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Скачать или смотреть Meteos Wars - Exhibition Match #10

  • Overhazard
  • 2012-03-21
  • 1217
Meteos Wars - Exhibition Match #10
meteoswarsq?entertainmentq entertainmentvubblegrannestversuscomputer
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Описание к видео Meteos Wars - Exhibition Match #10

Here's a bit of Meteos Wars again! As of right now (March 2012), I'm accepting any challengers. Pick a time for me, and I'll let you know if I can make it or not. There are so few people playing this game that sitting there waiting for a challenger really doesn't work.

Otherwise, for now, I'll have a timeline that looks something like this:
http://i.imgur.com/pD6qJ.png

Vs. COM #10
Vubble vs. Grannest
Here's a contrast I don't think I've done before: The ultra-clean, spic-and-span planet of Vubble versus the world of industrial smoke and pollution, Grannest. These two planets play very differently too.

I suppose it's been so long since I put up Meteos Wars that I should explain how this game works: This is a falling-blocks puzzle game, but I'm sure you could figure that out already. Instead of moving the pieces left and right as they fall, however, you move the pieces (called Meteos) that have already landed on your field; what you want to do is match 3 or more of the same color. In other puzzle games, these blocks would disappear. In Meteos, they instead launch up (called an Ignition, with the chunk lifted up called a Rocket). If they can pass the top of your field, you've cleared those blocks. You'll lose if at least one of your columns has reached its maximum height for some certain amount of time, or time runs out and you have fewer points than your opponent.

What makes Meteos so interesting to me, and perhaps to you, is that there are different planets to pick from. Each has their own gravity, ignition strength, ignition speed, playing field width, color and frequency of Meteos blocks, and even the amount of time allowed to have a full column before losing. There are way more variables than these, but these are the important ones if you've never played before.

Vubble is a good example of some of these variables: Horizontal ignitions are powerful (where you match three left to right), but vertical ignitions are powerless (where you match them top to bottom). Thus, some situations any other planet can benefit from, Vubble can't. To make things easier for Vubble, the overwhelming majority of the falling Meteos are H20 Meteos (blue), so it's never difficult to line them up side by side. Notice that Vubble's field is also 1 less than Grannest's. (9 columns is the standard width.)

Grannest's, on the other hand, has fixed ignition strength. You see, with most planets (Vubble included), if you line up Meteos as they're falling or shortly after their landing, the next one will be more powerful, allowing you to not be overwhelmed. Not so for Grannest, whose ignitions always lift up the same amount. While this makes clearing blocks harder, this also means infinite combos are possible with Grannest. In fact, because of the score multiplier for these combo ignitions, Grannest regularly boasts among the highest scores in some one-player modes.

Now, playing head to head, when you clear Meteos off the field, they'll land in the opponent's field as garbage blocks. After some time, these blocks restore themselves back into Meteos--but of the opponent's colors and frequency. What makes these matches tricky is, of course, that they have colors the other planets don't: Zap and Glow Meteos for Vubble and Dust and Fire Meteos for Grannest. Over time, garbage blocks mingle with the blocks originating from your own field, making matches tough sometimes.

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