action on Sun Feb 15 19:21:44 2026
    From Newsgroup: comp.sys.ibm.pc.games.action


    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.

    This is not a poll. I do not have a polling license,

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    6. Mazes.

    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".

    8. Your proposal here:_______________________________________________
    --
    Clotho, Lachesis, Atropos -- the only sysadmins that matter
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sun Feb 15 17:47:23 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 15 Feb 2026 19:21:44 -0000 (UTC), "Mark P. Nelson" <markpnelson@sbcglobal.net> said this thing:


    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.
    This is not a poll. I do not have a polling license,


    Oooh, I like it! What a terrific idea! It's not like those usual
    crap polls we normally get. This one has thought and effort put into
    it! Polling license granted!


    What puzzles do you hate most in computer games?
    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.
    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.
    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.
    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.
    5. Oh, GODS, not the f*cking towers of Hanoi again!
    6. Mazes.
    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".
    8. Your proposal here:_______________________________________________


    This is a good poll 'cause it makes me think. There's no easy and
    obvious answer. Just like a good puzzle!

    Personally, I'm not sure I'd normally consider platforming (options
    2 and 3) 'puzzles'. Annoying certainly, but usually more a matter of
    timing and reflex than something that requires warming up the cerebral
    matter. Then again, I'm not a licensed pollster either so what do I
    know. They're certainly something I dislike, largely because they
    require me to do the same thing over-and-over again until I get the
    sequence just right. I /hate/ repetition in games. If I had to stick
    with the provided answers, those are the ones I'd pick.

    [I'm okay with mazes and the Hanoi towers, mostly because I
    have a good sense of direction and can solve the towers
    without difficulty. Puzzles that don't make me work are A-OK
    in my book! ;-)]

    But if allowed, I would like to pick option 8 and suggest a few other
    ideas.

    The first suggestion (which might be disallowed just because it's
    not really a puzzle either) are quick-time events. I HATE those
    things. They fail as puzzles because they're just stupid Simon-says
    repetition, and they fail at cut-scenes because I gotta watch out for key-prompts rather than enjoy the action.

    But if that choice is (understandably) disallowed, my second would
    be moon-logic puzzles. That is, puzzles which defy solution because
    they don't make any god damn sense and can usually only be solved by
    trial and error.

    E.g., how to open a locked door? Give a man ten rooms away away a fish
    because that will make him burp which will scare a bird who will fly
    to a tree two rooms away and shake the branch where the previously
    unseen key to the door has been hidden. That's the sort of thing I
    detest. Especially when there hasn't been any clue that the guy will
    burp, or the bird will fly away at the sound, or that the key to the
    door is in the tree. How is anybody supposed to solve that nonsense?

    [It's even worse when the obvious and simple answer
    are intentionally disallowed. E.g., the aforementioned door
    is guarded by a soldier who has an addiction to chocolate
    and you have that confectionary in your inventory, but
    try and bribe him with the candy and the game ignores it
    outright]

    And it's not just limited to adventure games. Think of Hexen and it's
    endless "press button; a door is opened somewhere else" puzzles...
    with the 'door' often being a wall that hereto with had shown no clue
    to being a blocked passageway.)

    Fuck that shit.


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Sun Feb 15 22:33:45 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/15/2026 11:21 AM, Mark P. Nelson wrote:
    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.

    This is not a poll. I do not have a polling license,

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    6. Mazes.

    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".

    8. Your proposal here:_______________________________________________

    I consider #2 and #3 effectively the same thing. And hate them with a passion.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Xocyll@Xocyll@gmx.com to comp.sys.ibm.pc.games.action on Mon Feb 16 08:04:30 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    "Mark P. Nelson" <markpnelson@sbcglobal.net> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:


    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.

    This is not a poll. I do not have a polling license,

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    6. Mazes.

    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".

    8. Your proposal here:_______________________________________________


    My #8 is 1 through 6. Hate em all, but especially 3 and 4 (extra credit
    if you have a save point, then a multiple jump, then a boss fight with
    the hit the secret nonsense to actually kill it. Die, respawn, jump
    puzzle, boss fight, die.

    Extra, extra credit if all this is on a fucking timer as well.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Mon Feb 16 10:33:55 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 15 Feb 2026 19:21:44 -0000 (UTC), "Mark P. Nelson" <markpnelson@sbcglobal.net> wrote:

    8. Your proposal here:_______________________________________________

    Logic Puzzles. Fuck you 7th Guest and Myst!
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Mon Feb 16 10:36:41 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 16 Feb 2026 08:04:30 -0500, Xocyll <Xocyll@gmx.com> wrote:

    My #8 is 1 through 6. Hate em all, but especially 3 and 4 (extra credit
    if you have a save point, then a multiple jump, then a boss fight with
    the hit the secret nonsense to actually kill it. Die, respawn, jump
    puzzle, boss fight, die.

    Extra, extra credit if all this is on a fucking timer as well.

    I hate anything in a video game that adds a timer to it. Puzzle or
    otherwise.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Mon Feb 16 11:06:33 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 16 Feb 2026 10:33:55 -0500, Mike S. <Mike_S@nowhere.com> said
    this thing:
    On Sun, 15 Feb 2026 19:21:44 -0000 (UTC), "Mark P. Nelson" ><markpnelson@sbcglobal.net> wrote:


    8. Your proposal here:_______________________________________________


    Logic Puzzles. Fuck you 7th Guest and Myst!


    I don't have such a problem with logic puzzle games themselves. Or,
    for that matter, jumping puzzles or trick bosses or most of the
    others. I don't always enjoy them but, well... if I choose to play a platformer, then I should expect jumping, right? If I play "7th
    Guest", arranging cans to spell out some nonsensical rhyme is just par
    for the course.

    What I really dislike is when I get a logic puzzle in the middle of
    "Doom", or if I need to do a tricky set of jumps in a brawler. That's
    not what I signed up for!

    So I'm fine with those damn jumping puzzles when I'm playing "Meat
    Boy", and "Myst" wouldn't be the same if I didn't have to figure out
    that I needed to pull the right lever three times and the left lever
    twice. But I'll be pretty pissed if you reverse it.

    Moon-logic puzzles can DIAF regardless of where they are found,
    however. ;-)




    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Mon Feb 16 11:27:45 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/15/2026 11:21 AM, Mark P. Nelson wrote:
    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.

