Difference between revisions of "Glossary of terms"
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: A board state where all spaces are filled with either [[petal|petals]] or [[garbage]], so there are no valid moves, causing the player to lose the game |
: A board state where all spaces are filled with either [[petal|petals]] or [[garbage]], so there are no valid moves, causing the player to lose the game |
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; PPC |
; PPC |
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− | : Points per clear |
+ | : [[Score|Points]] per clear |
; rescue |
; rescue |
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: Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of [[garbage]] on the board |
: Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of [[garbage]] on the board |
Revision as of 23:42, 23 March 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 in a row with at least 48 blocks on its board, overgrowing itself in the process
- accepting
- Allowing garbage to fall
- ahead on bar
- Also known as plus
- The state of having pushed the battle bar into the opponent's side
- bare chain
- A linear chain composed only of clears of 2 petals at a time
- battle barring
- Also known as barring
- Intentionally playing to win via the battle bar, rather than overgrowth
- behind on bar
- Also known as minus
- The state of having the battle bar pushed into your side
- 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 are 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 when petals are pushed by early links of a chain into a position that interrupts 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 that are held down for a brief period (only applicable on keyboard or controller)
- digging
- Focusing on clearing garbage
- fuse
- An extension added to a warhead, making a single long, bulky chain
- GPM
- Garbage sent per minute
- head
- The beginning of a chain, generally where one finds the intended trigger
- linear chain
- A chain with no branches
- link
- One clear involved in a chain
- lock-out
- A board state from which overgrowth is inevitable, even if there are valid moves available
- material
- Usable petals
- organic chain
- A chain, usually a sprout or V-split, assembled mostly or completely by spawners—as such it is non-compact and easily interrupted by future spawners, at which point it becomes checkerboarding
- overgrowth
- A board state where all spaces are filled with either petals or garbage, so there are no valid moves, causing the player to lose the game
- PPC
- Points per clear
- rescue
- Winning a game from a deeply unfavorable state, such as a 2-stock deficit with lots of garbage on the board
- rendezvous chain
- Also known as traveling chain
- A chain wherein at least one link is formed by several petals in motion whose trajectories intersect
- reversibility
- A property of chains where both ends of the chain can function as the head
- RUDL
- A mnemonic for the same-distance priority order (right, up, down, left), pronounced either "roodle" or "ruddle"
- skull
- An easter egg AI difficulty where the AI plays as fast and as smart as possible, accessible in Versus Mode by pressing right 5 times while the maximum challenge level is selected
- 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