Rumble

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Rumble is a parlor game. Meant as a concept of martial arts, fisticuffs and/or melee fighting, Rumble is played most similar to Snood, Bust-A-Move/Puzzle Bobble, or PopCap's Dynomite. The player must fire colored balls in clusters of at least 3 balls of the same color to send attacks to the opponent.

Basics

Icon Rumble Nred.pngIcon Rumble Norange.pngIcon Rumble Nyellow.pngIcon Rumble Naqua.pngIcon Rumble Nblue.png

There are 5 colors of balls: red, orange, yellow, aqua & blue.

Launchers

Two launchers, one for each fist, lie at the bottom of the field. By default, Z or the left mouse button fires the left launcher, and X or the right mouse button fires the right. When fired, balls move in a straight line, reflecting off the walls, until they come in contact with the mass of balls at the top of the field. If a ball stops such that it touches a cluster of at least two balls of the same color (that is, it makes a cluster of at least three when it stops), all balls in that cluster drop; if any balls are left unsupported from the top when this happens, they fall as well.

Charging

A ball charging

Any ball may be charged before launching by holding the fire button for about a second before firing. The ball must land on a matching cluster (and be otherwise able to break that cluster) to stay charged; otherwise, it will lose its charge and be treated as a normal ball. If a charged ball hits a cluster, it will keep its charge, but not break the cluster.





Combos

Building a combo

Combos are created by creating many "charged groups". The charged balls are kept track of, in order; when any charged group is broken, every charged group formed after that group is also broken. For example, if five charged balls are launched, and the second group is broken, the first group will remain charged, but the second through fifth groups will drop.

Dropping a charged group by breaking a group above it (leaving the charged group unsupported) will lose that charge for good. However, an unsupported charge will remain until the end of a combo, in case that charge is part of the combo.

A combo breaking








Attacks

Strike versus sprinkle

Strike warning

Charged group clears and combos are the functional equivalent of swordfight strikes. They are the most powerful, their impact on the opponent is also represented by the top of a weapon's drop pattern, and (in Rumble) they come from the upper corners of the screen.

Sprinkle Warning

Uncharged group clears and unsupported drops are the equivalent of sprinkles, are represented on the bottom of the pattern, and are fired automatically from the bottom of the screen.




Bruising

Strikes, coming in from the upper corners, push the rest of the balls out of the way to make room for themselves. This may separate a charged ball from the cluster it was part of. If this happens, the charged ball becomes bruised. Also, the strike portion of a drop pattern may include bruises.

Bruise stages

Bruises appear as dark greyish balls, and are similar to the attacks in Swordfighting, as they are not immediately accessible for use. Clearing any cluster adjacent to a bruise clears it up; two clears are necessary to make a ball usable.

Weapons

Just as how swords help you in Swordfighting , there are certain weapons that change your "drop pattern". These ones can be bought at a shipyard. Weapons are as folows:

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