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* SomeDexterityRequired: As the player's clown can be controlled even while pieces are clearing, ''Magical Drop'' is less reliant on the traditional "gravity" chains than FallingBlocks games like ''VideoGame/PuyoPuyo''. The trade-off is that ''Magical Drop'' instead relies on ''very'' fast reflexes and split-second thinking. Good luck getting to the end of ''Magical Drop Plus 1'', much less getting past the blatantly-cheating AI of ''II'' or ''III'', without moving about as fast as the game will allow you to.
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[[quoteright:176:https://static.tvtropes.org/pmwiki/pub/images/MagicalDropEmpress_7525.PNG]]
[[caption-width-right:176:The Empress. Yes, you can play her.]]

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[[quoteright:176:https://static.[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/MagicalDropEmpress_7525.PNG]]
[[caption-width-right:176:The Empress. Yes, you can play her.]]
org/pmwiki/pub/images/magical_drop_iii_saturn.jpg]]
[[caption-width-right:300:Puzzles, TarotMotifs, and {{Fanservice}}]]



* DifficultyByRegion: Whether intentional or due to [[BadExportForYou something going wrong in the PAL conversion process]], the European PSX version of ''III'' moves at a much slower pace than the Japanese version.

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* DifficultyByRegion: Whether intentional or due to [[BadExportForYou something going wrong in the PAL conversion process]], process, the European PSX version of ''III'' moves at a much slower pace than the Japanese version.



* {{Gainaxing}}: In addition to World's [[MemeticMutation memetic]] victory animation, Empress's and Judgement's chests also bounce in their animations. The game generally gets slapped with a Teen [[UsefulNotes/EntertainmentSoftwareRatingsBoard ESRB]] rating precisely because of this.

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* {{Gainaxing}}: In addition to World's [[MemeticMutation memetic]] memetic victory animation, Empress's and Judgement's chests also bounce in their animations. The game generally gets slapped with a Teen [[UsefulNotes/EntertainmentSoftwareRatingsBoard ESRB]] rating precisely because of this.

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** ''III'' in particular absolutely ''loathes'' the idea of a NoDeathRun. On the standard difficulty, the game makes the player face 2-4 characters that are almost mathematically-impossible to beat, with the exact number varying based on how well you've played up to that point. It doesn't help that three of those four characters are [[PurposefullyOverpowered ridiculous regardless of their AI]].

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** ''III'' in particular absolutely ''loathes'' the idea of a NoDeathRun. On the standard difficulty, the game makes the player face 2-4 characters that are almost mathematically-impossible to beat, beat without [[AntiFrustrationFeatures dumbing down the AI via continuing]], with the exact number varying based on how well you've played up to that point. It doesn't help that three of those four characters are [[PurposefullyOverpowered ridiculous regardless of their AI]].



* GameplayGrading: Magical Drop V has this on each match, going from D to S. Originally, it was tied solely to speed in Story Mode and score in Versus mode, but the first major patch changed it to where you have to fulfill 3 conditions while winning to get an S rank (Get a 10 combo AND over 20,000 points in the stage without the match lasting more than a minute). Presumably, this was done because of the sheer difficulty of getting to the 200-balloon quota in under 20 seconds that the Ghostlop characters usually force you to do.

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* GameplayGrading: Magical GameplayGrading:
** ''Magical
Drop V V'' has this on each match, going from D to S. Originally, it was tied solely to speed in Story Mode and score in Versus mode, but the first major patch changed it to where you have to fulfill 3 conditions while winning to get an S rank (Get a 10 combo AND over 20,000 points in the stage without the match lasting more than a minute). Presumably, this was done because of the sheer difficulty of getting to the 200-balloon quota in under 20 seconds that the Ghostlop characters usually force you to do.do.
** In a bizarre take on this trope, the Japanese version of ''Magical Drop III'' has the "Today's Fortune" segment at the end of arcade playthroughs, that grades the player based on ill-explained criteria and provides the player with a fortune based on their grades.
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** ''III'' in particular absolutely ''loathes'' the idea of a NoDeathRun. On the standard difficulty, the game makes the player face 2-4 characters that are almost mathematically-impossible to beat, with the exact number varying based on how well you've played up to that point. It doesn't help that three of those four characters are [[PurposefullyOverpowered ridiculous regardless of their AI]].
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[[IThoughtItMeant No relation to]] ''VideoGame/MagicalDoropie''.

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[[IThoughtItMeant [[JustForFun/IThoughtItMeant No relation to]] ''VideoGame/MagicalDoropie''.

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* {{Gainaxing}}: In addition to World's [[MemeticMutation memetic]] victory animation, Empress's and Judgement's chests also bounce in their animations. It's prominent enough that Data East Arcade Classics' description on the [[UsefulNotes/EntertainmentSoftwareRatingsBoard ESRB]]'s website explicitly calls out the game for this; no other game in the collection is singled out in that manner.

