lys

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posts from @lys tagged #sega

also:

all balls are circles, but not all circles are balls. you know? streamed dec 20th '23

if your puzzle game needs a flashing indicator to tell players where they can stack or clear -- doesn't that mean you haven't made the design speak for itself? TORYUMON, like SEN-KNOW, is trapped in its messy visualistic overly specific building-block subgenre. as the devlog indicates, it's easy to create pure failstates where placing a pattern against the wall completely screws you. SEN-KNOW manages this with a strange, under-indicated block-decay system. as for this game? the devlog gives us a perfect picture of the design challenge: the math doesn't work! there are too many types of block! making the garbage blocks be four quarter circles is a hack at best, a bandaid at worst. leon did demonstrate to me how powerful the chain-theory of high-level play can be, but much like high-level sen-know, the level of abstraction and specialization is pretty out there.

look: the music rocks, the sound design is nice and crispy, some of the best i've seen in this series. the game commits hard and well its aesthetic, unfortunately alongside Chinese stereotypes that Japanese devs often fall into. i love that the playfield a place, a door; that touch three-dimensionalizes the game into place-ness that i find truly admirable. as leon noted, having character-specific traits that aren't drop tables is truly great, maybe only CALCUNE comes to mind as an alternative pick, and this seems way more balanced. still i... the dev said it himself, and leon summarized it as such: "this game was mainly a historical afterthought." sen-know was an aesthetic tour-de-force, and this is...a few tweaks away from being "not a game." 6.0/10

thanks to leon for killing me, and also for explaining some subtlties of the game i wouldn't have encountered otherwise. thanks to euan for finding the devlog. art of me by Minasheep! (minasheep on cohost, itch, twitch, and patreon.) next up is № 47: Hebereke no Popoon (1994, Sunsoft/Atlus). i hope you'll join us!



...or as i like to call him, chip speiderbecke.

excellent chip jazz here: https://www.youtube.com/watch?v=9bSms2pw0-k . Tombstone from the Death Generator by Foone. Tits and Tiles: https://medium.com/super-jump/tits-and-tiles-the-nsfw-history-of-strip-mahjong-44c86db03ee . art of me by Minasheep! (minasheep on cohost, itch, twitch, and patreon.) next up is № 45: Kokontouzai Eto Monogatari (1994, Eighting/Hudson). i hope you'll join us!



imagine the most evilest little girl you can imagine. plus, my thoughts on the river severn. streamed 10/25/23

if it's not clear: clearing pieces does nothing; the number of pieces released into lava when you clear a group gets sent to your opponent. blocks fall from the top in random locations, and must be guided with the joystick into a group of four. though simple, this game elegantly designs a flow of greed and punishment into its board states: tyou can build further down the board to build a bigger attack, but lines advancing from the top orgarbage randomly placed on the field might push you over the edge. and the random start positions make your own board state out of your control, even without garbage. that said, these are the kinds of wise design spaces already built into, say, puzzle pobble. i'm laying down my declaration: not ochimono. this plays way more like puzzle pobble or puzzli than anything else. i enjoy the joystick-only controls and the cruelty of random piece horizontal position, but i'm just not able to get into it. 5.5

art of me by Minasheep! (minasheep on cohost, itch, twitch, and patreon.) next up is № 41: Puyo Puyo Tsu (1994, Compile). i hope you'll join us!



In my generous yet negative review of Baku Baku Animal, i complained incorrectly that Super Puzzle Fighter 2 Turbo has three colors to BBA's four. @leon corrected me -- they both have four colors!! -- and it left me wondering why i specifically dislike BBA compared to SPF2T. both games feature four colors divided into trigger and block pieces; when a trigger piece is added to a group of like blocks, they clear, and garbage is sent to the opponent. why did BBA feel unwieldy and unpleasant to me compared to SPF2T? am i just a hater because BBA looks kinda goofy to me? i wanted to interrogate my preferences more rigorously, so i have three claims to make about how SPF2T is better: aesthetics, tuning, and mechanics.


