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  1. So I moved to next project. It's going to be clone of game called Puyo Puyo. It's somewhat less known outside Japan, where it's very popular till this day, and new versions are still being made (by Sega). What I consider the 'classic' Puyo Pyuo is the early versions from Sega Megadrive. Here is the first game, named simply Puyo Puyo: https://youtu.be/-rq3KpS__xU?t=0 You control two colored pieces at a time (called puyos), in way similar to tetris. If you combine 4 (or more) of the same color, the group will explode and vanish. But it's not really like tetris at all. You are not playing nice and clean to stay in the game as long as possible. It's 2 player versus game .. every time you score some points, they are converted to nuisance, or garbage pieces, which are thrown at your opponent. These can only be removed by exploding puyos touching them. Also .. it's not just so simple as exploding groups of 4. If you explode group, and after the collapse a new group is formed and exploded, it's called a chain. And chains are rewarded in more or less exponential points bonuses. So you simply HAVE to go for chains. If you play against AI, you just need few short chains, speed is more important .. but pro players make chains longer than 10 basically every game. You also have to watch what's your opponent doing, and find the best moment to ruin his plans. So it's actually pretty deep game. Example of pro players: https://youtu.be/f42ZhUKWBzs?t=6802 I plan to implement what's called Tsuu rules, which are based on second game of the series, Puyo Puyo Tsuu. Compared to the first game, if you explode some groups, and there is already some garbage waiting to fall into your 'well', instead of generating garbage for your opponent, garbage above your 'well' is removed. This rule is what allows for long exchanges of chains you can see in pro games. Tsuu rules are also current competition rules. I don't want direct port or remake of any existing game and I don't even want to use any graphics or music. I want the rules, and the general feel. So far I even plan to use Puyo Puyo name, even if it's Sega's property. Other community projects (like Puyo Puyo vs.) don't have problems with it, as long as it is profit free. I might change my mind though, for example to comply to Abbuc rules. Here is demo from my current version, showing breaking, detection of groups, and collapsing, all the most time intensive phases. And video (make sure to use 720p/50Hz mode): https://youtu.be/VAXHc5DWb0M?t=0 The character picture is based on Sega game, but it's just placeholder, to test the animation. I have most of the game logic already implemented, and the game can be somewhat played with 2 players, I'm currently working on dropping the garbage onto the opponent. The game is still far from what I want it to be. You see, the original games are nice and cute, and rules are basically unchanged since 2nd game .. but they fail to show the depth of the game, and they wont help you at all in learning to play. So I want my game to include training modes, and even lessons (based on tutorials from great fan site puyonexus.com). The graphics mode I use is characters mode, obviously, and I use inversion and PMG to get extra colors. It's like psudo-attributes. I fill PMGs using DLI, not DMA, so I can have only 1 byte of PMG data for each character line .. this makes manipulation the PMG data faster. Colors are picked so I can combine the colors, especially to create purple using red and blue, which merges flawlessly using PAL blending. Here are all the possible 50/50 patterns.
  2. So, as I recently asked on my status, have any of you on AtariAge ever seen the English translation of the arcade game Puyo Puyo in a real arcade? Y'know, the one where Arle is renamed "Silvana"? If you have seen this version of the game on location anywhere, either when it first came out or later on, please reply. I'll be happy.
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