    This is not a poll. I do not have a polling license,

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    It's been so long since I've done one of those but I never liked them.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    Hate those. Especially if it's fall to my death in 2.5d, or even worse
    VR.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    Those are bad too.


    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    The first boss in DS1 was kind of like that, had to look up spoilers to
    find you're supposed to run past him through a door on the other side of
    the room and come back with actual weapons slightly later. That was bad
    for me, but apperantly not a problem for most people. It's technically possible to kill him without doing that, but it's something like an hour
    long fight you can't get hit more than a few times.


    5. Oh, GODS, not the f*cking towers of Hanoi again!

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.


    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".

    8. Your proposal here:_______________________________________________


    Definitely #2. Combine that with #3 and you've got the worst.

    I generally don't like puzzles.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From rms@rmsmoo@moomoo.net to comp.sys.ibm.pc.games.action on Mon Feb 16 14:46:39 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    What puzzles do you hate most in computer games?

    Sliding tile puzzles.

    rms
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Feb 17 10:38:49 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 16 Feb 2026 14:46:39 -0700, "rms" <rmsmoo@moomoo.net> said
    this thing:

    What puzzles do you hate most in computer games?

    Sliding tile puzzles.


    Oh, fuck yes. I take back everything else I wrote and change my vote
    to 'sliding tile puzzles'. They're the absolute worst.


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Tue Feb 17 14:08:18 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Mon, 16 Feb 2026 11:27:45 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.

    I did too so mazes never bothered me. I am sure you can just download
    maps these days for any game that has a maze.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Tue Feb 17 14:13:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 17 Feb 2026 10:38:49 -0500, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Oh, fuck yes. I take back everything else I wrote and change my vote
    to 'sliding tile puzzles'. They're the absolute worst.

    I hate them too. They fall under 'Logic Puzzles' which was my vote for
    worst type of puzzle. 7th Guest had more than one sliding tile puzzle
    I believe.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Wed Feb 18 12:13:17 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    "Mark P. Nelson" <markpnelson@sbcglobal.net> writes:

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    Not a fan but not common in games I play. Annoying all the
    same. E.g. I've started a replay of Mission Critical, I think last time
    was last millennium. Still, I remember it had one pixel hunt in it and
    that seems to be one of the few things I remember about it almost three
    decades later.

    One of the Space Quests too, maybe the first one? Early on, you crawl
    through a cave with some shiny gem in your mouth and promptly drop it
    after getting out. Or something like that. Game doesn't say anything but
    you need it later. Feels like '90s game design stuff.

    Oh and now that I think about it. Kind of similar to the pixel hunt:
    adventure games where you're going to need an item from the beginning of
    the game near the end and you can't go back to the starting area, just
    because. My replay of Rex Nebular comes to mind.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    Not a fan but not common in games I play. I have a vague memory of some
    Star Trek game (probably DS9 Harbinger or was there some other decent-ish
    DS9 game?) where I turned on a flying cheat to do a jump.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just spawned some more enemies for you".

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get
    up there?

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    Never seen.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    I feel it was maybe a little overused around KOTOR and KOTOR2 time, over
    two decades ago? But I think there's an upside, as in, if I see that, I
    know how to solve it.

    6. Mazes.

    Well... I put a lot of time into a maze adventure "Asylum" back in the
    '80s. Main challenge was that the maze had some crazy in itself, it
    quite impossibly wrapped around the edges and some other geometry was
    also impossible. It was a visual 3d maze but with featureless walls and
    floor so really hard to map and get around in. All dropped items were
    rendered as a featureless box. In the end I only got through a kind of
    an intro part, the game opened up into an even larger maze after that
    and introduced fun things like invisible "revolving doors" which spun
    you around. Didn't feel like continuing.

    Another maze in some recent-ish Jedi Whatsit game, I just couldn't find
    my way out of a maze! Actually a cave system. I had solved all the
    puzzles and got my prize or whatever and it was time to go but no. I
    even tried a walk through but still no. And since the game wasn't really
    that good I just stopped there.

    8. Your proposal here:_______________________________________________

    Timed puzzles, also adventure game fare. You press a button somewhere
    and the game tells you "you heard something". And then you're supposed
    to figure out some exact steps to perform in a specific order after
    pressing that button, to accomplish something. I remember I was
    completely lost with that once. It was a kind of modern take of a text adventure since it ran in a web browser. Thankfully the dev provided
    hints since it's not like there were any walk-throughs for it.

    In general, hate is maybe a strong term for puzzles but annoyance is
    common. One annoyance was just in the above mentioned Mission Critical,
    poor puzzle controls. I think the game instructed to pan a little pipe
    puzzle up and down with these dedicated arrow buttons on the screen. But
    in fact those arrows behave like home and end keys, panning straight to
    top or bottom. And there I was, looking for a scroll bar and clicking everywhere and trying dragging everything to see the middle part of the
    puzzle. Until I finally tried the arrow keys.

    Then there's a more modern thing: lighting effects that make it
    impossible to make out a puzzle. Case in point, the System Shock
    remake. There's a kind of puzzle where you have to connect cables on a
    kind of switchboard to generate a specific, I guess, voltage in some
    gauge, kind of like a LED bar. Usually easy but one time the puzzle
    spawned so that there was a light source shining on the stupid gauge and
    it was near impossible to read. Eventually with some fiddling with
    monitor brightness I got it but sheesh.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Xocyll@Xocyll@gmx.com to comp.sys.ibm.pc.games.action on Wed Feb 18 09:14:08 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Anssi Saari <anssi.saari@usenet.mail.kapsi.fi> looked up from reading
    the entrails of the porn spammer to utter "The Augury is good, the
    signs say:

    "Mark P. Nelson" <markpnelson@sbcglobal.net> writes:

    What puzzles do you hate most in computer games?
    <snip>
    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    Not a fan but not common in games I play. I have a vague memory of some
    Star Trek game (probably DS9 Harbinger or was there some other decent-ish
    DS9 game?) where I turned on a flying cheat to do a jump.

    Don't think I ever played Harbinger, just "DS9: The Fallen" which wasn't
    bad, but I don't think it had jumping puzzles.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe >generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    Indiana Jones and the Emperors Tomb.

