Puyo Puyo

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Revision as of 19:41, 18 December 2006 by *>Tepples (Rotation system described)
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Puyo Pop (called Puyo Puyo in Japan) is a non-tetromino falling block puzzle game franchise. It was originally conceived by Masamitsu Niitani, drawing heavily from Dr. Mario, and developed by Compile Corporation, which folded. American localizations on 16-bit era consoles, such as Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine, replaced the original cut-scene characters. Sega continues the series on major video game console and mobile platforms.

Dominoes, each side colored with one out of three to five colors, fall into a 6x12 block playfield. The player can move them sideways or downward, and/or rotate the "secondary" block about the highlighted "primary" block. Dominoes that land break up into individual blocks and then form groups of horizontally or vertically adjacent blocks of matching color. Four or more blocks in a group explode, and the blocks above them disconnect, fall, and reconnect.

Sticky Tetris, the primary game mode in The Next Tetris and one of the modes of Tetris Worlds, borrows this play mechanic of removing groups.

Details

  • One or two piece preview depending on version.
  • ARE is present. The domino that locks jiggles up and down a couple times, and the next domino slides from the preview to the top.
  • DAS is fast.
  • Lock delay appears to reset only on piece entry.
  • Top out when column 3 is filled, or in Puyo Pop Fever when column 3 or 4 is filled.
  • Two consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.

The following analysis of domino rotation, including wall kick and floor kick rules, applies to Puyo Pop for Game Boy Advance. The primary block is labeled C; the secondary block is labeled O. In this game, if a space is empty, the space above it is guaranteed to be empty. The large solid blocks in Puyo Pop Fever may break this, requiring more sophisticated kicks.

R->U (L->U symmetric)

GGGG
GGCOGG
GGGG
GGOGG
GGCGG
GGGG

R->D (L->D symmetric)

GGGG
GGCOGG
GGGG
GGGG
GGCGG
GGOGG

In free space

GGGG
GGCOGG
GGGGG
GGCGG
GGOGG
GGGGG

Floor kick

D->R (D->L, U->R, U->L symmetric)

GGGG
GGCGG
GGOGG
GGGG
GGCOGG
GGGG

In free space

GGGG
GGCGGG
GGOGGG
GGGG
GGCOGGG
GGGGG

Wall kick

GGGG
GGGCGGG
GGGOGGG
GGGG
GGGCGGG
GGGOGGG

Between walls:
Fail

GGOGG
GGGCGGG
GGGGGG

Try again:
Double rotation

So the overriding rule is that if a kick is required, try pushing the piece straight away from the wall or floor.

External links