Johto Legends
Spring Edition
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Puzzle League

You are given a large field full of colorful blocks decorated with official Gym badges and other various symbols. Armed with a two-panel-wide cursor, your task is to swap those blocks around in order to clear them from the field. How, you ask? All you have to do is line up at least three of the same type of block either horizontally or vertically, and they're gone. Place the cursor over the two blocks you wish to switch, then press either the A or B buttons to swap 'em. You can also switch blocks with empty space, which can help to flatten the stack if it's getting too high. You'll see seven different types of blocks in this game: - Water Blocks - Fire Blocks - Leaf Blocks - Heart Blocks - Circle Blocks - Diamond Blocks (only when you crank up the difficulty level) - Poké Ball Blocks (only in Versus Mode; we'll get to that later) You earn 10 points for each block that you make go poof, and bonus points for every combo or chain that you create. COMBOS are created by matching four or more blocks at once. When a match-up results in more match-ups, that's a CHAIN; these are harder to explain without pictures, sadly. The idea is that when blocks clear, gravity kicks in and the blocks above will fall. Should those blocks end up matching and clearing when they land, that triggers a Chain bonus. Get it? Got it? Good. So I don't have to resort to bad ASCII art to explain it, then. I should also mention SKILL CHAINS... These are a specific set of chains that you create whilst blocks are clearing off the field. You can set blocks to clear after they fall from previous clears, thus creating more and more chains. These take lots of practice to perfect, so don't expect to become a master overnight (unless you've retained your Tetris Attack skills, in which case I say huzzah, brother!) Then there's TIME LAG CHAINS, which are actually multiple chains occurring within a very short span of time. The most common cause of this is simply blocks falling at the same time, but travelling different distances to land and clear. They will all be counted in a single sequence of chains. In certain game modes, you can also select between playing on a 2-D 6x12 field, or a 3-D cylindrical field 12 rows high. Get used to both, so you'll never get bored, and so you'll be ready for any challenge. Now, I'll get specific and explain the three major categories of game play. C. GAME MECHANICS ---------------------------------------------- - 1. 1P Mode --------------------------------- In 1P Mode, it's you against your sanity. The name of the game here is survival. As time goes on, extra rows of blocks will slowly rise from the bottom of the stack. If ever the stack of blocks should touch the very top of the field, your game is over. Expert strategists can forcibly add rows to the stack by pressing the L and R buttons on the controller. Just don't overdo it. As you continue playing, the SPEED LEVEL of the rising blocks will gradu- ally increase. The speed level can range anywhere from 1 (molasses in January) to 99 (hypersonic). If you make a COMBO or a CHAIN, the stack of blocks will freeze in horror for a few seconds as Jigglypuff appears to hum a tune. Plug your ears and clear those blocks! When the blocks get less than a row away from touching the top, any columns in danger will alert you by rapidly pulsing up and down. This indicates you are in DANGER. When in danger, make a COMBO or CHAIN to freeze the rising blocks for about double the normal stop time. Take this time to clear as many blocks as possible, in order to save yourself from having to start all over again. You wouldn't enjoy that, unless you're nuts. - 2. Versus Mode ----------------------------- Versus Mode includes any game involving a two-player split-screen. The object is to keep your stack from touching the top before your opponent's does. Sounds simple, doesn't it? Oh, far from it, my friend. In this game mode, creating COMBOS and CHAINS will automatically rain down colorful bricks down onto your opponent. These bricks are collectively called GARBAGE BLOCKS. They cannot be moved with the cursor, and will sit there impeding your forward progress unless you do something about them... Versus Mode is pretty in-depth, so I've broken it into four manageable chunks for all of you. Aren't I just so thoughtful? *ego inflates* a. Attacking --------------------- Creating COMBOS will rain small garbage blocks of varying sizes upon your opponent. When making combos in the 2D or 3D fields... ...the size of the garbage block(s) can be calculated by taking the number of blocks cleared in the combo and subtracting 1. So, a 5-block combo will send over a block of garbage that is 4 units long. ...you will send over multiple garbage blocks, if the resulting block would otherwise not fit in one row of the field. Creating CHAINS tends to drop longer and thicker blocks on your opponent. The actual nature of these blocks will change, depending on which field you are playing in, 2D or 3D. When making chains in the 2D field... ...the height of a chain block is calculated by taking the value of the chain and subtracting 1. So, a 6x chain will make a garbage block 5 rows high. ...the block's thickness can go no higher than 12 rows When making chains in the 3D field... ...a 2x chain block will wrap 1/3 of the way around the cylinder. ...a 3x chain block will wrap 2/3 of the way around the cylinder. ...a 4x chain block will wrap all the way around the cylinder. ...Any chains after that will wrap all the way around the cylinder, and their height in rows is calculated by taking the value of the chain and subtracting 3. So, a 7x chain will make a garbage block 4 rows high. ...the block's thickness can go no higher than 10 rows. b. Defending --------------------- To remove a garbage block from your field, all you have to do is clear any set of panels that is subsequently touching the garbage. Your character will exclaim something goofy; the garbage block will then transform into regular panels, which can be used to turn the tables on your opponent. Notice that any garbage blocks of the same color touching each other will also be transformed...
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