    I still remember this one 20 years on cause it had one point where you
    had a save point, then a triple whip jump plus other jumps while being
    chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just >spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly horizontally, so if your feet were 1mm below the edge, you couldn't get
    up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get
    up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned
    but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was
    blocked and you had to climb and jump and whatnot to get up an alternate
    route.
    Later games forgot this entirely and suddenly the only path there ever
    was involves you climbing the wall, then hand over handing across the
    ceiling.

    <snip>

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Feb 18 06:32:53 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/17/2026 11:08 AM, Mike S. wrote:
    On Mon, 16 Feb 2026 11:27:45 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.

    I did too so mazes never bothered me. I am sure you can just download
    maps these days for any game that has a maze.

    I did get stuck for a week in Bloodborne in Nightmare Frontier, even
    though it's not much of a maze it was hard to determine where I was,
    where I was going, or where I'd been. Of course that had as much to do
    with the nightmares in the frontier killing me when I took a wrong turn.
    I watched several videos several times trying to follow along to get
    through it, and looked at maps which were little to no help.

    I suppose in the olden days the teleport maze in Bard's Tale was the
    worst I remember.

    So I do have a problem with those too, but wouldn't put them at the top
    of the list, and they don't seem as prevalent in the last decade at least.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Feb 18 09:52:31 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 17 Feb 2026 14:08:18 -0500, Mike S. <Mike_S@nowhere.com> said
    this thing:

    On Mon, 16 Feb 2026 11:27:45 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.

    I did too so mazes never bothered me. I am sure you can just download
    maps these days for any game that has a maze.

    Plus, most mazes in games these days aren't that difficult to
    navigate. Even in the heyday of the maze-game, the generally small
    size of the maps (usually 16x16 squares) meant it wasn't too hard to
    find your way around, which is why the developers resorted to things
    like invisible or one-way doors, teleports and spinners.

    Modern mazes tend to lack these annoyances, and while technology
    allows them to make much larger labyrinths in terms of area, the
    developers usually end up making mazes that have far fewer twists and
    turns.

    Plus, thanks to the increased fidelity of modern games, every corridor
    and room has its own detailing and appearance. No longer are we lost
    in 'a maze of twisty passages, all alike'.

    Even in the day, I rarely relied on maps to help me navigate. Nowadays
    I never bother.


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Feb 18 09:55:36 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 18 Feb 2026 09:14:08 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    I still remember this one 20 years on cause it had one point where you
    had a save point, then a triple whip jump plus other jumps while being
    chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just >>spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly >horizontally, so if your feet were 1mm below the edge, you couldn't get
    up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get
    up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned
    but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was >blocked and you had to climb and jump and whatnot to get up an alternate >route.
    Later games forgot this entirely and suddenly the only path there ever
    was involves you climbing the wall, then hand over handing across the >ceiling.


    On a related note: Hey there, Mr. Hero-with-a-Rocket-Launcher. You
    need to go over there, but there's a door in the way. Go search the
    labyrinth for an hour looking for the appropriate switch. Oh, the
    door? It's made of flimsy wood. No, you can't use your rocket launcher
    to just explode your way through; don't be silly. Go search for the
    key!

    Not really a puzzle, this (or any of the other ideas above) but damned
    silly. Then again, the alternative doesn't always lead to better games
    either. What's a poor developer to do? ;-)


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Wed Feb 18 10:35:12 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 18 Feb 2026 12:13:17 +0200, Anssi Saari

    One of the Space Quests too, maybe the first one? Early on, you crawl
    through a cave with some shiny gem in your mouth and promptly drop it
    after getting out. Or something like that. Game doesn't say anything but
    you need it later. Feels like '90s game design stuff.

    I have a map I made of that stupid cave. I remember that area clearly.
    It was Space Quest II.

    Oh and now that I think about it. Kind of similar to the pixel hunt: >adventure games where you're going to need an item from the beginning of
    the game near the end and you can't go back to the starting area, just >because. My replay of Rex Nebular comes to mind.

    Dead man walking was common in adventure games. And in the text
    adventures that preceded them. LuasArts managed to avoid this for the
    most part in their games. I think only their earliest games, Maniac
    Mansion and Zak McKracken had unwinnable states.

    Also, I own Rex Nebular. I don't think I will ever replay it, but if I
    do, I need to keep your post in mind. :)

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe >generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    The jumping teeth part of System Shock 2 is my least favorite part of
    the entire game. So I guess I hate those kinds of puzzles too.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Wed Feb 18 07:40:06 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/18/2026 2:13 AM, Anssi Saari wrote:
    "Mark P. Nelson" <markpnelson@sbcglobal.net> writes:

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    Not a fan but not common in games I play. Annoying all the
    same. E.g. I've started a replay of Mission Critical, I think last time
    was last millennium. Still, I remember it had one pixel hunt in it and
    that seems to be one of the few things I remember about it almost three decades later.

    One of the Space Quests too, maybe the first one? Early on, you crawl
    through a cave with some shiny gem in your mouth and promptly drop it
    after getting out. Or something like that. Game doesn't say anything but
    you need it later. Feels like '90s game design stuff.

    Oh and now that I think about it. Kind of similar to the pixel hunt: adventure games where you're going to need an item from the beginning of
    the game near the end and you can't go back to the starting area, just because. My replay of Rex Nebular comes to mind.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    Not a fan but not common in games I play. I have a vague memory of some
    Star Trek game (probably DS9 Harbinger or was there some other decent-ish
    DS9 game?) where I turned on a flying cheat to do a jump.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just spawned some more enemies for you".

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get
    up there?

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    Never seen.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    I feel it was maybe a little overused around KOTOR and KOTOR2 time, over
    two decades ago? But I think there's an upside, as in, if I see that, I
    know how to solve it.

    6. Mazes.

    Well... I put a lot of time into a maze adventure "Asylum" back in the
    '80s. Main challenge was that the maze had some crazy in itself, it
    quite impossibly wrapped around the edges and some other geometry was
    also impossible. It was a visual 3d maze but with featureless walls and
    floor so really hard to map and get around in. All dropped items were rendered as a featureless box. In the end I only got through a kind of
    an intro part, the game opened up into an even larger maze after that
    and introduced fun things like invisible "revolving doors" which spun
    you around. Didn't feel like continuing.