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* {{Gainaxing}}: In addition to World's [[MemeticMutation memetic]] victory animation, Empress's and Judgement's chests also bounce in their animations. It's prominent enough that Data East Arcade Classics' description on the The game generally gets slapped with a Teen [[UsefulNotes/EntertainmentSoftwareRatingsBoard ESRB]]'s website explicitly calls out the game for this; no other game in the collection is singled out in that manner.ESRB]] rating precisely because of this.



* SpeedRun: ''III'' gives out a time bonus for finishing off a CPU opponent quickly. Though this may seem like the optimal method of gaining a high score in Challenge mode, it actually isn't; the scoring formula changes once a chain gets large enough and pays out way more than even a [[CurbStompBattle 5-10 second bonus]].
* StalkedByTheBell: Flash Mode in the Japanese version of ''II'' challenges players to clear preset puzzles as a timer counts down. Should the timer reach 0, the ceiling will rapidly descend in an attempt to eliminate the player.



** Lampshaded in the Japanese version of ''II''; the difficulty levels for the Puzzle and Hirameki modes are labeled by character, and a given character's Verbal Tic is shown when they're highlighted.

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** Lampshaded in the Japanese version of ''II''; the difficulty levels for the Puzzle and Hirameki Flash modes are labeled by character, and a given character's Verbal Tic is shown when they're highlighted.



* WelcomeToCorneria: Each character only has one pre-battle line in the arcade version of ''III''. This is taken UpToEleven in the non-Japanese versions, where the exact same conversation happens regardless of the characters involved.

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* WelcomeToCorneria: Each character only has one or two pre-battle line lines in the arcade version of ''III''. This is taken UpToEleven in the non-Japanese versions, where the exact same conversation happens there are only a handful of pre-battle lines in general regardless of the characters involved.

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* CompetenceZone: Much larger than many of its puzzle game brethren. Even excluding the ReallySevenHundredYearsOld characters, the roster's ages range from '''1''' to 75 years old, with less than a third of the cast being teenagers.



* PragmaticAdaptation: The Super Famicom ports of the first two games use six rows in their playfields instead of the arcade version's seven, as the only other option would be to shrink the puzzle pieces in order to fit the console's resolution.

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* PragmaticAdaptation: The Super Famicom ports of the first two games use six rows columns in their playfields instead of the arcade version's seven, as the only other option would be to shrink the puzzle pieces in order to fit the console's resolution.resolution.
* SequelDifficultySpike: Not only does the AI in ''Magical Drop III'' start [[TheComputerIsACheatingBastard bending the rules]] sooner than its predecessor[[note]]Teleporting is exclusive to [[TrueFinalBoss Black Pierrot]] in II's default difficulty, but the AI will start using it much earlier in III[[/note]], the fact that less balloons are sent in general means that it'll take much more to down the opponent. ''Magical Drop F'' [[SequelDifficultyDrop goes in the opposite direction]] by downplaying character-specific traits outside of {{Limit Break}}s, reducing the playfield by a column, and using much simpler color patterns. But it is played straight again in ''Magical Drop V'' (at least after the final update), as despite the rampant ArtificialStupidity, attack power is nerfed so much that it takes expert-level chaining to win matches via clogging the opponent's field.
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* BeCarefulWhatYouWishFor: Some of the characters' wishes upon the titular Magical Drops go horribly wrong. For example, Hanged Man (who is perpetually hanging upside down) asks to be normal for a day; his wish is granted and he finally gets to walk on the ground...while everyone else hangs in midair.
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* StylisticSuck: The arcade endings in ''III'', as well as the endings in ''V'', are depicted as crude doodles.
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* MagicalLand: The setting of the series is literally titled Magical Land, existing within a magical book titled ''Magical Drop''.

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!Tropes in Magical Drop:

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!Tropes in Magical Drop:!Start!



* InconsistentDub: The English versions of 2 and 3 have characters talking in Japanese, English and Spanish for no discernible reason.


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* TournamentArc: Most of the games are centered around a yearly tournament whose grand prize is a wish-granting Magical Drop.
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* {{Gainaxing}}: In addition to World's [[MemeticMutation memetic]] victory animation, Empress's and Judgement's chests also bounce in their animations. It's prominent enough that Data East Arcade Classics' description on the [[UsefulNotes/EntertainmentSoftwareRatingsBoard ESRB]]'s website explicitly calls out the game for this; no other game in the collection is singled out in that manner.
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* DifficultyByAcceleration: Played straight in Puzzle Mode, but downplayed in competition-based modes where Quota prevents matches from going too long.


