/***************************************************************************/
|                              Plotting (Flipull)                           |
|                                                                           |
|                                    FAQ                                    |
|                                 Version 1.0                               |
|              by The Mysterious Doctor X (doctorx0079_at_bex.net)          |
/***************************************************************************/



"plot - vb 4 : to plan or contrive esp. secretly"

	- Merriam-Webster's Collegiate Dictionary Tenth Edition



     Plotting is an arcade game made by Taito in 1989. Plotting is an action 
puzzle game where the goal is to match colors. This makes it related to Puyo 
Puyo and Super Puzzle Fighter among others.

     Yes, this game is also known as Flipull. Flipull was the name given to 
the home versions for some reason. This FAQ is about the arcade game. Most 
of this FAQ should also apply to the home versions.

     This game may seem rather bland, but it can be quite relaxing with its 
quiet synth music and thoughtful gameplay.

<Disclaimer> This FAQ is for personal use only. It may not be altered without
the consent of the FAQ's owner (me), nor published in any magazines or any
reproduced form. This FAQ is not meant for sale and is copyright 2006, The 
Mysterious Doctor X. If you want to use this FAQ on your Website or page, 
please email me for permission (doctorx0079_at_bex.net).


           /******************************************************/
           |******************Table of Contents*******************|
           /******************************************************/
           |                Part I - How To Play                  |
           /======================================================/
           | A - The Basics                                       |
           /******************************************************/
           | B - Matching                                         |
           /******************************************************/
           | C - The Yellow Block                                 |
           /******************************************************/
           | D - Advanced Matching Techniques                     |
           /******************************************************/
           | E - Pipes                                            |
           /======================================================/
           |               Part II - Scoring                      |
           /======================================================/
           |              Part III - Strategy                     |
           /======================================================/
           |               Part IV - Ending                       |
           /======================================================/
           |         Part V - Credits/Thanks/Version History      |
           /******************************************************/


*****************************************************************************


                          /************************/
                          |  Part I - How To Play  |
                          /************************/


*****************************************************************************


                             /******************/
                             | (I-A) The Basics |
                             /******************/


     Your character is a little tan blob with brown dots for eyes. The high 
score board lists "Best Amshas" so I'm assuming the blob is an Amsha.

     There are 59 levels. The object of the game is to eliminate blocks by 
hitting them with blocks of the same color. When you have the same or less 
than a minimum number of blocks you go on to the next level. For each level 
the clock is reset to 3:00 and counts down. If the clock runs out the game 
immediately ends. The game also ends when you can't make any more matches 
and you don't have any yellow blocks. Finally, the game ends if you manage 
to finish level 59 (good luck).

     Each level has a pile of blocks. The layout of the pile of blocks 
apparently varies between several possible combinations for each level. So 
you may see the same combinations in a given level from one game to the 
next, or you may see different ones in the same level. 

     The ceiling over the pile of blocks has chunks cut out of it so that 
your blocks can hit it and slide down. The ceiling is often shaped 
differently from level to level. The ceiling in a given level is the same 
from game to game.

     In each level there is a different odd picture in the background which 
is in two colors. This has no effect on gameplay.

There are 5 kinds of blocks :

white with red circle

white with green square

white with blue Taito logo

white with black x

yellow with red lightning bolt


*****************************************************************************


                              /****************/
                              | (I-B) Matching |
                              /****************/


     You can move your Amsha up and down along the left side of the board. 
Press the button to make the Amsha throw the block it's holding to the right 
in a straight line. If a block hits a block that doesn't match, it bounces 
back to the Amsha. If the block matches the block that it hits, both blocks 
disappear. If there is more than one block of that type in a row, in the 
same direction the block is moving, all the blocks in the row disappear. 
Either way, the next block that doesn't match, in the direction the block 
was moving, will now be the color of the blocks that disappeared. The Amsha 
will now have a block that is the color of the block that changed.

     If there is space between matching blocks, it is ignored. The blocks 
disappear the same as if they were touching each other.


*****************************************************************************


                          /************************/
                          | (I-C) The Yellow Block |
                          /************************/


     The yellow lightning bolt block is a wild card that automatically 
matches the next block it hits. There are never any yellow blocks in the 
pile. You get one free at the beginning of each level to get you started. 
The only other time you get one is when there are no available matches and 
you are therefore stuck. The block the Amsha has goes away and the Amsha 
gets a yellow block. This uses up one from your inventory.


*****************************************************************************


                     /************************************/
                     | (I-D) Advanced Matching Techniques |
                     /************************************/


     When you remove a block from the middle of a column, the higher blocks 
in the column fall down into the space. It's important to do this, to expose 
blocks in other columns you couldn't reach before.

     If the Amsha throws the block at the ceiling, the block will go right 
in a straight line, hit the ceiling somewhere and slide down vertically in a 
straight line. The usual rules apply in terms of matching. In some cases an 
arrow will appear to indicate where the block will go if the Amsha throws it.

