Puyo Puyo is a series of Falling Block puzzle games created by the now-defunct company Compile. It is now owned by Sega, which distributes it internationally as Puyo Pop. The object of the game is to flood your opponent's board with Nuisance Puyo by making chains with several multi-colored Puyo, which explode when four of the same color are connected.Just how popular is this in Japan? A LOT of effort went into the Japanese Puyo Puyo Tsu Championship. Just look at the crowd eagerly watching the puzzle game (not quite a Korean Starcraft tournament, but still). Keep in mind that this is televised. Hey, Fever matches can get at least 180,000 views and Tsu matches can net more than a million views. If you know how to build some amazing chains, that's more than 1.6 million views. Then many people hack the game to make their own mods, and that can get...not as many, though a still rather respectable number of views.The major games in the series are:
Puyo Puyo (1992): Whenever someone refers to the "first" game, they are almost always talking about this one. Compile (with the help of Sega) retooled Puyo Puyo into a multiplayer Arcade Game. The Game Gear port, despite never leaving Japan, turns into the fully-translated Puzlow Kids in a "foreign" system, and the arcade version received a Europe-released English translation that may or may not be official.
Puyo Puyo TSU (1994): The second, and arguably most popular, Puyo PuyoArcade Game adds Offsetting (the ability to erase Nuisance Puyo that waits above the field) and Margin Time (an invisible time limit that, upon being reached, results in the steady increase of generated Nuisance Puyo). The Neo Geo Pocket Color port was localized as Puyo Pop, while the Mega Drive port was released untranslated on the NA/PAL Wii Virtual Console.
Puyo Puyo SUN (1996): The third arcade Puyo game is based around "Sun Puyo", which send extra Nuisance Puyo to the opponent when cleared.
Puyo Puyo~n (1999): This console-exclusive entry introduces character-exclusive Super Powers and moves at a much less frantic pace than its predecessors.
Puyo Puyo Box (2000): Compile's swan song for the Puyo Puyo series is a compilation. It features ports of the first two arcade games, an RPG-like Quest Mode, and a gauntlet that features every single Puyo Puyo character as a potential opponent.
Minna de Puyo Puyo (2001): Minna is the first installment developed by Sega's Sonic Team. The Game Boy Advance title was localized, perhaps confusingly, as Puyo Pop.
Puyo Puyo Fever, aka Puyo Pop Fever (2003): The final arcade Puyo Puyo game introduces an almost entirely new cast of characters and adds "Fever Mode", a Limit Break that repeatedly drops preset chains into the player's field. It was localized for GameCube/DS in North America, andmanymoreplatforms in PAL regions.
Puyo Puyo Fever 2 (2005): Fever 2 adds several single-player features, including a map system and items. It also introduces new characters.
Puyo Puyo! 15th Anniversary (2006): 15th Anniversary features a variety of gameplay rulesets, including the rules of the original Puyo Puyo, Tsu, and Fever. It also reintroduces several Compile-era Puyo Puyo characters that went absent after Minna. Unlike previous games, every character has its own set of single-player opponents.
Puyo Puyo 7 (2009): In addition to introducing new protagonists, 7 adds the "Transformation" rule. When triggered, the player's character will transform into either a child (which causes tiny Puyo to fall Fever-style) or a fully grown adult (in which the player uses gigantic Puyo).
Puyo Puyo!! 20th Anniversary (2011): 20th Anniversary retains most of 15th Anniversary's rulesets and adds even more, including a ruleset based on Puyo Puyo Sun.
Puyo Puyo takes its characters from Madou Monogatari, a series of RPGs also by Compile. Most games from both series star Action Girl Arle Nadja in some insane quest for the designated MacGuffins or something else. Curiously, Sega did not obtain the Madou Monogatari trademark from Compile, and it eventually fell into the hands of Compile Heart. Due to the two series' common heritage, relevant Madou Monogatari tropes will be covered here.Early Puyo Puyo games are known for being Nintendo Hard, thanks in large part to their unforgiving rules and Difficulty By Acceleration. Newer titles include a variety of mechanics that allow for more even matches; this leads to, for better or worse, more approachable games.Puyo Puyo Fever has the honor of being the final first-party Sega Dreamcast game, some years after its death. note For the record, Karous is the final Dreamcast game period. Amusingly enough, the Mega Drive remake of Madou Monogatari I was the last official Mega Drive game to be released in Japan.We also have a Character Page, located here. Due to the sheer number of minor characters, especially in Tsu, not everyone is able to be covered.
