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Homebrew The Incident - new NES Homebrew $10 off through December 1st!!! khangames.com/store

May 3, 2016 at 11:29:40 PM
Mega Mario Man (63)
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(Tim ) < Ridley Wrangler >
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I love watching a room full of people fight over why their solution to the puzzle is the correct solution only to be wrong over and over and over. Wonderful game, hope to see many more release at this level by Kevin and other Homebrewers.

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May 3, 2016 at 11:33:03 PM
mattbep (107)
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(Former Scramble Champion) < King Solomon >
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Originally posted by: GradualGames

Ditto to all the above... Really really fun mind bending game. I'm pretty awful at it but usually once I've slept on the puzzles I'll get it. Can't remember how far I am.

I had this happen time and again. I would go to bed thinking about the latest puzzle I'm stuck on and all the possible moves. I'm sure I even dreamt about it. Then I would wake up with a sudden revolution. Sometimes this new idea would also fail though haha. The mark of a truly great game is when you dream about it!

May 4, 2016 at 12:12:21 AM
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K3VBOT (286)
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(K3V ) < King Solomon >
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Originally posted by: mattbep
 
Originally posted by: GradualGames

Ditto to all the above... Really really fun mind bending game. I'm pretty awful at it but usually once I've slept on the puzzles I'll get it. Can't remember how far I am.

I had this happen time and again. I would go to bed thinking about the latest puzzle I'm stuck on and all the possible moves. I'm sure I even dreamt about it. Then I would wake up with a sudden revolution. Sometimes this new idea would also fail though haha. The mark of a truly great game is when you dream about it!

When beta testing it I had dreams I was a robot pushing blocks. I would play over levels in my head for hours.
 

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May 4, 2016 at 12:56:18 AM
hybrid (45)
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(jeff .) < Lolo Lord >
Posts: 1827 - Joined: 10/04/2008
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Remember this will not work
; jmp $#20

Just kidding KHAN 😝

Great game all around still gotta beat it myself

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Edited: 05/04/2016 at 12:59 AM by hybrid

May 4, 2016 at 1:26:53 AM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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I need to get back into this. I was stuck on level 33 last. Got stuck and put it down. Shame on me...

I still haven't used a single solution yet but it's very early in the game. The "ah-ha" moments are precious when they happen...

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...

May 4, 2016 at 11:08:26 AM
Butteche (0)
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(Daniel Reed) < Cherub >
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One big step I had in improving my ability to solve these puzzles was simply learning to see what moves would produce untenable situations. A lot of the time it's not obvious what push will lose you a level, but as soon as I started seeing definite wrong moves it really became a matter of rearranging things until it works. I also really enjoy levels that employ what I have come to think of as "threading," where you have to push a block up through a one tile wide passage, then go around to the other side and push it back down.

May 4, 2016 at 6:20:30 PM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: Dahgrow

One big step I had in improving my ability to solve these puzzles was simply learning to see what moves would produce untenable situations. A lot of the time it's not obvious what push will lose you a level, but as soon as I started seeing definite wrong moves it really became a matter of rearranging things until it works. I also really enjoy levels that employ what I have come to think of as "threading," where you have to push a block up through a one tile wide passage, then go around to the other side and push it back down.
On a very basic level, it should be stated that once you push a block into a wall, it is stuck on said wall, and once you push a block into a corner, it is permanently stuck. All the available puzzles work on the premise that one can only push, never pull the blocks (although it would be interesting to see what happen if we changed the dynamics so that one could only pull but never push). Some solutions there are multiple one-way manuvers during the chain of moves required to forge a solution. You start to recognise stuffs but the human mind can only think so far ahead without acting and storing the positions visually. Two complaints, albeit extremely minor ones, one regarding the lack of an undo function. The other being character positioning in relation to moving blocks. On occasion if the character is not properly centered in a lane, one can graze the corner of a block whilst moving around, inadvertantly pushing the block, often requiring a restart. A simple undo memory, even if it's only one move, would have largely prevented such errors. But I am nitpicking. Overall this is a fantastic game even though I am currently nowhere near completion.

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...


