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The number of workers present depends on how many stones the player sends up. The workers are a cute addition to the classic puzzle gameplay and have a lot of personality, even if their animations are a little muddy. A half-built pyramid in the distance shows the building progress. When a stone makes it up to the top screen on the conveyor belt, a worker will pick the stone up (or team up with other workers, if it's a large one) to haul it offscreen. All of these elements are well-balanced and bring some strategy to an otherwise pretty basic game. A metal plate appears later in the game that must be used in several combos before it's sent away. The only way to get rid of these pieces is to keep comboing underneath them until they drop off the bottom of the screen. There are also negative pieces such as immobile chunks of rock that can't be used in a combo or moved with the stylus. So if a powerup is moved downscreen by pieces underneath it vanishing, it won't be set off, but the moment the player moves the powerup with the stylus, it will. What's nice about these powerups is that they can be played anytime by the player and don't require a combo in order to set off. When played, these pieces will either wash out all others in a horizontal line, in a vertical one or erase specific pieces across the board. Powerup pieces make an appearance anytime a combo of four or more pieces is scored. This can make getting those last few stones in the corners quite a challenge. The stone-mining idea is a nice addition though, and becomes quite a challenge in later boards where the traditional square or triangle-shaped boards are replaced with oddly-shaped ones.
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This omission hurts the game somewhat, as it's boring to sit and wait for everything to stop moving before working on the next combo. This would imply that the developers want players to get multi-combos, but unlike games like Tetris Attack, the player isn't able to move pieces around while a combo is occurring.
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The more bricks that are broken at once, the larger the stones are that go up. The board begins with a small stone behind each piece and as combos are scored, the stones break off and are put onto a conveyer belt, lifted up to workers on the top screen to use on the current pyramid. But instead of clearing out a set number of pieces or racing a timer, the focus in this game is on chipping out stone blocks behind the pieces. The core gameplay mechanic borrows from Panel de Pon (aka Tetris Attack or Pokémon Puzzle League) and Bejeweled, requiring players to line up groups of three or more pieces in order to clear them out and bring in new ones. This game is definitely a case of style over substance, but in the overcrowded DS puzzle marketplace that's probably not a bad approach. The game tasks players to build the world's pyramids brick by brick, chipping out stone blocks from beneath puzzle pieces and sending them up to the workers to be placed on the foundation. Now things have gone ancient, with publisher Mumbo Jumbo's Egyptian-themed 7 Wonders of the World. Oh Panel de Pon, what have you unleashed on the world? Tile-swapping mania has already hit the DS in variations from zoo animals to Pokémon.
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