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Match-Three Game - TV Tropes

A Casual Video Game Sub-Genre of the Puzzle Game. The objective is to match three objects of similar color/shape/species to eliminate said objects from the playing field. Specific objectives vary from game to game, but include:

  1. Play until you run out of time, space, or moves.
  2. Match a certain number of Object X to advance.
  3. Rack up a certain number of points to advance.

: In competitive examples, where players compete against the computer or other players on a split screen, making a match may result in a few garbage blocks, which can be eliminated only by matching other objects connected to them, dropping onto the opponent's field;

combos

will increase the number of garbage blocks. Games may also throw other special blocks onto the field, such as power ups, obstacles (like garbage, but indestructible) and other bonuses. You can also — again, depending on the game — get bonus points and/or helpful effects by matching four or more objects.

Match Three Games came about during the heyday of the 1990s handhelds — specifically with the advent of Columns for the Sega Game Gear. With the boom in Casual Games, the genre has similarly expanded. Commonly employ Falling Blocks and Difficulty by Acceleration.

A "Merge 3" sub-genre has also grown in traction due to the popularity of Merge Dragons. In this type of game, matching three objects does not remove it from the board, but rather combine them into a higher tier version of that particular item. Games of this category often also contains elements of Construction and Management Games, as the purpose of levelling up the various objects are usually to produce better resources to (re)build a landscape, city or other types of setting. Several games also use a "merge 2" variant, where players only need two objects instead of three to level it up.

Sub-Trope of Grid Puzzle, the general trope for puzzles solved by arranging the elements of a grid. Compare Magic Square Puzzle (a square array of integers that sum the same in each row, column, and main diagonal).

Examples:

    open/close all folders 

    Falling pieces 

The player must control each piece as it falls from the top of the screen, moving it around and usually rotating it or shifting parts of the piece. A few have pieces arrive from some other direction, but the principle is the same.

    Swapping pieces 

The player has to swap two or more pieces. As blocks are cleared, the field is replenished with more pieces, either immediately after they're cleared or continuously from some source.

    Swapping and Falling 

The player has to swap two or more pieces. However, blocks also come down from the top of the screen at the same time. There is limited control in where and how falling pieces will land.

    Launching pieces 

The player chooses the direction or location each piece will go before it starts moving. Once a piece is in motion, it is out of the player's control.

    Merging pieces 

The player can freely move pieces around the board, combining them to increase the level of the item.

    Other 

The mechanics in these games don't fit in any category above or are unique.

    Uncategorized 


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