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'''''Puyo Pop''''' (called '''''Puyo Puyo''''' in Japan, its country of origin) is a non-tetromino falling block puzzle game franchise.
{{Infobox |title = Puyo Puyo
|developer = Compile, Sega
|publisher = Compile, Sega
|released = Various
|platform = Various
|hold = No
|preview = 2 in most games, 1 in older games
|playfield = 6w x 12h
|hard = Only in newer games
|system = Domino Rotation with wallkicks
|boxart =
|title-scrn=
|ingame-scrn=
}}
 
'''''Puyo Puyo''''' (ぷよぷよ), previously marketed as '''''Puyo Pop''''' in North America and Europe, is a non-tetromino falling block puzzle game franchise.
It was originally conceived by Masamitsu Niitani, drawing heavily from ''[[Dr. Mario]]'', and developed by Compile Corporation, which later folded.
It was originally conceived by Masamitsu Niitani, drawing heavily from ''[[Dr. Mario]]'', and developed by Compile Corporation, which later folded.
American localizations on 16-bit era consoles, such as ''Kirby's Avalanche'' and ''Dr. Robotnik's Mean Bean Machine'', replaced the original cut-scene characters with those from other franchises.
American localizations on 16-bit era consoles, such as ''Kirby's Avalanche'' and ''Dr. Robotnik's Mean Bean Machine'', replaced the original cut-scene characters with those from other franchises.
Line 7: Line 22:


== Gameplay ==
== Gameplay ==
Colored [[piece|pieces]], represented in the game as jelly-like creatures called Puyo, fall into a 6x12 block [[playfield]]. (The name may be different in cases where the developer replaced the original characters with ones from a different franchise.) Each piece consists of several Puyos, each colored in one out of three to five colors. In games before Puyo Pop Fever, only pieces consisting of 2 Puyos (dominoes) were used, but in ''Puyo Pop Fever'' and later, larger [[piece]]s which are made of 3 or 4 Puyos are also used. Such pieces always consist of a single color or two colors, with the colors adjacently placed when in two colors. The 3-Puyo piece is always the L tromino and the 4-Puyo piece is always the O [[tetromino]]. The order in the number of Puyos in pieces that get dealt to the player has a fixed sequence, which differs depending on the character the player chooses.
Colored [[piece|pieces]], represented in the game as jelly-like creatures called Puyo (plural: Puyo), fall into a 6x12 block [[playfield]]. (The name may be different in cases where the developer replaced the original characters with ones from a different franchise.) Each piece consists of several Puyo, each colored in one out of three to five colors. In games before ''Puyo Puyo Fever'' (known in English versions as ''Puyo Pop Fever''), only pieces consisting of 2 Puyo were used, but in ''Puyo Puyo Fever'' and later, larger [[piece]]s which are made of 3 or 4 Puyo are also used. Such pieces always consist of a single color or two colors, with the colors adjacently placed when in two colors. The 3-Puyo piece is always the L tromino and the 4-Puyo piece is always the O [[tetromino]]. The order in the number of Puyo in pieces that get dealt to the player has a fixed sequence, which differs depending on the character the player chooses.


The player can move the piece sideways or downward, and/or rotate them. When the piece is made of 2 Puyos, the "secondary" Puyo rotates about the highlighted "primary" Puyo. The 4-Puyo piece does not rotate, but changes its color when the rotate button is pressed.<br/>
The player can move the piece sideways or downward, and/or rotate them. When the piece is made of 2 Puyo, the "secondary" Puyo rotates about the highlighted "primary" Puyo. The 4-Puyo piece does not rotate, but changes its color when the rotate button is pressed.<br/>
Pieces that land break up into individual Puyos and then form groups of horizontally or vertically, but not diagonally, adjacent Puyos of matching color.
Pieces that land break up into individual Puyo and then form groups of horizontally or vertically, but not diagonally, adjacent Puyo of matching color.


