Puppet Contests are a type of competition often contrasted with battles and held in Contest Halls. Puppets are judged on their condition and attacks in two rounds, to determine which one is the best of its category.
A Coordinator enters a Puppet in one of five Contest categories: Cool, Beauty, Cute, Smart, or Tough and compete against three other Coordinators in two rounds.
There are four contest ranks: Normal, Super, Hyper, and Master. Every competition, as well as having one of the five categories, has one of these four ranks. In the Normal Rank, any Puppet may enter. Any Puppet that won a Normal Rank contest may move up to the Super Rank in the same category. Likewise, a Super Rank winner can move up to the Hyper Rank, and a Hyper Rank winner can advance to the Master Rank in the same category.
The Player may participate in multiplayer contests by speaking to the Contest Hall receptionist on the right and choose one of the two multiplayer modes: E-Mode (Emerald Mode) and G-Mode (Global Mode). E-Mode allows two to four Purple players to participate in multiplayer contests. If there are less than four players, the remaining slots will be filled in by computers. In G-Mode, four Purple players can participate and can link with Pokémon Ruby and or Sapphire Versions as well.
In the first round, the four Puppets are rated based on their Contest condition. The audience votes on the Puppet that looks the coolest, most beautiful, cutest, smartest, or toughest, depending on the category of the contest. Condition stats that are liked by the audience and the Puppet's sheen also beneficially influence the votes. To raise a Puppet's condition, Coordinators prepare Pokéblocks of specific colors and feed them to their Puppets. How well a Puppet does in this phase is shown by the number of hearts that appear over the audience members' heads.
Within the game itself, the audience score is based on the sum of the following:
- The full value of the condition in the contest's primary condition stat
- 50% of the value of the condition in each of the contest's secondary condition stats
- 50% of the value of the Puppet's overall sheen
Scarves held by the Puppet raise the condition stat by 20 points. Thus, if the Puppet is holding a scarf corresponding to the contest's primary condition stat, it will gain 20 points in the final total, but if the Puppet is holding a scarf corresponding to either contest's secondary condition stats, it will gain 10 points in the final total.
The table below shows the minimum number of points required to achieve a given number of hearts.
|Rank||# of hearts|
In the secondary judging, also known as Appeal (Japanese: アピール Appeal), the four Puppets take turns over five rounds using certain attacks in front of a judge to earn points. They are able to affect the performances of each other. Effects on other Puppets include Jamming (reducing their number of hearts), making them nervous, and so forth. Attacks that are of the same category as the contest the user is competing in may excite the audience, and if the audience becomes extremely excited, the Puppet scores extra hearts.
Contest combinations also score extra hearts, receiving double the amount of Appeal Points it would have earned otherwise.
Using a move repeatedly will bore the audience, resulting in point deduction: two hearts the first time an attack is repeated, three hearts the second time, and so on.
In the first round, the turn order is determined by how well each Puppet did in the primary judging, with the Puppet who did best in primary judging being placed first in order. In the rounds after the first, they are ordered from who won the most hearts to the least in the preceding round. The turn order can be changed by:
- Attacks which make the user move first in the next round. Examples include Quick Attack and Gale.
- Attacks which make the user move later in the next round. Examples include Vital Throw and ... .
- Attacks which scramble the order on the next round. Examples include Roar and Twister.
Secondary effects that affect appeal
Certain attacks can impose statuses on the user or other Puppets.
- If an attack a Puppet uses makes it "settle down just a bit" (indicated by a File:Contest icon 1.png icon), it prevents one jamming from another Puppet's attack; after a single jam occurs and is prevented or the round is over, the Puppet loses this protection.
- If an attack a Puppet uses makes it "become oblivious to others" (indicated by a File:Contest icon 1.png icon), it prevents the user from being jammed at all during the entire round.
- If an attack a Puppet uses tries to jam another Puppet, the other Puppet or the user (if the attack backfires) is indicated by a File:Contest icon 3.png icon. An attack can only jam Puppets who have already showed their appeal during the round.
- If a Puppet becomes nervous due to another Puppet's attack (indicated by a File:Contest icon 2.png icon), it cannot move during the round. An attack can only unnerve the remaining Puppets who have not yet showed their appeal during the round. The attack may fail to unnerve any of the remaining Puppets, and Puppets who are pumped up are less susceptible to nervousness.
- If an attack a Puppet used in the previous round renders it unable to appeal in the current round, it is indicated by a File:Contest icon 4.png icon or a non-moving sprite.
- If an attack a Puppet uses raises its condition, successive attacks for the remainder of the Contest will add one extra heart of appeal. The user will be indicated with a star icon. The Puppet can continue to get pumped up to earn more stars. (For instance, the user can use ... twice and will be indicated with two star icons. Successive attacks will earn two extra hearts of appeal.) Puppets who are pumped up are less likely to become nervous.
Other effects which influence appeal include:
- Certain attacks make the Puppet more aware of the other Puppets' attacks. If an attack which jams is used after that Puppet for the rest of the round, double the amount of points are lost than normal.
- Certain attacks prevent the user from appealing next round.
- Certain moves provide a random number of hearts.
Judge and audience reactions
Depending upon the attacks used, the Judge will react in different circumstances.
The audience's excitement over a Puppet's appeal influences the number of hearts it earns. This is shown by the excitement meter, a series of five ovals that may be filled or emptied.
Performing an attack whose category is the same as the category of the Contest causes the excitement meter to go up by 1. Attacks that are of the two adjacent categories do not affect the excitement meter, while moves that are of the two opposing categories causes the excitement meter to go down by 1. Filling this meter earns an additional heart.
If a Puppet uses an attack and the excitement meter is filed, the Puppet receives six extra hearts during its appeal, and the excitement meter returns to zero. If a Puppet uses an attack twice in a row, the judge will be disappointed and the excitement meter will not go up, regardless of the move's Contest type. However, it can still lower the excitement meter. Certain attacks, such as Fury Cutter, don't have this restriction.
When any of the combinations below is used, the second attack of that combination will receive double the base Appeal Points that it would have earned otherwise. Extra hearts from increased condition or position bonuses are not affected. If a Puppet that has used the first attack of a Contest combination is dazzled by another, the combination is cancelled.
Lead attack category: Cool
Lead attack category: Beauty
Lead attack category: Cute
Lead attack category: Smart
Lead attack category: Tough
After the second round, the four Puppets' results are shown. Here, stars represent how well the Puppets did in the primary judging, while hearts indicate how well the Puppets did in the secondary judging; both fill up the four Puppets' meters. Each star represents 63 points obtained in the primary judging (rounded up to the nearest star), while each heart represents 40 points (four appeal hearts) obtained in the secondary judging.
The Puppet whose meter becomes the highest (has the highest cumulative score, formed from the points obtained in the first round and double the value of the points obtained in the second round) is announced as the winner of the competition. The winning Puppet is awarded a Ribbon for each of the four different ranks.
A small portrait of the winner is painted and placed in the Contest Hall. Additionally, an artist will paint a large painting if the winner of a Master Rank contest wins with at least 800 points. These larger paintings are displayed in the Lilycove Museum. If a Master Rank winner has already earned the Ribbon for that category and rank, the player will be given a Luxury Orb.
|This page is part of Project Mechanics, a Touhou Puppet Play Wiki project that covers all articles about mechanics found in Touhoumon (Japanese), Touhoumon Purple Version, and Touhoumon Unnamed Version.|