as you wander around helplessly at some point you start getting hot. If you take off your shirt to cool off, the game responds something like: "ah, much better. you stretch out your wings.". And with that info, the maze is solved by simply "fly".
I liked how it made me aware of my preconceptions, that the protagonist I was playing was just like me.
I always think of old man murrays rant on a "gabriel knight" puzzle, and wonder who has the patience to figure these things out: (the puzzle involves spraying a cat with water and using tape to collect fur and maple syrup as an adhesive..)
Gabriel Knight must disguise himself as a man called Mosley in order to fool a French moped rental clerk into renting him the shop's only motorcycle.
In order to construct the costume, Gabriel Knight must manufacture a fake moustache. ... Knight must do this even though Moseley does not have a moustache.
At one point in the game you see the word 'Blanche' written on a wall. If you type the word, distant bells ring, but nothing else seems to happen.
Right at the end of the game, you need one more point to win. If you say Blanche at the very end, then you get the final points; no red herrings.
I think I like these so much because they make me feel like I'm being clever.
M.I. prided itself in having no dead ends, but if you throw the leaflet into a fire then you cannot leave the island. I thought I was being smart throwing items in the fire (the game stops you from throwing other useful items, and I wanted a smaller inventory), but in the end finishing the game took a couple years and the internet.
The article boasts that the fish puzzle isn't even that hard for the game. Curious which ones they found the hardest or most random...
I recall people examining the raw data of some of these games to find text strings that could explain how to solve them.
I tried that, but I wasn't sufficiently '1337 to crack the text compression scheme used by Infocom, despite several attempts at disassembling their (Apple II) parser back in the day.
Amusingly, though, because their game engine stored next to nothing in RAM and relied heavily on demand-paging the compressed text from disk, I was able to get some intriguing clues about locations, objects, and events I hadn't yet encountered by swapping one game disk for another in the middle of a session and typing LOOK. Most of the resulting output was garbage, and crashes were pretty common, but when the (radix-40, IIRC) bitstream lined up just right, the game would sometimes spew out a significant amount of decoded plaintext.
Dark Seed, for example, has puzzles that must be solved at a certain time on a certain day, and if you miss your chance the game becomes unwinnable without any indication of that fact. Yay.