    Another maze in some recent-ish Jedi Whatsit game, I just couldn't find
    my way out of a maze! Actually a cave system. I had solved all the
    puzzles and got my prize or whatever and it was time to go but no. I
    even tried a walk through but still no. And since the game wasn't really
    that good I just stopped there.

    8. Your proposal here:_______________________________________________

    Timed puzzles, also adventure game fare. You press a button somewhere
    and the game tells you "you heard something". And then you're supposed
    to figure out some exact steps to perform in a specific order after
    pressing that button, to accomplish something. I remember I was
    completely lost with that once.
    Oh I really hate those, and time limits. GoW (new) had that thing where
    you have to hit 3 rune stones in an area with maybe a second to spare,
    really hard to get right especially with a controller. Easy-peasy on PC
    with mouse though. Of course I played it with controller.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Wed Feb 18 11:01:20 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Wed, 18 Feb 2026 10:35:12 -0500, Mike S. <Mike_S@nowhere.com> said
    this thing:

    On Wed, 18 Feb 2026 12:13:17 +0200, Anssi Saari

    One of the Space Quests too, maybe the first one? Early on, you crawl >>through a cave with some shiny gem in your mouth and promptly drop it
    after getting out. Or something like that. Game doesn't say anything but >>you need it later. Feels like '90s game design stuff.

    I have a map I made of that stupid cave. I remember that area clearly.
    It was Space Quest II.

    Oh and now that I think about it. Kind of similar to the pixel hunt: >>adventure games where you're going to need an item from the beginning of >>the game near the end and you can't go back to the starting area, just >>because. My replay of Rex Nebular comes to mind.

    Dead man walking was common in adventure games. And in the text
    adventures that preceded them. LuasArts managed to avoid this for the
    most part in their games. I think only their earliest games, Maniac
    Mansion and Zak McKracken had unwinnable states.

    Also, I own Rex Nebular. I don't think I will ever replay it, but if I
    do, I need to keep your post in mind. :)

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe >>generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    The jumping teeth part of System Shock 2 is my least favorite part of
    the entire game. So I guess I hate those kinds of puzzles too.

    I minded the gnashing teeth in The Many less because it was a jumping
    puzzle (it barely is, and it's a relatively short sequence anyway) and
    more because:

    a) it was out of place compared to the rest of the game,
    which had perilously few times you needed to platform.
    Adding such a mechanic to the end-game was a bad decision.

    b) More importantly, it was poorly done. The 'teeth' barely
    looked like teeth, and they didn't really fit in with the
    rest of the aesthetic of the dungeon (for those who haven't
    played the game, they were really just singular columns
    moving up and down, crushing anybody caught between). I'll
    be honest, the first time I played the game I didn't even
    pick up on the fact that these columns were supposed to be
    'teeth'. Who expects teeth in the center of a body? It didn't
    help that the movement was so rote and mechanical; completely
    at odds with the organic style of the rest of the dungeon.

    While I'm generally not a fan of first-person platforming regardless
    of the game, I don't find the mechanic used for the 'teeth' in "System
    Shock 2" that offensive. Heck, "Doom" introduced (or at least
    popularized) the idea of grinding columns back in its first shareware
    episode, and its been a concept used again and again throughout the
    franchise and many other games.

    But the way the developers introduced, presented and used the mechanic
    in "System Shock 2" was terrible. I dislike that implementation, not
    the idea itself.

    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Wed Feb 18 17:25:10 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/18/2026 6:55 AM, Spalls Hurgenson wrote:
    On Wed, 18 Feb 2026 09:14:08 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    I still remember this one 20 years on cause it had one point where you
    had a save point, then a triple whip jump plus other jumps while being
    chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just >>> spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly
    horizontally, so if your feet were 1mm below the edge, you couldn't get
    up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get >>> up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned
    but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was
    blocked and you had to climb and jump and whatnot to get up an alternate
    route.
    Later games forgot this entirely and suddenly the only path there ever
    was involves you climbing the wall, then hand over handing across the
    ceiling.


    On a related note: Hey there, Mr. Hero-with-a-Rocket-Launcher. You
    need to go over there, but there's a door in the way. Go search the
    labyrinth for an hour looking for the appropriate switch. Oh, the
    door? It's made of flimsy wood. No, you can't use your rocket launcher
    to just explode your way through; don't be silly. Go search for the
    key!

    Not really a puzzle, this (or any of the other ideas above) but damned
    silly. Then again, the alternative doesn't always lead to better games either. What's a poor developer to do? ;-)

    Do better.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From phoenix@j63840576@gmail.com to comp.sys.ibm.pc.games.action on Thu Feb 19 00:28:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur wrote:
    On 2/18/2026 2:13 AM, Anssi Saari wrote:
    "Mark P. Nelson" <markpnelson@sbcglobal.net> writes:

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that
    field in Baldur's Gate.

    Not a fan but not common in games I play. Annoying all the
    same. E.g. I've started a replay of Mission Critical, I think last time
    was last millennium. Still, I remember it had one pixel hunt in it and
    that seems to be one of the few things I remember about it almost three
    decades later.

    One of the Space Quests too, maybe the first one? Early on, you crawl
    through a cave with some shiny gem in your mouth and promptly drop it
    after getting out. Or something like that. Game doesn't say anything but
    you need it later. Feels like '90s game design stuff.

    Oh and now that I think about it. Kind of similar to the pixel hunt:
    adventure games where you're going to need an item from the beginning of
    the game near the end and you can't go back to the starting area, just
    because. My replay of Rex Nebular comes to mind.

    2. Jumping puzzles, where you have to take off from just the right
    spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    Not a fan but not common in games I play. I have a vague memory of some
    Star Trek game (probably DS9 Harbinger or was there some other decent-ish
    DS9 game?) where I turned on a flying cheat to do a jump.

    3. Multi-jump puzzles, where you have to perform three jumps in a
    row, and can't save
    your progress, so if you fail the final jump you have to start over
    from the first jump.

    Maybe but nothing comes to mind. Well, the ridiculous teeth of the Many
    in System Shock 2 but thankfully that thing had only two teeth... Maybe
    generalized to combinations of jumping and dodging moving walls or
    bursting flames or whatever hazard.

    And related. Your agile hero's complete inability to climb or rather,
    step over a knee high railing, i.e. invisible walls. "No, you can't go
    over that, please walk around through 17 corridors instead where we just
    spawned some more enemies for you".

