Solve the Soup Cans: Difference between revisions

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== Video Games ==
* The trope namer, ''[[The Seventh Guest]]'' is particularly [[Egregious]]: You have a lot of letters, the only vowel you're given is "y", and must rearrange them into a sentence. That sentence? "Shy gypsy, slyly, spryly, tryst by my crypt". Oh, and it only makes any sense in retrospect, as, up to that point, you didn't know the house had a crypt. Or, if you're really unlucky, what a tryst is.
** In addition to the [[Trope Namer]] soup cans, ''[[The Seventh Guest]]'' and its sequel ''The Eleventh Hour'' will also throw puzzles at you in the form of crypts, bathroom tiles, chess pieces, [[Bread, Eggs, Breaded Eggs|chess pieces]] ''[[Bread, Eggs, Breaded Eggs|on]]'' [[Bread, Eggs, Breaded Eggs|bathroom tiles]], decorative carpets and bedspreads, microscopes, pianos and cakes.
* ''Alfred Hitchcock's The Final Cut'' had a puzzle based around ''cooking Apple Crumble'' for the sake of advancing your serial killer investigation. Of course, the puzzle was less a "test of wits and intelligence" and more a tedious instruction following exercise.
* ''[[American McGee's Alice]]'' has several of these, including a version of the aforementioned chessboard puzzle (twice, though it at least fits the ''Through the Looking Glass'' theme, unlike some others). Mind you, the chessboard ''literally'' blocks your path, and you're impaled by sharp blades for trying to continue without solving it. Thus, it makes sense that you need to solve it... even if it doesn't make sense that it'd be there in the first place. Considering that Wonderland is created by Alice's psyche and Alice is pretty much [[Ax Crazy]] in this game, it somehow does...
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* ''[[Fur Fighters]]'' has a lot of these, it being a mix of shooting and platforming it can be quite jarring. One actually involved making a special soup in a jungle with an elongated fetch-quest to boot.
* The ''Core'' series of Flash games. In the installment "Tower Core" this is especially [[Egregious]] because the framing device is that you have to power up the defense system to fend off an impending meteor strike, or something like that. Since this appears to be the only purpose of the titular towers, one would expect actual human security to be the better option, instead of wasting time trying to solve random puzzles.
* ''Schizm II: Chameleon'' had an absolutely perfect example of this. Through various cunning methods, the player finally gains access to an elevator. The elevator promptly takes them down to a single room, which contains nothing but a code panel. Finally switching the symbols around correctly... gives a cutscene of [[Non -Player Character|NPC]]s finding you there, and so advancing the story. The act of solving the puzzle does ''nothing'' in the game world.
* The entire game of ''[[Alundra (Video Game)|Alundra]]'' is based around this. Every dungeon is full of puzzles that yield random switches that open gates; the gates won't open without hitting all the switches in a particular order, for example, or lighting all the torches. Most of the dungeons are inside dreams, so make a little bit of sense - but many aren't.
* The ''[[Wild Arms]]'' games have examples set in in temples and ruins.
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[[Category:Gameplay and Story Segregation]]
[[Category:Older Than the NES]]
[[Category:Solve The Soup Cans]][[Category:Pages with comment tags]]
[[Category:Trope]][[Category:Pages with comment tags]]