Riddle of the Sphinx
2000 Omni Creative Group
Designed by Jeffrey S. Tobler, Karen E. Tobler
Relevance:
Once you're past the robot, almost everything is too artificial to be relevant.
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Real-time:
*) controlling the robot -- The problem here is that the timing is too real.
It's not a gameplay issue, just tedious.
*) Sobek's spinning statue -- Easy, repeatable.
*) alligator bridge -- Easy synchronisation challenge. Probably repeatable,
but I never had to test it.
*) guard cobra -- Generous time, but you have to know what to expect and be
prepared for it. Not sure if you can run away.
*) rising stone door (with lever from statue) -- Easy and repeatable. The hard
part is realising that it is a real-time challenge, and not a puzzle.
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Reasonability:
*) opening Geoffreys' trunk -- Puzzle is okay, but I would have just smashed it.
*) digging the sacred scroll out of the desert -- You can't use the shovel
that's there, not even your hands? It takes so long for the water to work...
*) tunnel robot -- Not a puzzle problem, but it takes a ridiculously long time
for the robot to make its way. Games are supposed to be fun, not tediously
realistic.
*) lotus throne elevator -- Not an abstract problem, but having to repeat
carrying the sand six times is tedious.
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Difficulty:
*) opening Geoffreys' trunk -- Combines several clues.
*) star chart -- Combines several clues.
*) Sobek's spinning statue -- The clue is in plain sight, but it's hard to see
that it is a clue.
*) eyes in boat room -- Combining several clues.
*) golden temple dials -- Combining several clues.