Let's play Puyo!:
All Just a Dream: Arle's search for Carbuncle in Pocket Puyo~n turned out to be a daydream. He was returned to her completely fine at the ending.
Ambidextrous Sprite: Sig, Ekoro, and Ringo avert this since they have a second set of sprites to accommodate their slightly asymmetrical design.
Arle, interestingly, plays this straight until 20th Anniversary where she gets a symmetrical design.
Anonymous Author / Pen Name: Though many Compile employees used their real names, more than a few went by pseudonyms. They range from simple names like "Guts Nakamatsu" to..."Rainbow Papa"...
The English arcade translation is an extreme example. Nobody has any idea who was behind it or if it is even an official product.
SUN's different routes feature a different character that is intertwined with the main plot.
Draco stars in Easy, which is chronologically first in the story.
Arle stars in Normal, taking place right after Draco's story.
Schezo stars in Hard, which ties in with Arle's, sometime after hers began.
Fever does something similar with SUN; Amitie is the main character of the RunRun and WakuWaku course, and Raffine is the player character for the HaraHara course.
Fever 2 has the three courses again, except the player character is now chosen between Amitie, Raffine, and Sig, each with a different take on the plot.
15th Anniversary determines who wins the tournament, with each character having a different set of opponents. They also have the opportunity of meeting the "stars that fell from the sky", as Sig noticed, and unlocking them allows them to participate in the tournament and win.
After beating the story the first time in 7, you're allowed to play as one of Ringo's companions at the time of their presence for certain chapters.
20th Anniversary initially has Ringo only, but stories are gradually unlocked as you clear everyone else's. One final Extra story is unlocked after everyone's story is completed.
Anti-Frustration Features: The arcade games reduce the Puyo's drop speed whenever the player uses a continue. It will only do so twice per enemy, though, so Puyo will still drop ridiculously fast against late-game opponents. This seemingly does not carry over to the home ports.
Tsu introduces double rotation. To make a long story short, it enables the player to flip their currently-controlled pair of Puyo if they are locked into a tight space.
Arcade Perfect Port: The Mega Drive versions of the first two arcade games almost qualify. The gameplay, graphics, music, and sound effects are perfect, but the arcade hardware for both games has an extra chip that makes the voice acting possible; as a result, the first game gets rid of all but three of the voice clips while Tsu plays them at a noticeably lower quality.
The (second) Wii Virtual Console ports of both games are straight examples.
Art Evolution: Happens to the characters over the course of Sega's run. In particular, the character art in 20th Anniversary drastically tones down the highly-saturated colors and thick lines of the previous games and adds very simple shading, to the point that it may actually qualify for the next trope...
Art Shift: Puyo Puyo~n, for the most part, trades in the Super-Deformed style of its predecessors for more traditional anime-styled art. The series then shifts to an even more cartoony style in Puyo Pop Fever.
The games that Compile published in their "Discstation" disc magazine all suffer from this to some extent.
If the AI faces an impossible amount of Nuisance Puyo, but might still win by waiting out the opponent, it will exploit the game's rotation mechanics in order to keep its active Puyo in the air for as long as possible. This most commonly occurs in the Anniversary titles' Original and Excavation rules. On the other hand, if an AI is gaining Nuisance Puyo at the top of their field, they will drop their Puyo as fast as possible in an attempt to quickly build a counter-chain.
Characters who normally build large chains will occasionally break from their usual behavior if the player is about to lose; instead, they will attempt to prevent a comeback by making a chain that is just large enough to win the game. Some will also abandon their usual patterns if they have the ability to obtain an "All-Clear" bonus.
Taken Up to Eleven when Core AI is initiated. This "cheat" allows the character's AI to go without any restraint; they will always drop their Puyo at full speed (and use Quick Drop if allowed) and will build strong chains.
Skeleton-T doesn't rotate his Puyo. At all. Draco in 7 doesn't even try to drop her Puyo fast, she lets gravity do it for her.
Some AI (even high-level opponents) will goof off big time if they're in Fever mode and are not in any immediate danger.
If the AI only has their top column available and receives a Giant Puyo, it will rapidly shuffle through the available colors and then likely lose the round. This happens even if a certain color would save them from elimination.