    Then there's the buildings that clearly have a roof and there's maybe
    even what looks like loot there. So why is it there's just no way to get
    up there?

    4. Boss fights where the boss keeps coming back to life until you
    realise you have to blow
    out the candle at the other end of the hall first.

    Never seen.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    I feel it was maybe a little overused around KOTOR and KOTOR2 time, over
    two decades ago? But I think there's an upside, as in, if I see that, I
    know how to solve it.

    6. Mazes.

    Well... I put a lot of time into a maze adventure "Asylum" back in the
    '80s. Main challenge was that the maze had some crazy in itself, it
    quite impossibly wrapped around the edges and some other geometry was
    also impossible. It was a visual 3d maze but with featureless walls and
    floor so really hard to map and get around in. All dropped items were
    rendered as a featureless box. In the end I only got through a kind of
    an intro part, the game opened up into an even larger maze after that
    and introduced fun things like invisible "revolving doors" which spun
    you around. Didn't feel like continuing.

    Another maze in some recent-ish Jedi Whatsit game, I just couldn't find
    my way out of a maze! Actually a cave system. I had solved all the
    puzzles and got my prize or whatever and it was time to go but no. I
    even tried a walk through but still no. And since the game wasn't really
    that good I just stopped there.

    8. Your proposal here:_______________________________________________

    Timed puzzles, also adventure game fare. You press a button somewhere
    and the game tells you "you heard something". And then you're supposed
    to figure out some exact steps to perform in a specific order after
    pressing that button, to accomplish something. I remember I was
    completely lost with that once.
    Oh I really hate those, and time limits.  GoW (new) had that thing where you have to hit 3 rune stones in an area with maybe a second to spare, really hard to get right especially with a controller.  Easy-peasy on PC with mouse though.  Of course I played it with controller.


    I hate time limits too but you get a great feeling when you beat them
    againt the wall, odds..
    --
    pBkHHoOIIn8
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Anssi Saari@anssi.saari@usenet.mail.kapsi.fi to comp.sys.ibm.pc.games.action on Fri Feb 20 17:03:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Justisaur <justisaur@yahoo.com> writes:

    Oh I really hate those, and time limits. GoW (new) had that thing
    where you have to hit 3 rune stones in an area with maybe a second to
    spare, really hard to get right especially with a controller.
    Easy-peasy on PC with mouse though. Of course I played it with
    controller.

    Generally, action-style time limits aren't so hateful to me but not too rewarding either. I think I just played something with a time limit, uh,
    Outer Worlds maybe? But I don't remember what the time limit was about
    in there. Anyways, it was generous since I got it on the second try.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Fri Feb 20 18:40:03 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:52 this Wednesday (GMT):
    On Tue, 17 Feb 2026 14:08:18 -0500, Mike S. <Mike_S@nowhere.com> said
    this thing:

    On Mon, 16 Feb 2026 11:27:45 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.

    I did too so mazes never bothered me. I am sure you can just download
    maps these days for any game that has a maze.

    Plus, most mazes in games these days aren't that difficult to
    navigate. Even in the heyday of the maze-game, the generally small
    size of the maps (usually 16x16 squares) meant it wasn't too hard to
    find your way around, which is why the developers resorted to things
    like invisible or one-way doors, teleports and spinners.

    Modern mazes tend to lack these annoyances, and while technology
    allows them to make much larger labyrinths in terms of area, the
    developers usually end up making mazes that have far fewer twists and
    turns.

    Plus, thanks to the increased fidelity of modern games, every corridor
    and room has its own detailing and appearance. No longer are we lost
    in 'a maze of twisty passages, all alike'.

    Even in the day, I rarely relied on maps to help me navigate. Nowadays
    I never bother.


    You can also always follow the left hand wall to avoid getting lost :)
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Fri Feb 20 18:40:05 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mike S <Mike_S@nowhere.com> wrote at 19:13 this Tuesday (GMT):
    On Tue, 17 Feb 2026 10:38:49 -0500, Spalls Hurgenson
    <spallshurgenson@gmail.com> wrote:

    Oh, fuck yes. I take back everything else I wrote and change my vote
    to 'sliding tile puzzles'. They're the absolute worst.

    I hate them too. They fall under 'Logic Puzzles' which was my vote for
    worst type of puzzle. 7th Guest had more than one sliding tile puzzle
    I believe.


    Agreed, theyre not my least favorite but man are they up there...
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From candycanearter07@candycanearter07@candycanearter07.nomail.afraid to comp.sys.ibm.pc.games.action on Fri Feb 20 18:40:07 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Mark P. Nelson <markpnelson@sbcglobal.net> wrote at 19:21 this Sunday (GMT):

    I am not a pollster, I'm not a pollster's son. I'm only posting a poll till the pollster man
    comes.

    This is not a poll. I do not have a polling license,

    What puzzles do you hate most in computer games?

    1. A pixel hunt, like trying to find the ring of wizardry in that field in Baldur's Gate.

    2. Jumping puzzles, where you have to take off from just the right spot at just the right
    angle with just enough velocity or you'll plunge to your doom.

    3. Multi-jump puzzles, where you have to perform three jumps in a row, and can't save
    your progress, so if you fail the final jump you have to start over from the first jump.

    4. Boss fights where the boss keeps coming back to life until you realise you have to blow
    out the candle at the other end of the hall first.

    5. Oh, GODS, not the f*cking towers of Hanoi again!

    I still don't really get the tower of hanoi, but i can usually
    EVENTUALLY get it down.

    6. Mazes.

    7. I never met a puzzle I didn't love. Every wall of every room in my house is painted with a
    copy of Mondrian's "White Wolves in the Snow".

    8. Your proposal here:_______________________________________________


    Anyways, the puzzle type I despise the most is... Lights Out puzzles.
    The kind where toggling one switch flips all adjacent switches. I am
    just miserably bad at these and usually resort to clicking randomly
    until I stumble into the right solutions. The type of puzzles where each
    button toggles multiple things is similarly frustrating, but they also
    aren't a 5x5 grid of misery.
    --
    user <candycane> is generated from /dev/urandom
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Mike S.@Mike_S@nowhere.com to comp.sys.ibm.pc.games.action on Fri Feb 20 15:00:51 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 20 Feb 2026 18:40:07 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> wrote:

    Anyways, the puzzle type I despise the most is... Lights Out puzzles.
    The kind where toggling one switch flips all adjacent switches. I am
    just miserably bad at these and usually resort to clicking randomly
    until I stumble into the right solutions. The type of puzzles where each >button toggles multiple things is similarly frustrating, but they also
    aren't a 5x5 grid of misery.