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* EpilepticFlashingLights: Magician's Magical Flash animation in ''III'' is a textbook example, with an ''incredibly'' intense flashing effect that can easily disorient even non-photosensitive gamers. Death's victim animation, which rapidly cycles through multiple colors, also deserves mention.
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* DynamicDifficulty: In addition to the AntiFrustrationFeature mentioned above, ''Magical Drop III'' attempts this by sending the player to different opponents based on their clear time. We say "attempt" because [[DifficultySpike you have to face]] [[WakeUpCallBoss Hermit regardless of what branch you're on]].


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** Lampshaded in the Japanese version of ''II''; the difficulty levels for the Puzzle and Hirameki modes are labeled by character, and a given character's Verbal Tic is shown when they're highlighted.
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Woman In Black is being cut


** The Empress as well. A [[HellBentForLeather Leather clad]] FemmeFatale WomanInBlack with a NoblewomansLaugh, [[GainaxBounce bouncy breasts]] [[WhipItGood and a whip]]... Can we really deny that?

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** The Empress as well. A [[HellBentForLeather Leather clad]] FemmeFatale WomanInBlack with a NoblewomansLaugh, [[GainaxBounce bouncy breasts]] [[WhipItGood and a whip]]... Can we really deny that?
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** The player had to match three item balloons in order to activate them in the first ''Magaical Drop''. In ''II'', the player couldn't hold item and normal balloons at the same time.

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** The player had to match three item balloons in order to activate them in the first ''Magaical ''Magical Drop''. In ''II'', the player couldn't hold item and normal balloons at the same time.



--> '''High Priestess:''' "______ masu~!"

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--> '''High Priestess:''' "______ masu~!"zamasu~!"
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* ShaggyDogStory: If another character gets to Empress's Castle before the player in ''III's'' Adventure Mode, [[NonStandardGameOver the game ends without the player's character getting their revenge on her]].
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Another is the lenient combo system. While other games of this type such as ''[[VideoGame/PanelDePon Tetris Attack]]'' check to make sure that one group of pieces is DIRECTLY responsible for another matching up before issuing any kind of bonus or streak, ''Magical Drop'' is like ''{{Klax}}'' in that ANY new match is counted into the "chain" until the animation is done and all parts resting on the vanishing blocks fall into place.

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Another is the lenient combo system. While other games of this type such as ''[[VideoGame/PanelDePon Tetris Attack]]'' check to make sure that one group of pieces is DIRECTLY responsible for another matching up before issuing any kind of bonus or streak, ''Magical Drop'' is like ''{{Klax}}'' ''VideoGame/{{Klax}}'' in that ANY new match is counted into the "chain" until the animation is done and all parts resting on the vanishing blocks fall into place.
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* PragmaticAdaptation: The Super Famicom ports of the first two games use six rows in their playfields instead of the arcade version's seven, as the only other option would be to shrink the puzzle pieces in order to fit the console's resolution.


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* UpdatedRerelease: The first ''Magical Drop'' received one named ''Magical Drop Plus 1!'' that introduces an "endless" single-player mode. The English version, ''Chain Reaction'', is based on ''Plus 1!'' rather than the original.
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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final UsefulNotes/ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on UsefulNotes/{{Steam}} in November 15th, 2012.

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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final UsefulNotes/ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation UsefulNotes/PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on UsefulNotes/{{Steam}} in November 15th, 2012.
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** Heck, even the game pieces count too. The symbols for each color represent the Minor Arcana. (Red, Wand; Yellow, Sword; Green, Cups; Blue, Pentacles)
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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on UsefulNotes/{{Steam}} in November 15th, 2012.

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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame.UsefulNotes/ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on UsefulNotes/{{Steam}} in November 15th, 2012.
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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on {{Steam}} in November 15th, 2012.

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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on {{Steam}} UsefulNotes/{{Steam}} in November 15th, 2012.

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* ContemptibleCover: [[http://i.imgur.com/lwEHsD5.jpg The cover of the European PSX version of III]], the "highlight" being an adult (and busty) version of the canonically ''7-year-old'' Strength Jr. The left side of the cover would be reused for the PAL version of the Game Boy Color ''Magical Drop''.

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* ContemptibleCover: [[http://i.imgur.com/lwEHsD5.jpg The cover of the European PSX version of III]], the "highlight" being an adult (and busty) version of the canonically ''7-year-old'' Strength Jr. Daughter Strength. The left side of the cover would be reused for the PAL version of the Game Boy Color ''Magical Drop''.Drop''.
* DifficultyByRegion: Whether intentional or due to [[BadExportForYou something going wrong in the PAL conversion process]], the European PSX version of ''III'' moves at a much slower pace than the Japanese version.
* EarlyInstallmentWeirdness:
** The ability to manually drop lines wasn't introduced until ''III''.
** The player had to match three item balloons in order to activate them in the first ''Magaical Drop''. In ''II'', the player couldn't hold item and normal balloons at the same time.
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* InterfaceScrew: The nature of many items in ''Magical Drop F''. Examples include Emperor's (slows down the opponent's clown cursor), Magician's (constantly randomizes the opponent's held balloons), and Empress's (flashes her character portrait on top of the opponent's field) items.

