/***************************************************************************/ | 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******************************/ ----------------------------------------------------------------------------- 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).