    I think I know what you are referring to here when you say Lights Out
    puzzles and 7th Guest had this type of logic puzzle as well! Because
    of course it did!

    The puzzle worked like this.There was a bunch of coffins in a grid
    pattern. You had to get all the coffins closed, but closing one would
    open all adjacent coffins and vice versa. Ugh.

    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Dimensional Traveler@dtravel@sonic.net to comp.sys.ibm.pc.games.action on Fri Feb 20 17:27:46 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/20/2026 10:40 AM, candycanearter07 wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:52 this Wednesday (GMT):
    On Tue, 17 Feb 2026 14:08:18 -0500, Mike S. <Mike_S@nowhere.com> said
    this thing:

    On Mon, 16 Feb 2026 11:27:45 -0800, Justisaur <justisaur@yahoo.com>
    wrote:

    6. Mazes.

    Not so much anymore. I actually drew maps back in the early days.

    I did too so mazes never bothered me. I am sure you can just download
    maps these days for any game that has a maze.

    Plus, most mazes in games these days aren't that difficult to
    navigate. Even in the heyday of the maze-game, the generally small
    size of the maps (usually 16x16 squares) meant it wasn't too hard to
    find your way around, which is why the developers resorted to things
    like invisible or one-way doors, teleports and spinners.

    Modern mazes tend to lack these annoyances, and while technology
    allows them to make much larger labyrinths in terms of area, the
    developers usually end up making mazes that have far fewer twists and
    turns.

    Plus, thanks to the increased fidelity of modern games, every corridor
    and room has its own detailing and appearance. No longer are we lost
    in 'a maze of twisty passages, all alike'.

    Even in the day, I rarely relied on maps to help me navigate. Nowadays
    I never bother.


    You can also always follow the left hand wall to avoid getting lost :)

    Except that some of the maze designers deliberately made that not work.
    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sat Feb 21 10:32:39 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 20 Feb 2026 17:27:46 -0800, Dimensional Traveler
    <dtravel@sonic.net> said this thing:
    On 2/20/2026 10:40 AM, candycanearter07 wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:52 this Wednesday (GMT):


    Even in the day, I rarely relied on maps to help me navigate. Nowadays
    I never bother.


    You can also always follow the left hand wall to avoid getting lost :)


    Except that some of the maze designers deliberately made that not work.


    Actually, there's an exception to my maze-navigation prowess. I'm
    great at 2D labyrinths, but start falling short once the
    third-dimension starts getting involved. THAT'S when I usually need to
    whip out the mapping paper. "Ultima 5" had some dungeons like that
    (even though their labyrinths were otherwise fairly simple). "Descent"
    just baffled me. ;-)


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Sat Feb 21 10:37:48 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Fri, 20 Feb 2026 18:40:07 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> said this thing:
    Mark P. Nelson <markpnelson@sbcglobal.net> wrote at 19:21 this Sunday (GMT):



    5. Oh, GODS, not the f*cking towers of Hanoi again!


    I still don't really get the tower of hanoi, but i can usually
    EVENTUALLY get it down.

    The Towers of Hanoi aren't really hard; the problem is that they're time-consuming. Once you figure out how, it's just a matter of
    flipping the bigger pieces back and forth and it's just gets boring.

    The first time you ever do a Tower of Hanoi puzzle, you're like: neat!
    That was sort of challenging (not much, but sort of) and fun.

    It's the next 10,000 times it shows up in video-games that you start
    to loathe it ;-)


    8. Your proposal here:_______________________________________________

    Anyways, the puzzle type I despise the most is... Lights Out puzzles.
    The kind where toggling one switch flips all adjacent switches. I am
    just miserably bad at these and usually resort to clicking randomly
    until I stumble into the right solutions. The type of puzzles where each >button toggles multiple things is similarly frustrating, but they also
    aren't a 5x5 grid of misery.


    I never found the puzzles that difficult... but I never really
    bothered 'thinking it through' first either. I'd just start
    flipping-switches and brute-forced my way through the problem, because
    that was usually as fast a method as anything else. They're usually
    not difficult, just annoying. I don't like them but my hate is
    reserved for other puzzles. ;-)

    The only time I really dislike those puzzles if they don't have a
    'reset' switch. Then you get yourself into a mess and have to work
    backwards until you get to a solveable state, and that's no fun.


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From phoenix@j63840576@gmail.com to comp.sys.ibm.pc.games.action on Sat Feb 21 09:50:01 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson wrote:
    On Fri, 20 Feb 2026 18:40:07 -0000 (UTC), candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> said this thing:
    Mark P. Nelson <markpnelson@sbcglobal.net> wrote at 19:21 this Sunday (GMT):



    5. Oh, GODS, not the f*cking towers of Hanoi again!


    I still don't really get the tower of hanoi, but i can usually
    EVENTUALLY get it down.

    The Towers of Hanoi aren't really hard; the problem is that they're time-consuming. Once you figure out how, it's just a matter of
    flipping the bigger pieces back and forth and it's just gets boring.

    No, they aren't hard and I would love to see this puzzle in a game. I
    went over the problem deeply enough that I may have some screenshots to
    show.

    Bah. Not today. The compiler needs re-installation and that's a 30
    minute process.
    --
    pBkHHoOIIn8
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From phoenix@j63840576@gmail.com to comp.sys.ibm.pc.games.action on Sat Feb 21 10:19:04 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson wrote:
    On Fri, 20 Feb 2026 17:27:46 -0800, Dimensional Traveler
    <dtravel@sonic.net> said this thing:
    On 2/20/2026 10:40 AM, candycanearter07 wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:52 this Wednesday (GMT):


    Even in the day, I rarely relied on maps to help me navigate. Nowadays >>>> I never bother.


    You can also always follow the left hand wall to avoid getting lost :)


    Except that some of the maze designers deliberately made that not work.


