This post is mainly inspired by a comment our regular reader, MartinB105, left. As, most probably, he is not the only person wondering at the secret purpose of the Kickout mode and Gravity direction change, I’ve decided to make a post about it.
The main idea of it was that the far-sighted expert combinators from the ranks of our users could use it for pinpoint destruction of tokens that get in the way of great combos. This, however, proved a little too naive - no one has time and mood for this, any derivation from traditional match-3 is likely to be of much lesser usability. However, Kickout is still being put to use by two ways.
First, is Bonus and Chain activation. Bonuses activated with Kickout still have full effect, and chains are still removed. Thus, it is an easy way to clean the game field up a bit, and derive an extra profit from quicker bonus activations. And second way is - simple and ancient as gaming itself - button touchpad mash. Kick enough tokens out and pray the falls form an awesome combo.
Once more, the main idea behind this poor child of the game was giving skilled players an opportunity to make all the potential combos happen. Soon, however, it was understood that switching consumes too much precious time, and controlling in other positions is outright confusing. Still, however, gravity was kept for two reasons: for those people who have bought Vita because of touchscreen instead of, or in addition to, the touchscreen phone. They are more used to using the portrait screen format and might just find it useful. And second, we have inconsiderately told Sony we would use the SIXAXIS in our game. Funny as it sounds, it’s still a reason, eh? As for the most practical use of Gravity today, the best way is when you have to hold your Vita with one hand, on the side, vertically. Also, the “hint” button is placed right under the thumb this way, and can, to good or bad, be used more often.
So, I just hope Gravity does not really bother you very much.