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* InterfaceScrew: The nature of many items in ''Magical Drop F''. Examples include Emperor's (slows down the opponent's clown cursor), Magician's (constantly randomizes the opponent's held balloons), cursor) and Empress's (flashes her character portrait on top of the opponent's field) items.

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* AntiFrustrationFeatures: Most of the games lower the difficulty whenever the player uses a continue.



* {{Bookworm}}/{{Meganekko}}: High Priestess, who is seen reading her book calmly as the game goes.



* InterfaceScrew: The nature of many items in ''Magical Drop F''. Examples include Emperor's (slows down the opponent's clown cursor), Magician's (constantly randomizes the opponent's held balloons), and Empress's (flashes her character portrait on top of the opponent's field) items.



* VictoryByEndurance: ''V'' trends towards this, with the game generally requiring larger chains to send lines than its predecessors. By comparison, it's not uncommon to see matches between two high-level players in ''III'' last for less than 20 seconds.

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* VictoryByEndurance: ''V'' trends towards this, with the game generally requiring larger chains to send lines than its predecessors. By comparison, it's not uncommon to see matches between two high-level players in ''III'' last for less than 20 20-30 seconds.
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Moving some stuff to the character page


* {{Bishonen}}: Magician and Hierophant
* {{Bokukko}}: Justice



* {{BFS}}: Justice attacks with this while performing her ultimate attack



* CuteBruiser: Everyone, but specially Strength
* DaddysGirl: The third game's Strength is the daughter of the former Strength and is pretty close to him. He apparently was seduced by the Empress, so Little Strength's goal is to de-brainwash him.
** [[TheUglyGuysHotDaughter The Huge And Ugly Dude's Tiny And Adorable Daughter]]: Father Stength is pretty much the Tarot version of a bodybuilder. His daughter is an ''adorable''-looking little girl.
* [[EveryoneCallsHimBarkeep Everyone Calls Him/Her their Arcana]]: Yes, the characters ''do'' have actual names, but everyone seems to refer each other by their Arcana name.



* {{Gainaxing}}: The World, which has reached MemeticMutation status around the internet.



* HotBlooded: Chariot and Strength



* MarilynManeuver: The World, when under attack.



* SirSwearsALot: Chariot, at least in the Japanese version.
* SomethingAboutARose: Magician
* ShockAndAwe: Hierophant's ultimate attack has him using his SimpleStaff to blast his enemy with lightning

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Working on a basic character page so we can clean the work page up


[[IThoughtItMeant No relation to]] ''MagicalDoropie''.

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[[IThoughtItMeant No relation to]] ''MagicalDoropie''.''VideoGame/MagicalDoropie''.



* ContemptibleCover: [[http://i.imgur.com/lwEHsD5.jpg The cover of the European PSX version of III]], the "highlight" being an adult (and busty) version of the canonically ''7-year-old'' Strength Jr. The left side of the cover would be reused for the PAL version of the Game Boy Color ''Magical Drop''.



* InstantWinCondition: Quotas in VS. mode.

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* InstantWinCondition: Quotas in VS. mode.Quota. The game keeps track of how many balloons have been cleared; when one player meets the Quota, the match ends right then and there.


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* MatchThreeGame: A rare "launcher" type puzzle game.


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* VictoryByEndurance: ''V'' trends towards this, with the game generally requiring larger chains to send lines than its predecessors. By comparison, it's not uncommon to see matches between two high-level players in ''III'' last for less than 20 seconds.
* WelcomeToCorneria: Each character only has one pre-battle line in the arcade version of ''III''. This is taken UpToEleven in the non-Japanese versions, where the exact same conversation happens regardless of the characters involved.
Is there an issue? Send a MessageReason:
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A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on {{Steam}} in November 15th, 2012.

to:

A series of color-matching puzzle games created by the now-defunct Creator/DataEast. The original game was released in arcades in 1995. The second and third games were created for the NeoGeo UsefulNotes/NeoGeo MVS system; ''Magical Drop III'' was Data East's final ArcadeGame. The fourth game, ''Magical Drop F'', was a PlayStation exclusive released in 1999. ''Magical Drop V'', developed by Golgoth Studio, was released on {{Steam}} in November 15th, 2012.
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* [[DuelingWorks Dueling Games]]: ''Magical Drop F'' and ''[[VideoGame/PuyoPuyo Puyo Puyo~n]]''. Both are the fourth (main) entries in their respective series, released exclusively for consoles in 1999, featured an ArtShift, and experimented with character powers.

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