User:Keiji/Puyo Puyo Mode Ideas (Meta, no ontology)
From Compile Worlds
Fundamental rules
Inherently shared
- [CQ] Common Queue
- Instead of each player drawing an identical queue of puyo, they take them from a shared queue, the intention being that players able to pay attention to it would compete over which puyo they wanted to take. There is a reserve slot so that the player does not immediately gain control of the puyo group they take from the common queue.
- [NQ] Queue Size
- The number of puyo visible in the queue.
- 1 in Original Mode. 2 in almost everything else. 4 in 20th's Next Four Puyo.
- [OM] Offset Mode
- [0] You can't offset, trash in your rack stays there til it falls. Used in Original and Excavation modes.
- [2] You can offset, this is the "normal" setting. Used in TSU and many other modes.
- [3] Offsetting trash gains Sun puyo in an unknown pattern. Clearing Sun puyo sends extra trash to the opponent. Used by SUN.
- [4] Offsetting trash gains special points. Use them to trigger special actions. Used by YON.
- [5] Offsetting trash gains Fever points. Use them to enter Fever mode. Used by Fever Mode.
- [7] Offsetting trash gains Henshin points. Use them to enter Henshin mode. Used by Henshin Mode.
- Excavation Mode
- A preset pattern exists on the board, including a 2x2 star at the bottom that when puyo are popped next to it sends infinite trash, and surrounded by 8 Hard Nuisance Puyo.
- An improvement would be that the match was decided as soon as the star was popped, to remove the phase of delaying the inevitable.
- Push Mode
- As in Tetris DS, P1 drops puyo downwards and P2 "drops" them upwards. Any puyo on top of a chain cleared by P1 fall downwards; puyo underneath a chain cleared by P2 fall upwards. Sending trash could be changed to pushing the board away instead.
- Piko Puyo
- I forget the specifics of this, but it was planned for PPM and implemented in PPC.
- Field Mode
- Both players play on a single board, three times the width of the normal board (so 18x12 for standard board size). P1's drops come from column 3 (and 4); P2's drops come from column 15 (and 16). Trash falling for P1 occupies the first six rows; trash falling for P2 occupies the last six rows. Players can thus steal their opponent's chains.
- Team Play Field Mode
- Like Field Mode, except for teams of two or three players on each board: P3's drops come from column 9 (and 10). Trash is shared between teammates and drops from all eighteen columns. This with Push Mode could be a good combination.
Possible to change per player
- [CB] Combos
- Whether a player scores higher and generates more trash when they make chains in consecutive turns.
- Enabled in Mania Mode. DekaPuyoRush and PairPuyo each have something similar.
- [TCM] Trash Clear Mode
- [0] Nuisance puyo don't do anything when cleared.
- [1] Nuisance puyo contribute to the score gained (and therefore nuisance sent) from being cleared. Used by Point Puyo Mode.
- [3] Nuisance puyo earn Sun puyo when cleared. Used by SUN mode.
- [5] Nuisance puyo earn Fever points when cleared. Used by 15th's implementation of Fever Mode.
- [7] Nuisance puyo earn Henshin points when cleared. Used by Henshin Mode.
- [ACM] All Clear Mode
- [0] Nothing happens when you clear the board.
- [2] 30 nuisance puyo are added to your next chain's yield after clearing the board. Used by TSU and probably SUN and YON too.
- [5] A prebuilt chain appears when you clear the board. Used by Fever, Henshin and probably a number of other new modes.
- [NC] Number of Colors
- The number of colors available to a player.
- The official games set this to 3 on Easy, 4 on Normal, 5 on Hard.
- [NPG] Puyo Group Size
- The number of puyo needed in a group for it to pop.
- Usually 4. Most games with TSU mode allow this to be changed between 2 and 6.
- [SH] Start Horizontal
- Whether puyo pairs (not larger drops) start horizontal in columns 3 and 4, instead of vertical in column 3.
- More a preference than a rule. Enabled by default in PPM.
- [TDM] Trash Drop Mode
- [0] Trash is available to drop as soon as it's sent. Not used by anything AIUI.
- [1] Trash is available to drop only when the sender's chain is finished. Used by pretty much everything.
- [2] Trash is available to drop only when the sender's combo is finished. Used by Mania.
- [TWM] Trash Wait Mode
- [0] Trash drops after each chain is made (or if no chain is made by a drop), but is held back by Sun Puyo if applicable. Used by all classic modes and maybe some new modes.
- [1] Trash drops only after the recipient's combo is finished. Used by most/all new modes including Fever, Henshin and Pair Puyo. Also used by Mania.
- [NTMD] Max Trash Drop
- The maximum amount of trash allowed to drop in one go.
- Set to 30 in all official games. Set to infinity in Mania. I think there's a mode in PPC that sets it to 6.
