Basically straightforward cleanup of the board after the combo in Part 1.
Demonstrates a neat variation on the wrong-color technique.
Also demonstrates a delaying tactic that is a little subtle, but very good to know. The technique is about manipulating the heights of various clears so that more distant clears occur higher than closer clears, but it is the closer clear that is the actual linking clear.
The delaying tactic can be chained from column to column -- I do it only once here, but it is often possible to sneak in 2 or 3 extra delays.
Hm. I learned something from this. Thanks! (GM sails, hoping to improve, on Mala)
xxsilveyxx 1 year ago
@xxsilveyxx Great!
Wyriel 1 year ago
wow that teck on 0:38 is going to help me so much
Fishbein1495 2 years ago
The delay technique? Yeah that's nice. I'm also a big fan of the wrong color technique.
The thread "No one likes sailing" in Game Design (on the PP forums) has some theory on combo building strategies, I talk about how to build so as to be able to use the delay technique.
Or, if your not into reading, I can summarize: drop whole pieces horizontally, instead of vertically, or breaking them up into individual balls.
Anyways, your welcome :).
Wyriel 2 years ago
Hmm, this was a little ambiguous.
In order to build a delay -- Drop whole pieces horizontally instead of:
a) dropping them vertically
b) breaking them up into individual balls (by having half inside a prior step of the combo).
By 'drop' I mean place the piece such that after parts of the combo start firing, the whole piece falls, horizontally. That's how to build delays relatively easily. It is, however, very annoying to deal with. Exercise with caution.
Wyriel 2 years ago