Difference between revisions of "Glossary of terms"
From Petal Crashers Wiki
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; bulky chain |
; bulky chain |
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: ''Also known as '''fancy chain''', '''power chain''''' |
: ''Also known as '''fancy chain''', '''power chain''''' |
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− | : A chain with a large number of petals compared to its length. |
+ | : A chain with a large number of [[petal|petals]] compared to its length. |
; checkerboarding |
; checkerboarding |
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: When the board is full of [[petal|petals]] but few or no adjacent [[petal|petals]] of the same color, which generally occurs when growing many times in succession |
: When the board is full of [[petal|petals]] but few or no adjacent [[petal|petals]] of the same color, which generally occurs when growing many times in succession |
Revision as of 03:42, 29 January 2021
These are terms of art that are used when discussing Petal Crash play.
- 48/64
- A known bug where the AI may occasionally grow twice with at least 48 petals on its board, overgrowing itself in the process
- accept
- Allowing garbage to fall
- blocking
- Preventing garbage from falling by clearing, without necessarily countering
- blueprint chain
- A chain which is planned far in advance rather than built on the fly, generally referring to a large opening chain built around the outside of the board
- bulky chain
- Also known as fancy chain, power chain
- A chain with a large number of petals compared to its length.
- checkerboarding
- When the board is full of petals but few or no adjacent petals of the same color, which generally occurs when growing many times in succession
- corner cases
- The set of rules for determining the direction a petal moves when pushed from several directions simultaneously
- counterpressure
- The ability to continue sending garbage while digging through your own garbage
- CPM
- Clears per minute
- cut
- Unintentional clears that interrupt a chain in the middle, or petals that are pushed by early links of a chain that interrupt later links, making the chain shorter
- cyclicity
- A property of chains wherein the full chain can be set off from any constituent link
- DAS
- Delayed auto-shift, via which the cursor quickly repeats inputs if a direction is held down for a brief period (only applicable on keyboard or controller)
- digging
- Focusing on clearing garbage
- GPM
- Garbage per minute
- head
- The beginning of a chain, generally where one finds the intended trigger
- link
- One clear involved in a chain
- lock-out
- A board state from which overgrowth is inevitable, even if there are valid moves available
- rescue
- Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of garbage on the board
- reversibility
- A property of chains where both ends of the chain can function as the head
- tank & send
- Accepting garbage that could have been countered in order to ensure your opponent receives garbage as well
- tail
- The last group(s) to be cleared within a chain
- trigger
- The group of petals intended to set off a chain
- warhead
- A short, but very bulky chain, which can become destructive when extended