PixelLinkr

PixelLinkr #41: The Story Behind the Puzzle

Spoilers ahead: for the puzzle and the movies/games

This post assumes you've already solved the puzzle. It reveals all categories and their connections, and discusses plot details, endings, and spoilers for featured movies/games throughout.

Majesty: The Fantasy Kingdom Sim still has one of my favorite acts of videogame disrespect. You are the ruler, you raise taxes, you fund the guilds, and your heroes still refuse direct orders because the whole design is built around bribery, suggestion, and crossed fingers. That attitude quietly runs through today's board. Half these games are about surviving chaos. The other half are about negotiating with it.


🟢 Easy: Shmups with dense bullet patterns

Games: Mushihimesama · Crimzon Clover · ZeroRanger · DoDonPachi Resurrection

This is the kind of easy category that either feels like comfort food or like a threat, depending on how much time you have spent in arcades and on obscure PC storefronts. Mushihimesama is Cave in full bug-princess mode, all ornate curtains of fire and impossible grace. DoDonPachi Resurrection has a title that already sounds like it should come with alarms, and it delivers exactly what that title promises: dense attack patterns, vertical scrolling, and the sense that your hitbox is surviving by technicality.

Crimzon Clover is the real sicko pick here, because it started life as a doujin shooter by Yotsubane and still feels like it was made by someone who looked at bullet density and said, no, let's keep going. ZeroRanger rounds the set out by being both a pure shooter and a strange little mystery box. It has the old-school shape, but it also has that rare ability to feel haunted by its own genre history.

What I like about this group is that it does not flatten shmups into one mood. Cave games can feel ceremonial. Crimzon Clover feels feral. ZeroRanger feels almost philosophical by the end. The shared trait is obvious once seen, but the personality spread keeps the category from turning into a mere formatting exercise.


🟡 Medium: Asymmetric multiplayer

Games: Dead by Daylight · Evolve · SpyParty · Crawl

Asymmetric multiplayer is one of those labels that sounds tidy until you start looking at how differently games use it. Dead by Daylight built an entire long-running horror machine out of the one-killer, four-survivor split. The roles are so distinct that even the camera changes with them, which is a smart way of making the power imbalance feel physical instead of theoretical.

Evolve is the big-budget version of the idea, and I still have some affection for how bluntly it sells the setup: four hunters, one monster, go. SpyParty takes the same category and makes it almost absurdly delicate. One player tries to disappear into a cocktail party crowd. The other tries to detect tiny tells in body language. It is competitive multiplayer as social paranoia, which is a sentence I wish applied to more games.

Crawl gives the set its best twist because the roles can change mid-match. One player is the human hero until they die, then somebody else inherits the body and the whole hierarchy flips. That is why this group works so well in the yellow slot. The answer is a known category, but each game expresses the imbalance through a completely different flavor of stress.


🔵 Hard: Reactive worlds that reward improvisation

Games: Deus Ex: Human Revolution · Ultima Underworld: The Stygian Abyss · Weird West · Shadows of Doubt

This is the category I kept circling back to because it is really about trust. These games trust you to poke at a space, test a plan, break that plan, then salvage something ugly out of the wreckage. Deus Ex: Human Revolution is probably the cleanest modern example in the set. Sneak, talk, hack, fight, vent-crawl, stack bodies in a corner if you are having one of those days. The point is not moral purity. The point is that the world can absorb your nonsense.

Ultima Underworld matters here because it shows how old this impulse is. It still feels a little miraculous that a 1992 game could make a dungeon feel less like a corridor checklist and more like a place with rules, factions, and room for non-linear curiosity. Weird West drags the same appetite into a top-down frontier full of explosives, permanent consequences, and messy combat encounters. It is an action RPG, sure, but what sticks is how often a plan goes off-script in a way that feels earned.

Shadows of Doubt is the hardest version of the idea because the simulation is not just decorating the mystery. It is the mystery. Citizens keep schedules, murders happen in procedural combinations, and half the pleasure comes from realizing the city is not waiting politely for you to catch up. That is what makes the blue category satisfying. It tracks a lineage of games where improvisation is not a fallback. It is the intended texture.


🟣 Tricky: You command more than you directly control

Games: Lemmings · Patapon · Majesty: The Fantasy Kingdom Sim · Pikmin 4

This was the aha group for me because all four games create the same low-grade panic in different dialects. Lemmings is the ancient pure form. The little idiots keep marching, and your job is not to steer them like a platform hero. Your job is to assign the right skill at the right moment and pray the crowd survives its own momentum. It is one of the great examples of a game making indirect control feel tactile.

Patapon turns that distance into rhythm. You are not clicking on units and dragging them into formation. You are issuing chants and trusting the army to translate the beat into action. Majesty is even ruder about it. Your heroes have minds of their own, so the real strategy is economic manipulation and bounty placement. The game makes monarchy feel like being ignored by freelancers.

Pikmin 4 is the friendliest-looking game in the set, but it runs on the same logic. You point, toss, gather, split tasks, and watch a tiny labor force carry the plan out at scale. That is why the purple slot works. The connection clicks when you realize these are all command games, but none of them gives you clean puppeteer control. They all leave a little space for disobedience, timing, and chaos to leak back in.


I keep coming back to Majesty and Lemmings because they both understand the same rude truth: control is overrated, and panic can be a mechanic. If you want the movie version of that pressure, today's CineLinkr puzzle includes a category where social gatherings curdle into traps.