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Thread: Puzzle Fighter vs Puyo Pop

  1. Quote Originally Posted by isamu
    Now...I'm trying to figure out why they may have this opinion. Anyone care to take a guess?
    Most likely they were dropped on their heads as babies. Or are just talking out of their asses. Come to TNL for the informed opinion.

  2. Well, SPF2T basically forces you to use SOME strategy, while Puyo Puyo doesn't. For casual gamers, there's definitely more strategy used in a game of SPF2T just because it's pretty much required, while Puyo Puyo has a lot more depth once you actually get into it.

  3. Quote Originally Posted by sethsez
    Well, SPF2T basically forces you to use SOME strategy, while Puyo Puyo doesn't. For casual gamers, there's definitely more strategy used in a game of SPF2T just because it's pretty much required, while Puyo Puyo has a lot more depth once you actually get into it.
    The main strategy in SPF2 is just going as fast as you can. Puyo Pop does require some pacing and strategy no matter what level you play on. The different characters have different AI patterns also which makes you think out your plan as well. I don't think SPF2 reallyhas alot of entry level depth at all.

  4. Quote Originally Posted by Frogacuda
    Come to TNL for the informed opinion.
    Best joke of the morning.
    R.I.P Kao Megura (1979-2004)

  5. Quote Originally Posted by Frogacuda
    The main strategy in SPF2 is just going as fast as you can.
    You'd think so, but no. Unless you're able to completely finish off your opponent, going faster will lead to them having a screen full off ammunition and a diamond, while you're desperately trying to build up the sides of your empty screen. SPFII:T has a lot of give and take, where at times you want to bait your opponent into dropping, because you need some firepower, or you've set up combos that inherently work with their drop pattern. Also, since the game has offence/defense considerations (your breaks being worth half as much if used to counter the opponents drop), watching your opponent's screen and timing becomes crucial.

    I find in Puyo Pop games, you typically just do your own thing, and try to do it better than your opponent. SPFII:T has more of a battle feel to it, even if PP is more technical.

  6. Quote Originally Posted by isamu
    Good post and thanks for the link. Just out of curiousity, did you do a review for Puyo Puyo(any version) in any issues of GF? I'm curious to know if the series has been around that long and if there was ever a review in Viewpoint for it. If so I'd be interested in knowing what issue it was and who wrote it.
    Nope. I reveiwed it for the website, but never for the mag, so far as I remember. I did review Super Puzzle Fighter 2 for the mag, though.
    WARNING: This post may contain violent and disturbing images.

  7. Quote Originally Posted by Frogacuda
    The one major flaw with Puyo Pop is that the AI is considerably less intelligent than previous games in the series. In particular, it doesn't seem to know to avoid the "kill" spot and will sometimes suicide when there is still room to drop other peices. But on highter difficulties, particularly in the secret stage, it puts up a good fight despite this.

    They're the center of the gameplay. Chaining is crucial, and learning to set up chains is the key to mastery.


    I'd say it's harder to master, but the AI is kinda dumb so they end up being about even, I'd say.
    Froggy....I find your comments on the AI intriguing, because I am having a bitch of a time against it in story mode. I''ve made it up to the Dark Castle just now but it was a bitch getting there. The last opponent in the stage before the dark castle(the guy that says "Yo!") was extremely hard to beat!

    The bottomline is, this game cannot be approached and played like SPFII. I'm trying to break the habit of playing it in the same manner as SPF(ie going fast and breaking a bunch of gems in as short a period of time, while relying on the diamond to cut me some slack).

    I know that chains are the central core of being successful at this game, but for newbs like me, it's extremely hard to pull them off. If I do them, I do them by luck. And the biggest gripe I have, is that once the AI goes crazy and throws a shitload of blocks towards my side, it is pretty much over!. I don't see how anyone can make a comeback once you have so many grey blocks and your screen is nearly filled up.

    The biggest issue surrounding this scenario is the fact that there is no equivalent of a "diamond" to bail you out like in SPFII. It is very hard adjusting to the gameplay knowing you must rely on slowly "unbuilding" your Puyos and shaving them off or chaining them off one by one. This makes it a WHOLE different ballgame and infinitely harder than SPFII.

    Don't get me wrong I'm enjoying the game for the time being, but I'm very frustrated right now because I suck and I want to learn and get good at it! The last thing I want to do is give up and go back to SPFII.

  8. Puzzle fighter is not only the most overrated puzzle game of all time (Lumines is coming up on it though), but it's totally shallow.

    Yes, accidental chains happen on Puyo Pop, but I don't really know how that could be claimed as "random". It's possible to accidentally go through Ninja Gaiden (NES or XBox) without getting hit all the way through too. Doesn't really mean anything.

    The very fact that you can plan and plot out big chains on Puyo Puyo make it a far deeper game.

  9. Quote Originally Posted by isamu
    I know that chains are the central core of being successful at this game, but for newbs like me, it's extremely hard to pull them off. If I do them, I do them by luck. And the biggest gripe I have, is that once the AI goes crazy and throws a shitload of blocks towards my side, it is pretty much over!. I don't see how anyone can make a comeback once you have so many grey blocks and your screen is nearly filled up.
    If you want miracle comebacks then play Bust-a-Move 4. If you want a balanced game where a well played combo will do some real hurt to an opponent, then play Puyo Puyo. You have to kinda watch what your opponent is doing and mess them up before they get the huge chains off.

    There are "easy" ways of trying to set up combos in Puyo. Eventually you learn to just think backwards and set up combos the right way, but you can just pile groupings of 3 as much as you can off to the right-most 3 colums for a bit, and then knock out something on the bottom, and you'll generally get a good 3 chain off at least. Little strategies like that help when you're starting out.

  10. #20
    Being a huge tetris attack fan, and reading this thread, I'm totally kicking myself for never having played either of these.

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