Basic Trope: In order to get across a room, some blocks have to be moved around to make a path.
* Straight: The dungeon features a room full of stone blocks that need to be pushed onto buttons to open a door.
* Exaggerated: Every single room has these blocks.
* Downplayed: There's one room where one block needs to be pushed into a hole, but it's pretty obvious and the only time it happens.
* Justified: The block puzzles are designed to be a test of understanding spatial relations, which is needed to control the artifact hidden inside.
* Inverted: Blocks make up a bridge across a room, but you need to spread them out to move something through.
* Subverted: You enter a room full of blocks and buttons, with a door on the far side, but your partner comes through the door
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rdfs:label
| - Block Puzzle/Playing With
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rdfs:comment
| - Basic Trope: In order to get across a room, some blocks have to be moved around to make a path.
* Straight: The dungeon features a room full of stone blocks that need to be pushed onto buttons to open a door.
* Exaggerated: Every single room has these blocks.
* Downplayed: There's one room where one block needs to be pushed into a hole, but it's pretty obvious and the only time it happens.
* Justified: The block puzzles are designed to be a test of understanding spatial relations, which is needed to control the artifact hidden inside.
* Inverted: Blocks make up a bridge across a room, but you need to spread them out to move something through.
* Subverted: You enter a room full of blocks and buttons, with a door on the far side, but your partner comes through the door
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dcterms:subject
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dbkwik:all-the-tro...iPageUsesTemplate
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dbkwik:allthetrope...iPageUsesTemplate
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abstract
| - Basic Trope: In order to get across a room, some blocks have to be moved around to make a path.
* Straight: The dungeon features a room full of stone blocks that need to be pushed onto buttons to open a door.
* Exaggerated: Every single room has these blocks.
* Downplayed: There's one room where one block needs to be pushed into a hole, but it's pretty obvious and the only time it happens.
* Justified: The block puzzles are designed to be a test of understanding spatial relations, which is needed to control the artifact hidden inside.
* Inverted: Blocks make up a bridge across a room, but you need to spread them out to move something through.
* Subverted: You enter a room full of blocks and buttons, with a door on the far side, but your partner comes through the door from the other side.
* Double Subverted: ...then lets the door close, which locks it and activates the puzzle.
* Parodied: The hero is known as a hero because of his incredible block-pushing skills, and that's the only reason he's picked for the quest.
* Zig Zagged: You enter a room with blocks that seem to need moved around, but a party member steps up and solves the puzzle for you. But he does it wrong, and you have to fix it for him. but when you try to push a block, it crumbles, the puzzle malfunctions, and the door opens anyway.
* Averted: There are no inexplicable blocks to be found.
* Enforced: The Evil Dungeon Construction Union requires at least three block puzzles per project due to union rules.
* Lampshaded: "the way these segments of pillar fell into individual blocks.. it's almost like a puzzle of some sort."
* Invoked: "I don't care if it doesn't make sense, I always wanted to put one of those moving block puzzles in my evil lair."
* Exploited: ???
* Defied: Upon encountering the room of blocks, the protagonist pulls out a giant hammer and smashes a hole in the wall instead of solving the puzzle.
* Discussed: "Why would an ancient race hide their treasures behind a room full of blocks?"
* Conversed: "Haven't you ever noticed how many games have these block pushing puzzles in them?" Back to Block Puzzle, after you push these cubes onto these buttons over here.
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