Ascended Extra: Any of the Madou MonogatariMook characters that appear beyond the first two Puyo Puyo titles could count. The most notable examples are Skeleton-T, Draco Centauros, Suketoudara, and Witch. (The last of which goes from Mook to playable to The Cameoback to playable.) There's also Harpy, Incubus, (arguably) Panotty, Seriri, Nasu Grave, and Zoh Daimaoh, who become playable characters in SUN, Yo~n and/or 15th Anniversary. Not to mention Doppelganger Arle.
Awesome, but Impractical: While it is completely possible to do 19 chains in the field (there is one hidden row above), anything above 10 would probably take too long to setup against better AI or actual players and anything above 15 would require a very lucky player to get the right Puyo. This is barring the premade chains in Fever and the larger Chibi Transformation field however.
Almost everyone in Fever just because of the art style.
Bad Powers, Good People and Bad People: Despite being half-demon, Sig doesn't care about it and seems to care only about his friends and bugs. It should be noted that, besides Akuma, most demons and monsters before are protrayed as Jerkasses or being Affably Evil, as well as Sig's remains being part of the demon within's Klug's book's orignal body. There's an unknown, but possibly good, reason that the demon was sealed away in the first place, something nobody even did to any previous demon. When the demon posses Klug, he intends to wound or likely kill Sig to get his remains.
Battle Butler: Butler for The Prince of the Oceans. Execpt, he doesn't really fight.
Akuma wished for no demons to be able to enter the town. While he is a demon himself, the wish only stopped demons from entering, so he's just fine.
Amitie wished to be a great spellcaster. She gets nothing, on the reasoning that she's already a great spellcaster, which she feels is a cop-out.
Arle wished to be able to travel freely between the two worlds. She got it, no strings attached.
Baldanders was ordered by Feli to wish for her and Lemres to be happy together. Ms. Accord informs him that he could only wish for one of them to be happy. We never find out who he chooses.
Dongurigaeru wished for a pond in the forest. He got it, just fine.
Feli wished for Lemres not to grow old without her. She got that, but then Ms. Accord revealed that everyone was using anti-aging spells anyway, and Feli would have been better served wishing a Plot-Relevant Age-Up on herself. Feli was not happy.
Klug wished for his success to get a 16-page spread in the local mages' magazine. Ms. Accord pointed out that this was dependent on him being successful in the first place, which he had completely failed to wish for.
Lemres wished for the beach to turn into candy, the sea to turn into jelly, the sand into cocoa powder with powdered sugar and skim milk, the pebbles into chocolates, and the shells into candy. He gets it.
Nasu Grave wished to be taller. No, wait, he wants to not wear spectacles. No, wait, he wants to not be an eggplant. The medal heard three wishes when it could only grant one, so it didn't grant any.
Ocean Prince wished for all his subjects to be his servants with free food and naps. Ms. Accord informed him that he could only get one of those (servitude, food, or naps), and asked him to choose, but he ran off without realizing his wish hadn't been granted yet.
Onion Pixy wished to be with Onionette forever.
Oshare Bones wished to meet "that person" (his lover?) again "someday". Popoi points out that this is a poor choice of words, as it doesn't specify an actual date. Even so, they are now guaranteed to meet again... eventually...
Raffine wished to be more beautiful. The medal did nothing, which Ms. Accord claimed was because it believed Raffine was already the most beautiful. Raffine accepted this explanation happily, but after she ran off, Popoi suggested that maybe the medal just couldn't do that.
Rider was going to wish to get rid of her horns, but after meeting Satan, she grew to appreciate them. Since she didn't have a backup wish, she wished for world peace. Ms. Accord said it would be granted, but we don't ever actually see it. It would make Puyo Puyo 7's The End of the World as We Know It plot impossible, but nothing in 15th Anniversary is treated as canon anyway.
Rulue was going to wish to be Satan's wife, but that wouldn't stop him from going after Arle. She was going to wish for Arle to be taken out of the picture, but the she realized that would be essentially admitting that Satan loves Arle more than he loves Rulue, and she could never do that. Unfortunately, she said all this out loud and in front of the medal, which decided to grant her "wish" of never admitting Satan's love for Arle. As Rulue immediately points out, this doesn't make any goddamn sense.
Satan was going to wish for a honeymoon under the stars with Arle, but first he felt he had to chew out Ms. Accord over her students' disrespectful behavior toward him. The medal heard him say he ought to teach them manners and granted that wish.
Schezo wished for everyone to stop calling him a pervert. It was granted, but everyone called him a weirdo instead.