Four or more Puyos in a group explode, and any Puyos above them disconnect, fall, and reconnect. Puyos can be set up so that when one group clears, it causes other Puyos to fall and form another group. In versus matches, every time the player clears Puyos, a certain amount of transparent garbage Puyos are sent to the opponent. These must be destroyed by clearing other Puyos adjacent to them. Making chain reactions with multiple groups of Puyos sends larger amounts of garbage Puyos to the opponent.
Four or more Puyo in a group explode, and any Puyo above them disconnect, fall, and reconnect. Puyo can be set up so that when one group clears, it causes other Puyo to fall and form another group. In versus matches, every time the player clears Puyo, a certain amount of transparent garbage Puyo are sent to the opponent. These must be destroyed by clearing other Puyo adjacent to them. Making chain reactions with multiple groups of Puyo sends larger amounts of garbage Puyo to the opponent.


Sticky Tetris, the primary game mode in ''[[The Next Tetris]]'' and one of the modes of ''[[Tetris Worlds]]'', borrows this play mechanic of removing groups.
Sticky Tetris, the primary game mode in ''[[The Next Tetris]]'' and one of the modes of ''[[Tetris Worlds]]'', borrows this play mechanic of removing groups.
Line 18: Line 33:
== Details ==
== Details ==
=== Classic ===
=== Classic ===
Prior to ''Puyo Pop Fever'', the mechanics of the games worked as follows:
Prior to ''Puyo Puyo Fever'', the mechanics of the games worked as follows:
*One or two [[piece preview]] depending on version.
*One [[piece preview]] in the first ''Puyo Puyo'' game. In ''Puyo Puyo 2'' onwards, there are two piece previews.
*[[ARE]] is present. The piece that locks jiggles up and down a couple times, and the next domino slides from the preview to the top.
*[[ARE]] is present. The piece that locks jiggles up and down a couple times, and the next domino slides from the preview to the top.
*[[DAS]] is fast.
*[[DAS]] is fast.
*[[Lock delay]] appears to reset only on piece entry.
*[[Lock delay]] appears to reset only on piece entry.
*[[Top out]] when column 3 is filled, or in ''Puyo Pop Fever'' when column 3 or 4 is filled.
*[[Top out]] when column 3 is filled, or in ''Puyo Puyo Fever'' when column 3 or 4 is filled.
*Soft drop locks, no hard drop.
*In newer products, two consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.  
*In newer products, two consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.  


The following analysis of domino rotation, including [[wall kick]] and [[floor kick]] rules, applies to ''Puyo Pop'' for Game Boy Advance.
The following analysis of domino rotation, including [[wall kick]] and [[floor kick]] rules, applies to ''Puyo Pop'' for Game Boy Advance.
The primary block is labeled [[Image:CTet.png|C]]; the secondary block is labeled [[Image:OTet.png|O]].
The primary block is labeled [[File:CTet.png|C]]; the secondary block is labeled [[File:OTet.png|O]].
In this game, if a space is empty, the space above it is guaranteed to be empty.
In this game, if a space is empty, the space above it is guaranteed to be empty.


Line 123: Line 139:


=== ''Fever'' ===
=== ''Fever'' ===
''Puyo Pop Fever'' made many changes to the game mechanics.
''Puyo Puyo Fever'' made many changes to the game mechanics.
*2 [[piece preview]]s.
*2 [[piece preview]]s.
*[[ARE]] is present. The piece that locks jiggles up and down a couple times, and the next Puyo set slides from the preview to the top.
*[[ARE]] is present. The piece that locks jiggles up and down a couple times, and the next Puyo set slides from the preview to the top.
*[[DAS]] is fast. DAS is charged instantly during ARE, but has the usual delay when a Puyo set is active.
*[[DAS]] is fast. DAS is charged instantly during ARE, but has the usual delay when a Puyo set is active.
*[[Lock delay]] appears to reset only on piece entry. However, in ''Puyo Puyo 7'', the lock delay resets on rotation, up to 8 times (midair rotations do not count towards the limit). After the 8th rotation resting on the stack, the lock delay goes to 0 and the Puyo set immediately locks down the next time it touches the stack.
*[[Lock delay]] appears to reset only on piece entry. However, in ''Puyo Puyo 7'', the lock delay resets on rotation, up to 8 times. After the 8 rotations resting on the stack (defined as rotations where at least one Puyo in the piece is directly on top of a Puyo on the stack immediately after rotation), the lock delay goes to 0 on the next rotation and the Puyo set immediately locks down the next time it touches the stack.
*[[Top out]] when column 3 or 4 is filled.
*[[Top out]] when column 3 or 4 is filled.
*Soft drop locks. ''Puyo Puyo 7'' adds a hard drop which also locks.
*2 consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.  
*2 consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.  