Edited: 05/04/2016 at 06:21 PM by Kosmic StarDust

May 4, 2016 at 6:25:19 PM
gamer78 (1)
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Originally posted by: Kosmic StarDust
 
Originally posted by: Dahgrow

One big step I had in improving my ability to solve these puzzles was simply learning to see what moves would produce untenable situations. A lot of the time it's not obvious what push will lose you a level, but as soon as I started seeing definite wrong moves it really became a matter of rearranging things until it works. I also really enjoy levels that employ what I have come to think of as "threading," where you have to push a block up through a one tile wide passage, then go around to the other side and push it back down.
On a very basic level, it should be stated that once you push a block into a wall, it is stuck on said wall, and once you push a block into a corner, it is permanently stuck. All the available puzzles work on the premise that one can only push, never pull the blocks (although it would be interesting to see what happen if we changed the dynamics so that one could only pull but never push). Some solutions there are multiple one-way manuvers during the chain of moves required to forge a solution. You start to recognise stuffs but the human mind can only think so far ahead without acting and storing the positions visually. Two complaints, albeit extremely minor ones, one regarding the lack of an undo function. The other being character positioning in relation to moving blocks. On occasion if the character is not properly centered in a lane, one can graze the corner of a block whilst moving around, inadvertantly pushing the block, often requiring a restart. A simple undo memory, even if it's only one move, would have largely prevented such errors. But I am nitpicking. Overall this is a fantastic game even though I am currently nowhere near completion.


You can get a block off a wall by pushing it up past the end of the wall and getting behind it.

May 4, 2016 at 6:26:56 PM
Butteche (0)
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(Daniel Reed) < Cherub >
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I tend to be fine with so-called nintendo hard--self-destruction is enough of an undo button for me! The grazing thing tripped me up a couple of times too, I hear you there.

May 4, 2016 at 11:19:08 PM
KHAN Games (89)
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(Kevin Hanley) < Master Higgins >
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Undo would have made it way too easy. The challenge is memorizing the patterns for an entire level.

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gauauu: look, we all paid $10K at some point in our lives for the privilege of hanging out with Kevin


May 5, 2016 at 3:41:55 AM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: gamer78
 
Originally posted by: Kosmic StarDust
 
Originally posted by: Dahgrow

One big step I had in improving my ability to solve these puzzles was simply learning to see what moves would produce untenable situations. A lot of the time it's not obvious what push will lose you a level, but as soon as I started seeing definite wrong moves it really became a matter of rearranging things until it works. I also really enjoy levels that employ what I have come to think of as "threading," where you have to push a block up through a one tile wide passage, then go around to the other side and push it back down.
On a very basic level, it should be stated that once you push a block into a wall, it is stuck on said wall, and once you push a block into a corner, it is permanently stuck. All the available puzzles work on the premise that one can only push, never pull the blocks (although it would be interesting to see what happen if we changed the dynamics so that one could only pull but never push). Some solutions there are multiple one-way manuvers during the chain of moves required to forge a solution. You start to recognise stuffs but the human mind can only think so far ahead without acting and storing the positions visually. Two complaints, albeit extremely minor ones, one regarding the lack of an undo function. The other being character positioning in relation to moving blocks. On occasion if the character is not properly centered in a lane, one can graze the corner of a block whilst moving around, inadvertantly pushing the block, often requiring a restart. A simple undo memory, even if it's only one move, would have largely prevented such errors. But I am nitpicking. Overall this is a fantastic game even though I am currently nowhere near completion.


You can get a block off a wall by pushing it up past the end of the wall and getting behind it.
That's assuming the wall ends. Many do not. At any rate, a block pushed against a wall then slid past it's edge certainly cannot be returned from whence it came by the same path mechanisms that got it there. Many corridors are one block wide in girth and exiting said corridor bumps the block along another wall. Many levels have such constructs resulting in a one way path. Then you push the block into a 2x3 sized room or some other space, and you quickly learn that blocks must be pushed through these tunnels in a specific order, and pushed into their respective receptacles in a specific arrangement, all the while allowing your character space to roam around and not block the only exit. I got stuck on the level where You had six blocks which needed to be pushed through a series of two one way corridors, and once I started pushing blocks onto their respective pads, getting stuck because I the pads blocked my access to the start area. I really need to revisit this game...

 

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...

May 5, 2016 at 3:45:51 AM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: Dahgrow

I tend to be fine with so-called nintendo hard--self-destruction is enough of an undo button for me! The grazing thing tripped me up a couple of times too, I hear you there.
I think if the character is four pixels (half a brick width) or more off center from a block, he/she shouldn't be able to push it. Again, a tiny nitpick for an excellent 10/10 game.

 

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...

May 5, 2016 at 12:50:35 PM
Butteche (0)
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(Daniel Reed) < Cherub >
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Oh yes of course--I didn't even see it as a flaw per se, it was just something I had to be more careful of. Easily one of the best NES games I've played and the best puzzle game of that particular style I've played. Up there with Fire n Ice.

And yes, totally, I think it is time to revisit the game. It's something I'll play a few days out of every week while I drink my morning coffee, work on a puzzle or two before going on with my day. I have really enjoyed playing it in little snippets like that.