Sig wished for new insects in the forest. The medal flat-out refused, as it dislikes insects due to not having hands to brush them away.
Suketoudara wished for anyone to be able to do a solo dance at a dance party.
Yu and Rei both wished for the same thing, to swap places for a day. The medal granted both wishes, for a net result of not doing anything.
Zoh Daimaoh wished to be a king who would bring peace in a rich country, in a future with hope. He got that... as far as anyone knows.
To sum up, 22 wishes were made in total, 8 turned out fine, 4 were corrupted by poor phrasing, 4 were flat-out not granted, 2 were ruined by thinking out loud, 2 were caught on a one-wish technicality, Nasu Grave's was not granted due to thinking aloud and the one-wish technicality, and we never learn Ms. Accord's. If we throw out Ms. Accord's wish, that's a 62% failure rate.
Big Bad: Varies per game. After the original series, the villains got less effective.
Most, if not all, of the games before Fever had Satan as the final boss. If he wasn't, it was likely due to someone overshadowing him (take Doppleganger Arle).
Fever technically had Popoi, a talking cat-puppet-shadow.
Fever 2 had the very popular Strange Klug. He didn't do much though as a villain.
15th and 20th don't have a villain to speak of.
7 had an effective villain in Ekoro.
Big FancyHaunted Castle: Ta-Doon-Da Castle; it's fancy, but it hangs over a cliff side and reeks of ill omens. The inside is in need of cleaning, is the location of the boss fight with Popoi and Carbuncle, and it might be where the "demon" lived.
Bilingual Bonus: The first area of Minna de Puyo is translated to "Hajimari Forest" in English. "Hajimari" is the Japanese word for "beginning".
Black Screen of Death: Happens during Schezo's ending in Sun. Before the final battle begins, Schezo rests the tip of his sword on Satan's sun-enlarging device and then uses it to burn the hair off of the top of Satan's head. After Schezo restores darkness to the world, a half-bald Satan sneaks up behind him. The screen goes black as Satan beats him to a pulp.
Like many of Sega's bilingual arcade flyers, the English text on the first game's flyers vary from overly literal to nearly gibberish.
"In addition to the thrilling feeling when you erase the PUYO PUYOs, the action of sending them to your adversary's side to obstruct him in this highly competitive videogame increases the excitement."
Puzlow Kids runs into this in its Quest Mode. The mission objectives range from the technically correct but awkwardly-phrased "Eliminate 10 p-kids at a time" (clear ten Puyo at the same time) to the even more awkwardly-phrased "Eliminate 3 groups of p-kids" (perform a 3-chain), to the flat-out wrong "Let 20 paire [sic] drop in." (Drop 10 pairs; in other words, 20 Puyo.) The Scenario mode endings have correct English, but suffer from different issues.
The NGPC Puyo Pop had maybe six or seven lines that needed to be translated into English. Every single one of them has grammar issues. Not to mention that the back of the European box advertises enemies named "Walleye" and "Happy."
The Japanese version of Minna has an English option with a surprisingly error-free script...except for whenever a character is defeated. Instead of flashing "Oh no!" at the top of the opponent's field (as every other English translation does), this version uses "Baba Bing." (Obviously taken from the Japanese defeat phrase, batankyuu.)
Fever's translation is fine for the most part, but still has a couple of oddities. The first is "Prince of Ocean" instead of the more natural-sounding "Ocean Prince," and the other is Rider's ever-changing name.
Bootstrapped Theme: If the trailers for Puyo Puyo!! Quest and Puyo Puyo Tetris are anything to go by, the Stage 1-8 theme from the first arcade game (which eventually became Arle's theme) is becoming this. Amusingly enough, despite the song's original name ("Theme of Puyo Puyo"), the first game is probably better known for its console (from the MSX game) and handheld (from the Game Gear port) title themes.
Boss Corridor: Satan's chamber in Madou Monogatari II is a Carbuncle-shaped one at that!
Boss Game: The first game, Tsu (especially Hard mode), and Box's Scrambled Mode are all arguable cases.
Call Back: In the Madou Monogatari series, "Diacute" is a spell that doubles the effectiveness of Arle's next spell, with the side effect of causing her to stutter the spell's name. In the Sega games, the audio effect used at the end of large chains in Fever matches.
