Big Tall Small
You switch from Big to Small mid-puzzle, watch your tiny character slip through a gap that would have stopped the other two cold, and immediately realize the exit door on the far side needs someone heavier standing on a switch you just walked past. That back-and-forth is the entire engine of Big Tall Small: three characters, three completely different bodies, and one shared exit that none of them can reach alone.
| Genre | Puzzle platformer |
| Playable characters | Big, Tall, and Small |
| Core mechanic | Switch between characters to use their unique trait |
| Win condition | All three characters must reach the exit |
Big Tall Small's Three Bodies, One Shared Exit
Big Tall Small never lets you forget that a level isn't solved until Big, Tall, and Small are all standing at the exit together. Getting one character there first is often the easy part; the real puzzle is figuring out the order to move them in, since positioning one character to hold a switch can trap another behind a door that only opens while that switch stays pressed. Beginners frequently solve half a layout only to discover the last character they need to move has no path left, which usually means backtracking to redo the sequence in a different order rather than pushing forward.
What Each Character in Big Tall Small Actually Does
Big is the one you want on heavy switches and pushable boxes, since his weight is what most weight-sensitive buttons are built around. Tall's higher jump gets you over gaps and up to ledges the other two can't reach on their own. Small can slip through tight spaces that are simply too narrow for Big or Tall to enter at all, which makes Small the character most levels quietly design their tightest bottleneck around. None of the three can substitute for another's specialty, so a level that looks solvable with just clever platforming from one character is almost never actually solvable that way.
Doors, Switches, and the Traps Between Them
The interactive pieces in Big Tall Small are consistent once you know what to look for. Switches and buttons can generally be triggered by any of the three, but several require Big's specific weight to fully depress, and size-specific doors only open for the character matching that door's symbol. Moving platforms and teleporters get layered on top of this in later levels, and that's usually where a solvable-looking puzzle turns into a genuine planning problem — a teleporter might strand a character somewhere useful only if a switch elsewhere is already held down, which means the order you trigger things in matters as much as where you send each character.
- Send Small ahead first in tight layouts to scout which paths are actually reachable before committing Big or Tall to a route
- Check whether a switch needs to stay held before assuming a door will remain open once you walk away
This is also the most commonly discussed sticking point among players — the game rarely tells you outright which switches are weight-sensitive, so part of solving a level is testing a switch with the "wrong" character first just to rule it out. Some players find that trial-and-error satisfying in a puzzle-game way; others find it slows the pacing down in levels that are otherwise well designed.
Planning the Order, Not Just the Path
Once teleporters and multi-switch doors start combining, Big Tall Small stops being about finding any single character's route and becomes about sequencing all three routes so they don't block each other. A common trap is moving Tall up to a ledge early because the jump is available, only to realize Tall was the character meant to hold a ground-level switch for Small's path later in the same level. Working backward from the exit — figuring out which character needs to arrive last, and what has to already be in place for that — tends to untangle these puzzles faster than working forward from the start.
- Identify which character's specialty the level seems built around before moving any of the three
- Trace which switches need to stay held versus which ones open a door permanently once triggered
What keeps Big Tall Small interesting past the first few levels is that Big, Tall, and Small never stop needing each other. Every new mechanic the game introduces — a moving platform, a teleporter, a size-locked door — gets folded back into that same three-character puzzle instead of replacing it, so the game never turns into a series of separate single-character challenges wearing the same skin.











