Puyo Puyo(NES) FAQ version 1.0.0 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. **** AD SPACE: **** My home page: http://www.geocities.com/SoHo/Exhibit/2762 ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. GENERAL STRATEGIES 4. ENDLESS MODE 5. MISSION MODE 5-1. WALKTHROUGH 5-2. PASSWORDS 6. CREDITS 7. VERSIONS ================================ 1. INTRODUCTION Puyo Puyo is an easily understandable game that's gone through a bunch of different ports. Each port has its own distinct features(what, are we in a wine cellar or something?) For instance, the GBA focuses on a you vs computer story line. The NES version has the option for unlimited play, which gets a bit tedious to be honest, or 52 missions. These consist of a structure you need to collapse and random Puyos being dropped on you. Sometimes you'll need luck to get through, but there's enough challenge in finding the right way to lump everything or to establish an algorithm, that the chance doesn't really annoy you. Plus the pieces bounce before landing, which allows for some fun evasive action and a few less "I meant to put it there" deals. Puyo Puyo is known as Dr Robotnik's Mean Bean Machine on other game platforms such as the Genesis. The general strategies here should work for pretty much any system, although if there are special pieces, you're on your own with them. Also in this FAQ I did not really cover the 2-player mode. The rules are the same but the psychology of when to wipe puyos out or how many puyo chains to create are beyond the scope of this FAQ. I didn't have anyone to play with. (One, two, three, AWWW.) The premise of Puyo Puyo is very simple. You have a 6x13 well and pairs of puyos(beans) fall down. When you lump 4 or more of one kind together--in any shape--everything flashes and disappears and everything above it drops, and if there are any clear bubbles touching the shape, those vanish. If you drop a puyo pair on its side and it balances on the edge, the half that's out in space falls down. The game ends when you can't drop any more pieces. This FAQ uses some basic annotation which I hope is not too confusing. UL/DR mean upper left and down right. I also refer to columns 1-6(left to right) and rows 1-13(bottom to top.) Colors in diagrams are also defined as follows: r = red o = orange g = light green G = dark green = = grey b = blue . = clear puyo I also sometimes refer to, say, a red piece--that's a piece with >1 red puyo. Monochrome pieces have 2 puyos of the same color. 2. CONTROLS You can play in 1-player solo or 2-player competitive. You have the option of endless, which gets a bit tedious, or mission, which has 52 puzzles to solve. Level 1 has 4 colors of beans, rGo=. Level 2 adds g. Level 3 adds b. Level 4 is super fast all the time. You have a choice of 3 background music tunes, or mute. You have a choice of 3 sound effect types, or mute. I like the default for both of these. Puyo/Human: If you choose humans for shapes, they link hands or nod their heads up or down depending on if they have neighbors of the same colors. Puyos use their eyeballs. Unlinked puyos look at you. But a puyo keeps an eye on each of its same colored neighbors. And of course it can't have 3 or it would vanish. Items in endless mode can be bigpuyo(2 wide, crushes everything beneath it,) carbuncle(causes puyos to change color, usually working its way down and through single puyos to maximize your bonus,) or nothing. In the game itself, your puyo pair rotates around the right puyo, although it can be slid in to places if the rotation doesn't work straight out. A rotates counterclockwise and B rotates clockwise. You have a 'next' box, and you can use it to your advantage. You can also pre-empt a move before a puyo falls and, on the faster levels, you will have to. Rotating is a bit harder to preempt, however. One thing you need to realize is that puyo pairs come down in a vertical orientation. And you can cheat a bit if things get full--this is best in mission mode. If you've filled up 12 rows in one column then you can drop a vertically aligned puyo pair on there and not give game over. But the game keeps track of the puyo in row 14. The only time game over happens is when you fill up column 3, row 13. Puyo pairs bounce a bit before they land and you can often rotate. You can't rotate one wedged vertically but you can do anything else--you can even rotate and move. Pausing is also critical in the later stages of the game. The screen doesn't wipe your structure, although it does remove the "next" item, and it puts PAUSE in big letters to disrupt part of what you've built. Still, it gives you a lot of time to think up solutions. And in the giving you time department, the game also gives you time when the puyos flash and disappear. That's also a good idea. 3. ENDLESS MODE Not much to see here. There's just a small tone to tell you when you've moved up a level--generally around 225 blocks dissolved. Level 4 keeps going and going(hence endless, which is a translation with a bad connotation. It feels endless very quickly until you make a dumb slip-up.) Points are not too tough to calculate or figure, but here they are for posterity. First group of puyos: 40x1, 50x2, 60x3, 70x4, 80x8, 90x9, etc. Second group: 40x8, 50x10, 60x11, 70x12, 80x16, 90x17, etc. Third group: 40x16, 50x18, 60x19, 70x20, 80x24, 90x25, etc. Fourth: 40x32, add 16 to prev multipliers Fifth: 40x64, add 32 to prev multipliers No chain's point total or size has an effect on the next one's except for the doubling multiplier. All this is multiplied by the level number. Note that if you have two clumps that vanish at once, they're all put in the same group. The most immediate thing you'll notice with the scores is that a simple 4- chain is worth four times as much as two separate 4-chains combines. Level 2 adds g, level 3 adds b, level 4 goes very fast, and the game repeats until you lose control. I kept this section short as general strategies should be more interesting. 4. GENERAL STRATEGIES These general strategies could apply to the two player game as well, where you will want to go for quick combos(from what I remember of the GBA) and avoid doing too much. Bubbles are also more in effect on that one--you need to zap them quickly. Getting combos on your side tends to dump pieces on your opponents, but waiting for too big a combo dumps stuff on yours. Accept luck of the draw, but if you get a monochrome puyo, don't use it on a cheap 4- match unless you have to. The most basic general strategy is just to take one color and concentrate on it. This is when you're scrambling for any sort of match. Generally it can be dumped in something vertical, and you can use several other columns to dump puyos. I try to keep two columns on the edge dumped for building a structure on the other side, but in any case you should try to match up puyos even in the "dump" structure. There are a lot of ways to combine puyos in a chain, which is the best way to get points, but I will focus on the most practical ones. rgo rgo === rgo rgo The one above is a good way to get a huge multiplier. Note that you can't get a multiplier of more than 11 without a chain reaction or with extreme luck placing two different colors, i.e. rrr rr