    Actually, there's an exception to my maze-navigation prowess. I'm
    great at 2D labyrinths, but start falling short once the
    third-dimension starts getting involved. THAT'S when I usually need to
    whip out the mapping paper. "Ultima 5" had some dungeons like that
    (even though their labyrinths were otherwise fairly simple). "Descent"
    just baffled me. ;-)


    That's an easily developed skill. I'm learning it in Let It Die. I will
    get to 20th Floor by mid-March.
    --
    pBkHHoOIIn8
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Xocyll@Xocyll@gmx.com to comp.sys.ibm.pc.games.action on Sun Feb 22 18:25:49 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Wed, 18 Feb 2026 09:14:08 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    I still remember this one 20 years on cause it had one point where you
    had a save point, then a triple whip jump plus other jumps while being >>chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather, >>>step over a knee high railing, i.e. invisible walls. "No, you can't go >>>over that, please walk around through 17 corridors instead where we just >>>spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly >>horizontally, so if your feet were 1mm below the edge, you couldn't get
    up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe >>>even what looks like loot there. So why is it there's just no way to get >>>up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned
    but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was >>blocked and you had to climb and jump and whatnot to get up an alternate >>route.
    Later games forgot this entirely and suddenly the only path there ever
    was involves you climbing the wall, then hand over handing across the >>ceiling.


    On a related note: Hey there, Mr. Hero-with-a-Rocket-Launcher. You
    need to go over there, but there's a door in the way. Go search the
    labyrinth for an hour looking for the appropriate switch. Oh, the
    door? It's made of flimsy wood. No, you can't use your rocket launcher
    to just explode your way through; don't be silly. Go search for the
    key!

    Not really a puzzle, this (or any of the other ideas above) but damned
    silly. Then again, the alternative doesn't always lead to better games >either. What's a poor developer to do? ;-)


    Recoil, Red Faction.

    Blowing your way through the terrain has been done before.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Mon Feb 23 10:14:26 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Sun, 22 Feb 2026 18:25:49 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Wed, 18 Feb 2026 09:14:08 -0500, Xocyll <Xocyll@gmx.com> said this >>thing:

    I still remember this one 20 years on cause it had one point where you >>>had a save point, then a triple whip jump plus other jumps while being >>>chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather, >>>>step over a knee high railing, i.e. invisible walls. "No, you can't go >>>>over that, please walk around through 17 corridors instead where we just >>>>spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly >>>horizontally, so if your feet were 1mm below the edge, you couldn't get >>>up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe >>>>even what looks like loot there. So why is it there's just no way to get >>>>up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned >>>but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was >>>blocked and you had to climb and jump and whatnot to get up an alternate >>>route.
    Later games forgot this entirely and suddenly the only path there ever >>>was involves you climbing the wall, then hand over handing across the >>>ceiling.


    On a related note: Hey there, Mr. Hero-with-a-Rocket-Launcher. You
    need to go over there, but there's a door in the way. Go search the >>labyrinth for an hour looking for the appropriate switch. Oh, the
    door? It's made of flimsy wood. No, you can't use your rocket launcher
    to just explode your way through; don't be silly. Go search for the
    key!

    Not really a puzzle, this (or any of the other ideas above) but damned >>silly. Then again, the alternative doesn't always lead to better games >>either. What's a poor developer to do? ;-)


    Recoil, Red Faction.

    Blowing your way through the terrain has been done before.

    Yes, I'm aware but even in those games it was still often limited. In
    fact, I seem to recall that in "Red Faction" there were a number of
    times that the doors themselves were invulnerable and the solution was
    to borrow through the rock.

    But destructible terrain is the exception, not the norm. Too often,
    the wooden door stubbornly resists even the most fierce barrage of
    fire-power launched by our rocket-launcher armed heroes.

    I wonder what was the first game to feature destructible terrain.
    "Space Invaders", with its protective blocks that could get chipped
    away by enemy fire? "Lemmings", where you could dig through rock
    walls? "Tank Wars" (or similar artillery games, like "Scorch" or
    "Worms") where you could blow away huge chunks of terrain? Supposedly
    a game called "Ghen Wars" for the Sega Saturn was the first
    first-person game to utilize the technology (six years before "Red
    Faction"), although watching videos of that game I see no evidence of
    it in action. Almost certainly "Red Faction" was the first modern game
    to make the destructible terrain central to the game's action (and
    never got better at it than "Red Faction: Guerrilla"). "Bad Company 2"
    used it to great effect as well. Newer games like "Teardown" utilize
    similar levels of destruction, but the concept still remains
    relatively rare in FPS games.




    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Xocyll@Xocyll@gmx.com to comp.sys.ibm.pc.games.action on Tue Feb 24 08:43:44 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Sun, 22 Feb 2026 18:25:49 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >>entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Wed, 18 Feb 2026 09:14:08 -0500, Xocyll <Xocyll@gmx.com> said this >>>thing:

    I still remember this one 20 years on cause it had one point where you >>>>had a save point, then a triple whip jump plus other jumps while being >>>>chased by a tank, then right into a boss fight.

    And related. Your agile hero's complete inability to climb or rather, >>>>>step over a knee high railing, i.e. invisible walls. "No, you can't go >>>>>over that, please walk around through 17 corridors instead where we just >>>>>spawned some more enemies for you".

    Arx Fatalis springs to mind, where you could levitate but only truly >>>>horizontally, so if your feet were 1mm below the edge, you couldn't get >>>>up, made exactly zero sense.

    Then there's the buildings that clearly have a roof and there's maybe >>>>>even what looks like loot there. So why is it there's just no way to get >>>>>up there?

    Cruel Developers.

    Or possibly there once was a way up there, then the area got redesigned >>>>but they did not remove the loot.

    Like Tomb Raider games - the early ones showed a regular path that was >>>>blocked and you had to climb and jump and whatnot to get up an alternate >>>>route.
    Later games forgot this entirely and suddenly the only path there ever >>>>was involves you climbing the wall, then hand over handing across the >>>>ceiling.


    On a related note: Hey there, Mr. Hero-with-a-Rocket-Launcher. You
    need to go over there, but there's a door in the way. Go search the >>>labyrinth for an hour looking for the appropriate switch. Oh, the
    door? It's made of flimsy wood. No, you can't use your rocket launcher
    to just explode your way through; don't be silly. Go search for the
    key!

