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Petty annoyance: wrapped tiles
Of course, the game won't allow you to pull just any row of times anywhere; you have to make a 3, 4, or 5 for the newly dragged position to stick. Problem is: If you have two tiles at the left edge of the row, and one or two at the right, and you drag that row so that all three tiles are next to each other, the game doesn't notice; although you have a valid 3 in a row (or 4), you can't let go of it and expect it to stick.

I don't think it's by design, because if you do make another valid 3 or 4 (or 5) while dragging that row, the three that was wrapped vanishes and apparently counts...
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Showing 1-4 of 4 comments
skru_loose Mar 25, 2013 @ 10:26pm 
I have a sneaky feeling it is by design. It seems to me that the mechanic of the game is designed to check the tiles that you move against the neighboring static tiles and a valid move is only registered when you move one or more tiles in a row or column to make a match with one or more locked tiles in an intersecting row or column.

If you move a row or column that reveals a valid three-or-more-match, but it is one that is broken by the top or sides of the board before the move starts, then those tiles are all in motion and do not represent a valid play. If they do not make a match with neighboring static tiles, or these tiles aren't in a valid matching position once the move is complete, then that match can't be registered. The tiles moved have to lock in somewhere, against static tiles, so "with itself" isn't a valid lock since they're all in motion.

Annoying, to be sure, especially when the revealed match is one that could be really helpful, but it seems to be intended.
Chazz the Elder Mar 25, 2013 @ 10:55pm 
But if it does lock in with something elsewhere, the three (or four) revealed tiles then break, and I assume they have the effect they would have had if they had come together in the normal way.
skru_loose Mar 26, 2013 @ 6:40am 
If I understand correctly, that's partially right. If a three-or-more line is linked such as you described before with a single static tile to make a four-tile or five-tile match, then the play would pass the game mechanic test: one or more tiles have been moved along a row or column to one or more matching static tiles to create a new line of at least three identical symbols.

An in-motion three-or-more-match that's separate from the above doesn't appear to be any different than a match that occurs as the result of a cascade of tiles triggered from an initial match.

Procedurally, it appears that the game only allows an initial match of one-or-more moved tiles into a three-or-more identical tile match with at least one static tile. After that, it then checks to see if any new matches are made as a result of that initial match, with all the tiles locked in place for that check. It then treats those revealed tiles similarly to a match caused by a cascade effect. After each new match (or matches, in the case of multiple matches that complete in the same check), it checks again for any new matches until no new matches are created.

This appears to me to be the intended effect, as no pieces may be moved until the game confirms that no new matches are found and the chain ends.
Chazz the Elder Mar 26, 2013 @ 8:58am 
It's a little confusing. Let's say that you reveal a row of 3 by horizontally sliding tiles to "unwrap" around an edge. Let's also say a further row of 3 is created by sliding a tile between two others at the same time. The row of 3 created lights up; the row of 3 revealed does not. But they both break apart and supposedly have their effect when you release the tiles. Does that count as two in the initial slide, or is the revealed 3 then part of the nominal second entry in the chain?

I haven't had any chance to study this, because of the enforced speed of the game... and it is no more than a petty annoyance in any event.
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