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--Holy hell, what the FUCK is going on?!
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I know the feel. It can be difficult for me to follow other high-level players sometimes. Let me attempt to break it down for you. (I'm not always the best with words so bear with me.)
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Tetris Attack is one of the games in the "Panepon" or "Puzzle League" series of games. All of the games in the Puzzle League series basically play the same way.
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Pokémon Puzzle League is one of the games in the "Panepon" or "Puzzle League" series of games. You may have seen Tetris Attack first, considering it came out four years earlier, but all of the games in the series basically play the same way.
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This is a Match Three game. You switch two blocks at a time on a constantly rising stack of blocks. If you match three blocks of the same color in a vertical or horizontal line (diagonals need not apply), the blocks will disappear.
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Your goal is to prevent your stack of blocks from hitting the top of your screen. (It's not INSTANT death if your stack reaches the top, but as far as this particular game is concerned, it might as well be.)
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Your goal is to prevent your stack of blocks from hitting the top of your screen. It's not INSTANT death if your stack reaches the top, but you don't have an eternity to react.
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By itself, that doesn't sound interesting. What gives this game its appeal is the garbage blocks you can send each other. Garbage blocks fill your opponent's stack and limit his/her options. You send garbage to your opponent by making combos and chains.
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Combos are simple to understand. Just clear more than three blocks in a line. You will send a one-row-high garbage block that is X minus 1 blocks wide, where X is the number of blocks you cleared. ex. A 4-combo garbage blocks is 3 blocks wide, 5 is 4 blocks wide, etc.--until you get to 8. Since the field is only 6 blocks wide, you can't send a 7-block-wide garbage block. Instead, the game will break it up into a 4- and a 3-wide block, as if you had sent a 5-combo and a 4-combo. A 9-combo will send two blocks of 4 and 4, 10-combo of 5 and 4, etc.
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Combos are important in this game, but you're probably not going to kill anyone with just combos--unless you're TAS, then MAYBE. No, the big damage you will inflict on your opponent is through chains.
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Combos serve a very important role in this game, but you're probably not going to kill anyone with just combos--unless you're TAS, then MAYBE. No, the big damage you will inflict on your opponent is through chains.
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Chains aren't always the easiest thing to see. When you clear a set of blocks, any blocks above it will fall to fill in the space. If they fall and immediately match another set of blocks, you have formed a chain. Chains send garbage blocks that are X minus 1 rows high, where X is the number of sets of blocks you clear consecutively. A x2 chain sends a block 1 row high, x3 sends 2 rows high, etc., until x13, which sends a 12-row high garbage block. Any bigger chain after that (x14,x15,etc.) will only send a 12-row block because 12 rows is the size of the field and Puzzle League games do not allow one to send garbage blocks larger than the size of the field. They just don't, okay?
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Combos and chains are great because they also keep your stack from rising for a few seconds afterwards. It's a phenomena known as "stop time" that I may often refer to.
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Garbage blocks aren't all bad, though. When you clear a set of blocks that touch a garbage block, the bottom row of the block being touched as well as the bottom row of every other garbage block of the same color touching that block either directly or through another block will turn into regular blocks that you can use to chain off of. (There are grey-colored garbage blocks you can make with a set of grey-colored "shock" blocks, but they generally don't show up when you're going fast.
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Garbage blocks aren't all bad, though. When you clear a set of blocks that touch a garbage block, the bottom row of the block being touched as well as the bottom row of every other garbage block of the same color touching that block either directly or through another block will turn into regular blocks that you can use to chain off of. (There are grey-colored garbage blocks you can make with a set of grey-colored "shock" blocks, but they generally don't show up if you go fast enough.)
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--So how do you go fast?
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This is part of the beauty and the frustration of running Puzzle League games: there is no easy-button 100%-foolproof strat that works. You can find four different good runs and, chances are, they'll be done in four different ways.
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Here is my approach:
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I raise the stack until I can get to a combo, but only until the panic music plays. I use the combo to lead into a x5 to x7 chain, getting as many combos as I can in the process. My ideal chain is a x5 chain with a bunch of combos.
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I raise the stack until I can get to a combo, but only until the blocks start to pulsate. Ideally, I would start with a 4 combo, make another 4 combo as my next chain link, then continue my chain until my opponent stops chaining. I'm trying to catch them with as few blocks as possible to restrict their response to my initial attack. If it works, they go down in about 20-30 seconds. If not, the match could go on for MINUTES.
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You want to make enough garbage to fill your opponent's stack, but you don't want to give your opponent time to make combos & chains and clear garbage. Every combo, chain, and clearing of garbage only leads to time loss. Suffice to say we don't want those. Sometimes, though, it can't be helped. I highly doubt anyone will ever get a sub-7-minute RTA where no opponent ever chains; the RNG doesn't work like that. I am not TAS. I just can't be like TAS, okay? No one can.