Aesthetics

Advanced puzzle players will need to know their board state quickly and efficiently so they can focus on identifying the upcoming pieces, determining a plan for next peices, and reading their opponents board state. But these eight symbols' visual business rebuffs a player seeking such immediate, clearly presented knowledge. In contrast, five-color Puyo Puyo conveys piece identification with both color AND associated facial expressions, double-reinforcing the player's board state after a quick glance. This essential visual elegance becomes more challenging to implement with trigger-based mechanics that doubling the total block types AND require the pair-ed-ness of certain blocks to be immediately apparent.

BBA's blocks are visually messy. The 4 trigger pieces and 4 color pieces each have a unique symbol relying on our childhood association with animal diets: monkey like banana, rabbit munch carrot, panda scarf bamboo, and dog chew bone. The four pairs do share a mascot color (yellow, red, green, and blue respectively), though only close to the margins of a block. It's hard for me, as an admittedly less experienced player, to immediately "read" my board state, because i have to sift through a great deal more information -- marginal color information, animal association, and visual patterning -- to get my split-second read.

SPF2T's blocks are visually oversimplified. Triggers are circular and wispy, blocks are square and crystalline. Like-colored blocks fuse into meta-cubes with distinct outer edges, signifying a concentration of pieces. The four pairs of blocks are linked by their color: yellow, red, green, or blue. This is mostly enough for me as a color-sighted person, though i lose some of the double-reinforcement of hue- AND texture-distinct colorblind accessible design (e.g., again, Puyo Puyo). Thankfully, both the official Capcom release in Capcom Fighting Collection and a variety of fanpatches (including one by our very own @trashboatdagod) alter the four colors to ones more accessible to two common types of colorblindness (not monochromacy unfortunately).

Of the two, SPF2T is demonstrably simpler and easier for me to read, BBA's block patterns require much more practice to develop a split-second board-state read. YMMV as a color-blind person; I'd be curious to know how Baku Baku Animal's use of visually eight distinct symbols helps or hinders your quick reads.

Tuning

My experience with BBA has been marked by a clogged board filled with orphaned trigger pieces I can't use or get rid of. I don't have a decompile of either game (nor the skill to read it), so it's not possible with total certainty to know how the piece randomizer works in either game. So i set out to discover, both intuitively and empirically, how often BBA gives the player trigger pieces compared to SPF2T. In the normal mode of each game I quickly filled the board with pieces without clearing any, and then paused emulation to count how many of each type of block I'd gotten in total. I did 10 rounds of this for each game, yielding data for 560 BBA blocks and 503 SPF2T blocks. I compared the color prevalence and trigger-piece prevalance over the two sets; you can see the resultant charts at the top of the post.

Casually, it definitely looks like BBA gives you trigger pieces a little over a quarter of the time, while SPF2T gives you trigger pieces a little over a fifth of the time. I can't confirm those "true ratio" numbers with such a small sample size. I can say (via a 2.52 chi-squared test result) the two trigger-piece-averages are not the same with a p-value of 0.11. That's not strong enough for scientific work (you need like p < 0.05), but it's also not nothin'. I will tentatively claim, therefore, that my intuition about trigger-piece frequency looks to be about right, and leave the last word on it to a decompiled piece randomizer function.

Mechanics

Most importantly, two essential mechanics combine to make SPF2T work unequivocally better when it comes to trigger-piece balance than BBA:

  1. In SPF2T, unlike BBA, trigger pieces trigger other trigger pieces of the same color. Two green trigger pieces in SPF2T will self-annihilate, whereas two Pandas next to each other in BBA will hang out on the board. (And like, good for them, but it makes my life harder.)
  2. In SPF2T, unlike BBA, the clear-all-of-one-color block (in this case, Diamonds) will clear both regular blocks AND trigger pieces of that color. In BBA, the equivalent BB coin will clear all of only one type of block: all bamboo will clear but not pandas, or all pandas will clear but not bamboo. SPF2T lets you clear literally twice the block types

A player is much less likely to orphan trigger pieces they can't use or get rid of. Resultantly, even though SPF2T's playfield is smaller than BBA's, SPF2T feels less cramped atomically. get wrecked, get owned