''Puyo Pop Fever'' also added floor kicks for rotation from the upward position. These floor kicks can be executed up to 8 times; the Puyo set immediately locks down after the 8th use.
Below is an example of the ''Puyo Puyo 7'' lock delay reset mechanic:
{|
|-valign="top"
|{{pfstart}}
{{pfrow|G|G| | | | | | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| |G|C| | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
6 lock delay resets used so far
|-
|{{pfstart}}
{{pfrow|G|G| | | | | | |G|G}}
{{pfrow|G|G| |O|C| | | |G|G}}
{{pfrow|G|G| |G| | | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
Floor kick, lock delay reset #7
|-
|{{pfstart}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| | |C| | | |G|G}}
{{pfrow|G|G| |G| | | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
This counts as a midair rotation.
|-
|{{pfstart}}
{{pfrow|G|G| | | | | | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| |G|C| | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
Piece drops
|-
|{{pfstart}}
{{pfrow|G|G| | | | | | |G|G}}
{{pfrow|G|G| |O|C| | | |G|G}}
{{pfrow|G|G| |G| | | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
Floor kick, lock delay reset #8
|-
|{{pfstart}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| | |C| | | |G|G}}
{{pfrow|G|G| |G| | | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
Midair rotation, lock delay set to 0 because 8 lock delay resets have already occurred.
|-
|{{pfstart}}
{{pfrow|G|G| | | | | | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| |G|C| | | |G|G}}
{{pfrow|G|G| |G|G| | | |G|G}}
{{pfend}}
Piece touches down and locks immediately.
|}


''Puyo Puyo Fever'' also added floor kicks for rotation from the upward position.
U->R (U->L symmetric)
U->R (U->L symmetric)
{|
{|
Line 221: Line 297:
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| | |C|O| | |G|G}}
{{pfrow|G|G| | |C|O| | |G|G}}
{{pfrow|G|G| |G|G|G| | |G|G}}
{{pfrow|G|G| | |G| | | |G|G}}
{{pfend}}
{{pfend}}
|{{pfstart}}
|{{pfstart}}
{{pfrow|G|G| | |C|O| | |G|G}}
{{pfrow|G|G| | |C|O| | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| | |O| | | |G|G}}
{{pfrow|G|G| |G|G|G| | |G|G}}
{{pfrow|G|G| | |G| | | |G|G}}
{{pfend}}
{{pfend}}
Floor kick
Floor kick
|}
|}
== See also ==
*[[Puyo Puyo Tetris]]


== Fan games ==
== Fan games ==
*[http://puyonexus.net/wiki/Puyo_Puyo_VS Puyo Puyo VS]
*[[Blockles]] (as of September 2009)
*[http://puyonexus.net/wiki/Puyo_Puyo_Compendium Puyo Puyo Compendium]
*[[NullpoMino]] (Avalanche modes, named after Kirby's Avalanche)
*KFoulEggs
*KFoulEggs
*Blockles (as of September 2009)
*Puyo Puyo Compendium
*[[NullpoMino]] (Avalanche modes, named after Kirby's Avalanche)