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The double-4-combo strat works because of one key detail unique to this game: when you start a chain off with a combo, the combo garbage you create during the chain can fall BEFORE the chain garbage. This is important due to another quirk this game makes apparent: the AI will prioritize searching for matches below the LOWEST garbage block on their side of the field, many times to a fault. If a garbage block falls really low on their field when their screen is full and there are not enough blocks underneath to make a match, the AI will do nothing and gift you the win. It looks hilarious when it works and exploiting this flaw has been found to be the most consistent method of quick-killing. A 4 combo is the easiest to "detach" from the chain, which is crucial to setting this up. Doing two 4 combos gives two opportunities to make this happen.
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Okay, now you know what I do for the first seven stages. From Raphael the Raven afterwards, I borrow a strat from cyghfer: raise the stack one row only, start with a combo, and make a x4 to x5 chain. That I have found to lead to the quickest kills on the later opponents due to their aggression with raising their stack. (I've killed Bowser in 10 seconds!) You still have to rely on them not chaining at all, though. That still stinks.
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That's what I do for the first eight stages. From Tracey onward, the adjustment that I like to make is to flatten my stack and raise it to the very top before starting the normal chain strategy, making sure not to do anything lower than a x5 chain. I have found that making bigger chains as opposed to quicker chains helps set up the timing for the quick-kills easier on the later stages.
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--Seriously, how do you learn to go fast in general?
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Oh. Well, I hate to use the classic "practice" cop-out, but you really do need to put in the time. I'm not very good at most games; the only reason I'm any good at this game is because I've been playing Puzzle League games for years, mostly Pokemon Puzzle League.
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Really, this game is all about learning timing and seeing patterns in colors. All I really do in the run is match colors; I'm not "thinking" too much about it. When you start thinking, you start losing. At least I do.
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If you want a good head start in learning to see patterns, get Planet Puzzle League for the DS and do all of the Active Chain puzzles. They really do a good job of simulating the types of moves you may have to make in an actual run to keep chains going.
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Pokemon Puzzle Challenge and the GBA Puzzle League in Dr. Mario and Puzzle League also show off an example of a frame-perfect timing in their tutorials. It's another tool you can use to keep chains going, but you can't really rely on frame-perfect tricks all the time.
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--I thought you were trying to go fast. Why are you stopping at the end of a chain?
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--Slide? Catch? What?
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This game has a mechanic that I am personally very irritated by. If you clear another set of blocks too quickly after finishing a chain, the garbage block from the chain will drop, but the garbage from the combos will be delayed. Since I am trying to send only the minimum amount of garbage I need, I would lose a lot of time if the combo garbage did not drop when I needed it to. So I try to wait for the combo garbage to drop before starting another chain. You'll know when the garbage is going to drop when it disappears from above your opponent's field. The keyword in there is "try" because, quite frankly, I'm still learning to be more conscious of that.
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There are some very frame-tight maneuvers that can be used to extend chains. They have many looks to them, but they all essentially come in one of two flavors: the "slide" and the "catch." In the slide, you are switching a block underneath a falling block to manipulate when a falling block comes to a rest. You can do this successfully within a three-frame window. In the catch, you are switching a falling block while it is still falling. You can do this successfully by doing the switch on the single frame before the block falls where you want to switch it.
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--Does it feel like the blocks are falling faster here than in other Puzzle League games?
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--So why is this game so hard?
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They don't fall at faster speeds, per se, but they do start falling earlier. In Pokemon Puzzle Challenge, for example, the blocks will stay suspended for 10 frames after the blocks disappear before they start to fall. (The same goes for blocks falling from garbage, I believe, but I have not looked at that frame-by-frame yet.) In Tetris Attack, the blocks fall after 5 frames. It does give you less time to make more skillfull chains, yes, but that's far from one of this game's biggest problems.
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The AI is very unpredictable. The same tactics don't always work for each stage. It's hard to tell when you've made a mistake. "Mistakes" can lead to quick wins. "Perfect play" can lead to really long matches. It's hard to react to what your opponent is doing in real-time and know exactly what to do in order to not lose time. The unpredictability leads to a lot of frustration. It says a lot about S-Hard when the record is under 20 minutes and getting a sub-30 minute run is considered "good."
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--So what is this game's biggest problem?
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Lag. Lots of it. Lag frames in raising the stack, lag frames in clearing off of garbage blocks, lag frames in everything when SOMEONE's stack is too high. That's right, your opponent contributes to the lag, too. And since your opponent's actions are dictated by random block patterns, you can argue that this game has random lag. You just never know exactly which inputs will get dropped. As much as I rely on precision, I find this to be the single most frustrating aspect of this game.
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Check the leaderboard over at http://www.speedrun.com/Pokemon_Puzzle_League. If I remembered to make Nightbot join the channel, you can also type !leaderboard in the chat.
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--Strimmer, are you crazy?
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There are two relevant records. One is the English "Tetris Attack" record and the other is the Japanese "Panel de Pon" record.
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