    Not really a puzzle, this (or any of the other ideas above) but damned >>>silly. Then again, the alternative doesn't always lead to better games >>>either. What's a poor developer to do? ;-)


    Recoil, Red Faction.

    Blowing your way through the terrain has been done before.

    Yes, I'm aware but even in those games it was still often limited. In
    fact, I seem to recall that in "Red Faction" there were a number of
    times that the doors themselves were invulnerable and the solution was
    to borrow through the rock.

    But destructible terrain is the exception, not the norm. Too often,
    the wooden door stubbornly resists even the most fierce barrage of
    fire-power launched by our rocket-launcher armed heroes.

    Oh so true, and yet real wars you hide in the holes made by mortar and artillery fire.

    We need more games with destructible terrain, but no devs seem to want
    to do it.

    I wonder what was the first game to feature destructible terrain.
    "Space Invaders", with its protective blocks that could get chipped
    away by enemy fire? "Lemmings", where you could dig through rock
    walls? "Tank Wars" (or similar artillery games, like "Scorch" or
    "Worms") where you could blow away huge chunks of terrain? Supposedly
    a game called "Ghen Wars" for the Sega Saturn was the first
    first-person game to utilize the technology (six years before "Red
    Faction"), although watching videos of that game I see no evidence of
    it in action. Almost certainly "Red Faction" was the first modern game
    to make the destructible terrain central to the game's action (and
    never got better at it than "Red Faction: Guerrilla").

    Actually no, before Red Faction, Recoil (Sci Fi Tank game where the tank
    could hover, turn into a submarine, etc,) and had somewhat destructible
    terrain (you could blow a hole into the ground and then pull the tank
    into it, concealing most of it from enemy fire, and then the
    semi-destructible terrain of Mechwarrior3 done by the same guys, both in
    1999.

    Red Faction was 2001 and used it more extensively

    I still remember that part of Red Faction where there was a walkway up
    top and another sort of service entrance walkway below it - I took the
    lower one then when I was just in sight of the enemy, sniped him with
    the 50 cal, and when I approached, I found not only had I head shotted
    him, I'd head shotted the guy behind him that I could not even see when
    I took the shot. Got to love the over penetration of 50 cal.

    Only game I can recall that had 2 sniper rifles in it.
    Also remember that portion where they took all your guns away and gave
    you one silenced pistol with almost no ammo, after taking an identical
    pistol from you with max ammo. Sense, it made none.

    Still remember the body disposal trick, drop them in a doorway and when
    the door closed the body vanished.

    "Bad Company 2"
    used it to great effect as well. Newer games like "Teardown" utilize
    similar levels of destruction, but the concept still remains
    relatively rare in FPS games.

    Dunno this one, and I was never into console games so I never played
    Ghen wars,

    Scorch I played extensively as well as worms.
    Never played Tank Wars though

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Feb 24 09:49:36 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 24 Feb 2026 08:43:44 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >entrails of the porn spammer to utter "The Augury is good, the signs
    say:


    Scorch I played extensively as well as worms.
    Never played Tank Wars though

    "Tank Wars" (also sometimes called 'Bomb', because that was the name
    of its excutable: bomb.exe) was basically "Scorched Earth", except a
    bit older. It had older graphics and fewer options, but it was
    basically the same game: lob shells at your opponent (or the ground
    beneath them), and then use your winnings to buy new and exciting
    weapons.

    The fact that I can still remember the executable name should tell you
    how often I played it. ;-)

    "Scorched Earth" too... but after that I sort of burned out (hahahaha,
    pun!) on artillery games. By the time "Worms" came out, it barely got
    a few hours of gameplay before I got bored (besides, I found its
    backgrounds too muddy in comparison).


    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Justisaur@justisaur@yahoo.com to comp.sys.ibm.pc.games.action on Tue Feb 24 08:02:32 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On 2/24/2026 6:49 AM, Spalls Hurgenson wrote:
    On Tue, 24 Feb 2026 08:43:44 -0500, Xocyll <Xocyll@gmx.com> said this
    thing:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the
    entrails of the porn spammer to utter "The Augury is good, the signs
    say:


    Scorch I played extensively as well as worms.
    Never played Tank Wars though

    "Tank Wars" (also sometimes called 'Bomb', because that was the name
    of its excutable: bomb.exe) was basically "Scorched Earth", except a
    bit older. It had older graphics and fewer options, but it was
    basically the same game: lob shells at your opponent (or the ground
    beneath them), and then use your winnings to buy new and exciting
    weapons.

    The fact that I can still remember the executable name should tell you
    how often I played it. ;-)

    "Scorched Earth" too... but after that I sort of burned out (hahahaha,
    pun!) on artillery games. By the time "Worms" came out, it barely got
    a few hours of gameplay before I got bored (besides, I found its
    backgrounds too muddy in comparison).

    Scorched Earth was great, it's the only one of those I could ever get
    into. So many times when friends played it with me, either at their
    place or mine.
    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'
    --- Synchronet 3.21b-Linux NewsLink 1.2
  • From Spalls Hurgenson@spallshurgenson@gmail.com to comp.sys.ibm.pc.games.action on Tue Feb 24 11:22:00 2026
    From Newsgroup: comp.sys.ibm.pc.games.action

    On Tue, 24 Feb 2026 08:02:32 -0800, Justisaur <justisaur@yahoo.com>
    said this thing:
    On 2/24/2026 6:49 AM, Spalls Hurgenson wrote:



    "Scorched Earth" too... but after that I sort of burned out (hahahaha,
    pun!) on artillery games. By the time "Worms" came out, it barely got
    a few hours of gameplay before I got bored (besides, I found its
    backgrounds too muddy in comparison).


    Scorched Earth was great, it's the only one of those I could ever get
    into. So many times when friends played it with me, either at their
    place or mine.


    Again, it was more Bomb/TankWars for us... but yeah, the same
    experience. A bunch of people huddled around the CRT passing the
    keyboard one to another as it was their turn.

    When "Scorched Earth" came out, we moved on to that game, but it was
    never with the same intensity even though I'd agree it was the better
    game.

    One thing I liked about "Scorched Earth" was that you could edit the
    list of comments the tanks made when they shot/blew up... and since it
    was my computer we were (mostly) playing on, you can bet I edited that
    for the amusement of myself and friends.


    --- Synchronet 3.21b-Linux NewsLink 1.2