== External links ==
== External links ==
*[http://puyonexus.net/ Puyo Nexus] "Home for all your Puyo needs"
*''[http://wikirby.com/wiki/Kirby's_Avalanche Kirby's Avalanche]'' at WiKirby
*''[http://strategywiki.org/wiki/Dr._Robotnik's_Mean_Bean_Machine Dr. Robotnik's Mean Bean Machine]'' at StrategyWiki
*[http://en.wikipedia.org/wiki/Puyo_Puyo Wikipedia:Puyo Puyo]
*[http://en.wikipedia.org/wiki/Puyo_Puyo Wikipedia:Puyo Puyo]
[[Category:Non-tetromino Games List]]
 
[[Category:Non-tetromino games]]
[[Category:NIWA]]
 
{{Nintendo games}}

Latest revision as of 16:09, 5 November 2023

Puyo Puyo

[[File:|175px]]
Developer(s) Compile, Sega
Publisher(s) Compile, Sega
Release Date(s) Various
Platform(s) Various

Gameplay Info

Next pieces 2 in most games, 1 in older games
Playfield dimensions 6w x 12h
Hold piece No
Hard drop Only in newer games
Rotation system Domino Rotation with wallkicks
Has 180 rotation {{{180}}}
Adjustable tuning {{{tuning}}}
Garbage attack type {{{garbage}}}
Garbage blocking type {{{blocking}}}
Website {{{website}}}
[[File:|100px]] [[File:|100px]]

Puyo Puyo (ぷよぷよ), previously marketed as Puyo Pop in North America and Europe, is a non-tetromino falling block puzzle game franchise. It was originally conceived by Masamitsu Niitani, drawing heavily from Dr. Mario, and developed by Compile Corporation, which later folded. American localizations on 16-bit era consoles, such as Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine, replaced the original cut-scene characters with those from other franchises. Sega currently owns the rights and continues the series on major video game console and mobile platforms.

The game was a hit in Japan, with one of the first falling blocks game to heavily emphasize characters and storylines, and putting versus play as the default instead of solo play. Even in the default single player mode, the player is pitted against computer-controlled opponents. The characters and the general story universe of the original game were borrowed from Madou Monogatari, an RPG that was one of Compile's previous games. Each character has its own unique traits, including different tactics taken when controlled by the computer.

Gameplay

Colored pieces, represented in the game as jelly-like creatures called Puyo (plural: Puyo), fall into a 6x12 block playfield. (The name may be different in cases where the developer replaced the original characters with ones from a different franchise.) Each piece consists of several Puyo, each colored in one out of three to five colors. In games before Puyo Puyo Fever (known in English versions as Puyo Pop Fever), only pieces consisting of 2 Puyo were used, but in Puyo Puyo Fever and later, larger pieces which are made of 3 or 4 Puyo are also used. Such pieces always consist of a single color or two colors, with the colors adjacently placed when in two colors. The 3-Puyo piece is always the L tromino and the 4-Puyo piece is always the O tetromino. The order in the number of Puyo in pieces that get dealt to the player has a fixed sequence, which differs depending on the character the player chooses.

The player can move the piece sideways or downward, and/or rotate them. When the piece is made of 2 Puyo, the "secondary" Puyo rotates about the highlighted "primary" Puyo. The 4-Puyo piece does not rotate, but changes its color when the rotate button is pressed.
Pieces that land break up into individual Puyo and then form groups of horizontally or vertically, but not diagonally, adjacent Puyo of matching color.

Four or more Puyo in a group explode, and any Puyo above them disconnect, fall, and reconnect. Puyo can be set up so that when one group clears, it causes other Puyo to fall and form another group. In versus matches, every time the player clears Puyo, a certain amount of transparent garbage Puyo are sent to the opponent. These must be destroyed by clearing other Puyo adjacent to them. Making chain reactions with multiple groups of Puyo sends larger amounts of garbage Puyo to the opponent.

Sticky Tetris, the primary game mode in The Next Tetris and one of the modes of Tetris Worlds, borrows this play mechanic of removing groups.

