make pulling up a new row make it come even further up than needed and then fall back down with a slam
[optimization] work on the redraw function to redraw less of the screen after gravity and any other times when it does a full screen redraw
[optimization] work on the gravity function to restrict X , even just half the board would be an improvement specify min and max X coords for doGravity(), cuts down a lot
convert gravity falling pieces to sprites so they can fall 1px at a time make them bounce a bit - let it fall PAST the destination, then come back
[optimization] vertical checkmatch goes through an entire column, not efficient whatever gets connected MUST have touched the switched tiles (what about gravity?)
modes: endless time trial story progression (enemy 'freezes' certain tiles at certain times etc) mission attack
palettes 3-tiles (6x2 = 12, 3 for explosions, 1 for transparency) 2-bg & cursors 1-? 0-? --------= mission attack x? combo x? chain allclear allfull (no empty spaces) destroy specific marked tiles (ala columns)
puyo/pnickies-style blob matching graphics