rdfs:comment
| - Pointman is all about pace control. It's important to know the distinction between pace control and block control. To make a direct comparison to Pusher here is perhaps a faulty approach; while Pusher can technically move a block anywhere but from one far side to another, there are also deeper restrictions than that. Since you are not forced to gun for board clearing matches and their setups, you can really dig into the almost artistic side of the puzzle game. Not only can you choose when to start and end matches, but you can also modify their composition, through focused and deliberate non-matching deposits. I debated putting this first, because it is honestly the most difficult and complicated part of the section. However, it is also the most significant, and the rest of the strategies a
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abstract
| - Pointman is all about pace control. It's important to know the distinction between pace control and block control. To make a direct comparison to Pusher here is perhaps a faulty approach; while Pusher can technically move a block anywhere but from one far side to another, there are also deeper restrictions than that. Since you are not forced to gun for board clearing matches and their setups, you can really dig into the almost artistic side of the puzzle game. Not only can you choose when to start and end matches, but you can also modify their composition, through focused and deliberate non-matching deposits. I debated putting this first, because it is honestly the most difficult and complicated part of the section. However, it is also the most significant, and the rest of the strategies are built around it. So suck it up, valued reader. A given song might have, say, 105 red blocks. These red blocks might be present in large bursts, strewn throughout in small pockets, or even seen in single exposure. Their net value relies upon their distribution. If the 108 red blocks are all used in matches of 3, 105 of them are worth a base of 10,080 points. If they're all used in matches of 21 per, the same 105 blocks are worth 50,400. This is exactly 5 times more for the same amount of blocks. Most characters are enslaved by the original position of these little buggars. The point capacity red blocks offer is mired in grid availability and matching conditions. But you see, Pointman is quite the magician! He can cast off these oppressive numerical shackles, or at least loosen them enough to have the upper hand. With careful placement, a Pointman player can gather red/yellow blocks on the grid without actually matching them away. Then, when the time is right, harness them with another pocket of high value blocks to produce strong matches otherwise impossible. The process itself is beyond simple explanation, and subject to context. However, once understood, it will change the way you play Pointman and unveil a whole new dimension to the puzzle game.
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