Edited: 05/05/2016 at 12:52 PM by Butteche

May 5, 2016 at 3:17:25 PM
SoleGooseProductions (129)
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(Beau ) < King Solomon >
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If you really think this game is good (and other homebrews too!) head on over to this thread and give it a vote for Top 100 NES titles ever: http://vintage.nintendoage.com/fo.... You know it's better than most of that licensed garbage we played as kids.

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"The light that burns twice as bright burns half as long..." ~ Blade Runner

SoleGooseProductions.com


May 5, 2016 at 3:46:14 PM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Guys, I need help pushing this box. It won't move. Any suggestions?

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...

May 5, 2016 at 6:35:49 PM
BawesomeBurf (1)
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< Little Mac >
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Just picked this game up about a month ago at the Midwest Gaming Classic. I love it, but haven't gotten very far yet, since I'm knee-deep in RPGs at the moment.

May 5, 2016 at 6:41:31 PM
D~Funk (81)
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(David Qualls) < Master Higgins >
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I've been wanting to get a copy of this, been playing Boxyboy on TG16 and makes me wanna snag a copy!

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"Thats what i am, i'm just a grumpy guy with a big nose."

May 5, 2016 at 6:50:49 PM
gamer78 (1)
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Originally posted by: Kosmic StarDust

Guys, I need help pushing this box. It won't move. Any suggestions?
Is that the limited edition AVS?


Edited: 05/05/2016 at 06:52 PM by gamer78

May 5, 2016 at 8:15:31 PM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: gamer78
 
Originally posted by: Kosmic StarDust

Guys, I need help pushing this box. It won't move. Any suggestions?
Is that the limited edition AVS?
I wish. I did a google search for "box in a corner" and that was the first usable image that came up. The image is actually from a chocolate company.

Gold plated AVS. Or a gold plated pallet of AVSs... One can always dream!

= = = = = = = =

In other news, I fired up The Incident today and beat the "Faucet" level with ease. That's where I was previously stuck some months ago last time I played it. Trick was to push a spare block against a wall and wait till I got all the other in place before sliding into home. Now that I've advanced a few stages, I'm stuck again...

You cannot marathon this game. You have to take breaks from it whenever you get stuck, then the solution appears suddenly and you get this "a-ha!" moment and a big grin on your face.

No solutions used so far. I wonder what lies ahead???

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...


Edited: 05/05/2016 at 08:20 PM by Kosmic StarDust

May 5, 2016 at 11:15:15 PM
KHAN Games (89)
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(Kevin Hanley) < Master Higgins >
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You'll learn that a lot of the levels use the same "trick" to beat them. Eventually you'll start noticing them immediately and you'll fly through 10 or so stages at a time. (Yeah right)

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gauauu: look, we all paid $10K at some point in our lives for the privilege of hanging out with Kevin


May 5, 2016 at 11:27:03 PM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: KHAN Games

You'll learn that a lot of the levels use the same "trick" to beat them. Eventually you'll start noticing them immediately and you'll fly through 10 or so stages at a time. (Yeah right)
Why some of the simplest looking stages are the hardest to figure out? I load a new stage, and think, small maze, easy! Yet it's much more challenging and brain racking than the larger stages which can sometimes be pretty straight forward, even if they require more moves to solve.

 

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...

May 27, 2016 at 10:03:10 PM
IBtiM (11)
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(Tim Hartman) < Meka Chicken >
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Such a good game. This should be a staple in Homebrew collections.

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Part of the Retrotainment Games crew. Pre-Order our new NES game Full Quiet now Backerkit! Plus, our all original NES homebrews Haunted: Halloween '85 and Haunted: Halloween '86 The Curse of Possum Hollow are out now!
Check out https://www.facebook.com/Retrotai... for more info or grab the games at http://www.cashinculture.com/.... Stay Rad!

May 27, 2016 at 10:04:57 PM
SoleGooseProductions (129)
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(Beau ) < King Solomon >
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December 1st 2016?!

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"The light that burns twice as bright burns half as long..." ~ Blade Runner

SoleGooseProductions.com


May 27, 2016 at 10:47:38 PM
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MrWunderful (289)
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(Corey ) < Wiz's Mom >
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Originally posted by: IBtiM

Such a good game. This should be a staple in Homebrew collections.

Agreed! 
 

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www.videogamesage.com...

May 27, 2016 at 11:44:17 PM
Kosmic StarDust (44)
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(Alita Jean) < Master Higgins >
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Originally posted by: MrWunderful
 
Originally posted by: IBtiM

Such a good game. This should be a staple in Homebrew collections.

Agreed! 
 
+1

 

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~From the Nintendo/Atari addict formerly known as StarDust4Ever...