- [NTH] Trash Hardness
- The number of times puyo need to be cleared next to trash before the trash clears.
- 1 in most modes. 2 in Hard Puyo Mode from TSU. PPC can set this up to 9, IIRC.
- [TSM] Trash Style Mode
- [0] Normal style; does nothing.
- [1] Ice style. Trash has a color; after NTAT turns, it turns to that color Puyo by itself, but also turns into that color if puyo is cleared next to it.
- [2] Bomb style. After NTAT turns, adjacent Puyo turn to Hard Puyo.
- [FXM] Effect Mode
- [0] No effect.
- [1] Puyo connections wrap horizontally. Used by the Doppelganger Arle match in YON.
- [2] Spinner mode; board flips every so many seconds.
- [3] Cross Spinner mode; board halves flip every so many seconds, causing the outside edges to become inside edges, sort of combining [1] and [2].
- [4] Gust mode. Puyo are blown one way or the other every so many seconds.
- [DR] Double Rotate
- Whether the player is allowed to flip the Puyo pair 180 degrees if it's wedged between two columns. Disabled in Original mode.
- [HD] Hard Drop
- Whether the player can press <up> to drop the puyo group instantly.
- [ACT] Active
- Whether the player can control Puyo while others are being cleared in chains.
- Dropsets
- All "pair" in classic modes. Various cyclic styles available in Fever modes. 2x2 group in Quartet mode.
- Board Size
- Usually 6x12. YON offers three more sizes (TODO find out which ones). Henshin offers 3x6 and 10x20.
- Hex Grid
- Allows Puyo to connect in six directions, with every other column vertically offset by half a tile. Not seen in any modes so far.
- Rolling Puyo
- If a Puyo sits on top of another Puyo with an empty space diagonally below it, it'll roll down. Could make a good combination with Hex Grid.
- Accretion
- Causes trash to appear from the bottom of the board, in whole rows only, instead of from the top.
- Insertion
- Puyo being "dropped" are instead inserted from the bottom of the grid. This combined with Accretion is essentially 15th's Water Mode.
- Sudden Death
- Player loses when ANY of the top row of squares are filled, not just column 3 (or 4).
- Hold
- Press L/R to "hold" the active Puyo a la Tetris DS.
- Auto-Pop
- Every so many puyo drops, there's a special auto-pop drop, which is a single tile and pops the group it lands on regardless of that group's size. Combined with Hold this would solve the annoying problem of not getting the one color you need and dying from bad luck.
- Hook
- Instead of trash falling, rows of colored Puyo will appear from the bottom, in such a way that no groups will be made accidentally. The player's challenged to find chains pre-arranged in these rows. The rows will appear by themselves when chains go too near the bottom, too.
- Magnet
- Like Hook mode, rows appear from the bottom. Instead of having a queue of Puyo, you pick up and drop down those already on the board similar to Magical Drop (but upside down). You don't need to make a column of three to pop them, just the regular groups of NPG.
- Click
- Use the mouse instead of the keyboard to select the column you place in, with a timer for auto-place instead of a slow descent.
- Fever/Henshin settings
- There are quite a few of these...
- initial time
- max time
- time gained outside fever
- time gained clearing a chain in fever
- time gained from all clear
- whether trash drops in fever or not
- points required to enter Fever
- differences between PPF and PP15 implementations
Presets
- Original
- CQ=0, OM=0, CB=0, TCM=0, ACM=0, NC=3-5, NPG=4, SH=0, TDM=1, TWM=0, NTMD=30, DR=0
- TSU
- CQ=0, OM=2, CB=0, TCM=0, ACM=2, NC=3-5, NPG=4, SH=0, TDM=1, TWM=0, NTMD=30, DR=1
- SUN
- CQ=0, OM=3, CB=0, TCM=3, ACM=?, NC=3-5, NPG=4, SH=0, TDM=1, TWM=0, NTMD=30, DR=1
- YON
- CQ=0, OM=4, CB=0, TCM=0, ACM=?, NC=3-5, NPG=4, SH=0, TDM=1, TWM=0, NTMD=30, DR=1
- Fever
- CQ=0, OM=5, CB=0, TCM=5, ACM=5, NC=3-5, NPG=4, SH=0, TDM=1, TWM=1, NTMD=30, DR=1
- Henshin
- CQ=0, OM=7, CB=0, TCM=7, ACM=5, NC=3-5, NPG=4, SH=0, TDM=1, TWM=1, NTMD=30, DR=1
- Mission
From 15th Anniversary
- Big Puyo
- Bomber
- Endless Fever
- Excavation
- Spinner
- Ice Blocks
- Searchlight
- Water
From 20th Anniversary
- Deka Puyo Rush
- Chibi Puyo Fever
- Mini Puyo Excavation
- Gust
- Slot
- 4 Next Puyo
- Block
- Active
- Cross Spinner
- Quartet