     If the block hits the back wall it slides straight down just as if it 
hit the ceiling.

     If the block hits the floor, it bounces back to the Amsha. 


*****************************************************************************


                                /*************/
                                | (I-E) Pipes |
                                /*************/


     Pipes are always oriented vertically. Blocks can slide down through the 
pipes. If a block hits a pipe from the side, it slides down as if it hit the 
ceiling or the back wall.

     The layout of pipes in a given level is always the same from game to 
game.

*****************************************************************************


                              /*****************/
                              | Part II-Scoring |
                              /*****************/


*****************************************************************************


     For eliminating one block you get 100 points. If you get more than one 
at a time you get more points, as follows :

     2 blocks - 400 points
     3 blocks - 900 points
     4 blocks - 1600 points
     5 or more - 2500 points

     For finishing a level you get 1000 bonus points. If you eliminate more 
than one block at once, it is possible to finish the level with less than 
the minimum number of blocks. When this happens your bonus points are 
1000 x ( 1 + n ) where n is the number of blocks more than the minimum that 
you eliminated. For example, if you need 7 or less blocks to advance to the 
next level, and you end up with 5, you get 1000 x 3 bonus points.

     After this is added up you also get bonus points equal to 200 plus 
10 times the remaining time. So if you have 2:15 remaining you get 2350 
points.


*****************************************************************************


                            /*********************/
                            | Part III - Strategy |
                            /*********************/


*****************************************************************************


     When there are no available matches, you use up one yellow block from 
your inventory to get going again. You only have a few of these. Using up a 
yellow block is like losing one life. This is really bad, because it is one 
less chance you will have in the harder levels. Try to avoid this.

     When matching blocks, the next block that doesn't match switches with 
the block the Amsha has. This is very important for PLOTTING your next move 
(ha ha). Make sure that before you switch colors, there is another block of 
the new color available to hit. Otherwise you will be stuck.

     Eliminating blocks vertically and hitting the floor is important, 
because it lets you use the same color again, and thus get rid of more 
blocks of that color. Say you made a column of solid green. Then you get 
green from somewhere else. If you can make the green block fall onto the 
green column, the whole column will disappear. The green block will bounce 
back without changing colors. Now you can use green again. Of course, this 
can also be a problem if there are no more greens you can hit. In general 
though, using this technique wisely is a key strategy to getting rid of 
large numbers of blocks on later levels.

     It is often a good idea to eliminate blocks in the column closest to 
the Amsha, so that more blocks are exposed in the other columns.

     When you finish one level and move on to the next, never assume that 
the ceiling will be the same. Always check the ceiling at the beginning of 
the level. You don't want to expect a block to be available and then find 
that you can't reach it. 

     Try to plan it out so that when you are getting close to the end of a 
level, you hit a bunch of blocks at once. This will make it more likely for 
you to pass the minimum number of blocks and get big bonus points.

     To get a block to line up with another of the same color, try hitting a 
block in the column underneath.

     If there is a row of blocks all the same color that you can't reach, 
try to eliminate blocks in the column in front of it without hitting the 
row. You can do this by throwing your blocks so that they fall vertically. 
This way the switched block will be in the same column and the row you want 
to hit won't be changed. You can also do this with columns but in reverse.


*****************************************************************************


                             /******************/
                             | Part IV - Ending |
                             /******************/


*****************************************************************************

*SPOILER**SPOILER**SPOILER**SPOILER**SPOILER**SPOILER**SPOILER**SPOILER*

     When you finish level 31 a message says "Half Clear" and you see a 
little animation. After that level 32 is just like level 1 but with 
different background colors and faster. All the levels are the same as the 
first half, but the clock counts by half-seconds instead of seconds and the 
background colors are different. When you finish level 59 a message says 
"All Clear" and you see the same animation as level 31. Then you see the 
message "You Are Great" and finally "Thank You For Playing." After that the 
game is over and you are returned to the attract screens. So you only have 
59 levels to set a high score! (Har har)


*****************************************************************************


                  /*****************************************/
                  | Part V - Credits/Thanks/Version History |
                  /*****************************************/


*****************************************************************************


     Many thanks to:

Taito Corp. for making this great game.

Xplosiv, Empire Interactive Europe, and Sega Corp. for bringing us Taito 
     Legends so I could play this great game.

Red Scarlet for his / her spiffy FAQ format.


*****************************************************************************


/******************************Version History******************************/
|                                                                           |
| First Version  02/14/06 - First public version, everything I have found   |
|                           out so far.                                     |
|                                                                           |
/******************************Version History******************************/


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     That's it for now, unless I get enough emails about anything else or 
any changes or additions. Thank you for reading my FAQ and email with any 
questions (doctorx0079_at_bex.net) or if you just want to talk to someone 
about Plotting, Taito Legends or any other games I have written FAQ's for.

Copyright 2006 The Mysterious Doctor X (Brian McDaniel).