Details

Classic

Prior to Puyo Puyo Fever, the mechanics of the games worked as follows:

  • One piece preview in the first Puyo Puyo game. In Puyo Puyo 2 onwards, there are two piece previews.
  • ARE is present. The piece that locks jiggles up and down a couple times, and the next domino slides from the preview to the top.
  • DAS is fast.
  • Lock delay appears to reset only on piece entry.
  • Top out when column 3 is filled, or in Puyo Puyo Fever when column 3 or 4 is filled.
  • Soft drop locks, no hard drop.
  • In newer products, two consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.

The following analysis of domino rotation, including wall kick and floor kick rules, applies to Puyo Pop for Game Boy Advance. The primary block is labeled C; the secondary block is labeled O. In this game, if a space is empty, the space above it is guaranteed to be empty.

R->U (L->U symmetric)

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG

R->D (L->D symmetric)

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG

In free space

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngGTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngGTet.pngTet.pngTet.pngGG

Floor kick

D->R (D->L, U->R, U->L symmetric)

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG

In free space

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCGTet.pngTet.pngGG
GGTet.pngTet.pngOGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngCOGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG

Wall kick

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGCGTet.pngTet.pngGG
GGTet.pngGOGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGCGTet.pngTet.pngGG
GGTet.pngGOGTet.pngTet.pngGG

Between walls:
Fail

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngGCGTet.pngTet.pngGG
GGTet.pngGTet.pngGTet.pngTet.pngGG

Try again:
Double rotation

So the overriding rule is that if a kick is required, try pushing the piece straight away from the wall or floor, so that the secondary Puyo occupies the space that the primary Puyo occupied.

Fever

Puyo Puyo Fever made many changes to the game mechanics.

  • 2 piece previews.
  • ARE is present. The piece that locks jiggles up and down a couple times, and the next Puyo set slides from the preview to the top.
  • DAS is fast. DAS is charged instantly during ARE, but has the usual delay when a Puyo set is active.
  • Lock delay appears to reset only on piece entry. However, in Puyo Puyo 7, the lock delay resets on rotation, up to 8 times. After the 8 rotations resting on the stack (defined as rotations where at least one Puyo in the piece is directly on top of a Puyo on the stack immediately after rotation), the lock delay goes to 0 on the next rotation and the Puyo set immediately locks down the next time it touches the stack.
  • Top out when column 3 or 4 is filled.
  • Soft drop locks. Puyo Puyo 7 adds a hard drop which also locks.
  • 2 consecutive failed wall kicks result in double rotation, moving the secondary block 180 degrees about the primary block.

Below is an example of the Puyo Puyo 7 lock delay reset mechanic:

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngGCTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

6 lock delay resets used so far

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngOCTet.pngTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

Floor kick, lock delay reset #7

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

This counts as a midair rotation.

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngGCTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

Piece drops

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngOCTet.pngTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

Floor kick, lock delay reset #8

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

Midair rotation, lock delay set to 0 because 8 lock delay resets have already occurred.

GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngGCTet.pngTet.pngTet.pngGG
GGTet.pngGGTet.pngTet.pngTet.pngGG

Piece touches down and locks immediately.

Puyo Puyo Fever also added floor kicks for rotation from the upward position. U->R (U->L symmetric)

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG

In free space

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG

Floor kick

GGTet.pngTet.pngOGTet.pngTet.pngGG
GGTet.pngTet.pngCGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG
GGTet.pngCOGTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngGTet.pngTet.pngGG

Wall kick

3-Puyo pieces use the "elbow" of the piece as the primary Puyo to pivot around.

UR->UL (UL->UR, DR->DL, DL->DR symmetric)

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngOCTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG

In free space

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngGCOTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngOTet.pngTet.pngGG
GGTet.pngGOCTet.pngTet.pngGG
GGTet.pngGTet.pngTet.pngTet.pngTet.pngGG

Wall kick

UR->DR (UL->DL, DR->UR, DL->UL symmetric)

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngTet.pngTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG

In free space

GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngGTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngCOTet.pngTet.pngGG
GGTet.pngTet.pngOTet.pngTet.pngTet.pngGG
GGTet.pngTet.pngGTet.pngTet.pngTet.pngGG

Floor kick

See also

Fan games

External links