A cheat in 20th Anniversary changes the Compile-era characters' attacks to their lines from Puyo Puyo CD or Puyo Puyo Sunat the cost of attack animations. Even without it, Arle has a unique vocal set (based on Tsu through Yon) that gives her six named attacks instead of the usual five.
Nazo Puyo: Arle no Roux and its sequels use the "experience orb" and "facial expression as health indicator" mechanics from Madou Monogatari 1-2-3.
Calling Your Attacks: Actually useful in competitive play, since it gives you an idea of how big your opponent's chain is (and yours too) and how close it is to finishing.
Combination Attack: Possible in Pair Puyo mode in 20th. It begins to build when both teammates start a chain at around the same time and activates when a certain amount of time passes without a chain from either player.
Comeback Mechanic: Fever mode could be considered this, given that the Fever gauge is filled through defensive action. (Offsetting)
Most of the Super Attacks in the console versions of Puyo Puyo~n, made obvious when the CPU repeatedly uses its Super Attack as it nears defeat. The generic powers in the GBC version and Box tone this down slightly.
A more subtle reference is found here. Compare with this encounter.
When Raffine meets Yu, she tells her "Good luck dancing without any legs!" Come 15th Anniversary, Suketoudara says the exact same line in Yu and Rei's story, with a lampshade from Yu.
Yu: Hmm... What's this strange feeling of déjà vu?
In the first Puyo game, Draco challenges Arle to a contest. When Arle asks if it's a beauty contest, Draco scoffs at the idea that Arle could be more beautiful than her and then declares that their contest will be a "Puyo Puyo Hell" match. In versions of Tsu that feature pre-battle conversations (i.e. non-Arcade/Mega Drive/handheld versions), a nearly-identical exchange occurs between the two...with the roles reversed.
Sasoriman shyly introduces himself to Arle in the first game. In Tsu (again, versions with pre-battle conversations), Arle calls him by his name, which causes him to happily respond "You remembered!"
Most of Haro no Puyo Puyo's unlockables are alternate voice clips that can be equipped to each character. The game's final boss, Gihren Zabi is an exception.
Creator Cameo: Masamitsu "Moo" Niitani, president of Compile, voiced Carbuncle in the Saturn version of Tsu and Satan in all versions of Sun. He's also the Bonus Boss in Super Nazo Puyo Tsu!
Most of the characters in Tsu and Sun (and presumably the first game) were voiced by Compile employees, ranging from programmers (Yasutoshi Akiyama) to manual designers (Ayame Kizuki). The notable exceptions are Arle in the first three games, Schezo starting with Tsu, and Rulue, Incubus, and Skeleton-T in the non-Sega ports of Sun.
Curtain Call: After beating Satan in the first game, players get a throwaway ending line. After that, the game presents each character along with their name. The Curtain Call is retained in Mean Bean Machine and Kirby's Avalanche.
Cut-and-Paste Translation: The English arcade game, and Puzlow Kids by virtue of sharing ending text with it. In addition to inventing the "Black Kingdom" (a group bent on domination at a galactic scale), the translation alternates between keeping the characters roughly the same as their original versions and turning them into Card Carrying Villains.
Defeat Means Friendship: Somewhat...in ~n and Puyo Puyo 7. You get to use your friends' powers in ~n until you face Satan and a defeated person might tag along with your group for the story in Puyo Puyo 7, take a few heroes and, for a short bit, Satan.
Demoted to Extra: Minotauros, Mamono, and Owl Bear, all of which were final bosses in the Madou Monogatari series; Minotauros eventually becomes a background character, Mamono is a generic opponent in Tsu, and Owl Bear serves as an "extra" battle in the same game. The latter two might be justified, given that Arle defeated them while in kindergarten.
Mamono's demotion is Lampshaded in versions of Tsu that feature pre-battle conversations. The poor creature starts crying when Arle figures out that he isn't the final boss.
Difficulty By Acceleration: Is utilized in almost every game's Scenario and Endless modes. As the games' hardware improved, they began to rely less on this and more on smarter AI; nonetheless, you can still expect fast drop speeds against later opponents.
This even applies in the Beginner's course of the first game. The drop speed against Mummy is much, much faster than the leisurely pace of the previous opponents.
Noticeable between floors in Tsu.
HaraHara courses aren't called "hard" for nothing.
Divergent Character Evolution: There were no notable differences between characters in Sun. Yon introduces character-unique Super Attacks, Fever and 7 use Dropsets and character-specific score tables, and Ice Block mode from the Anniversary titles have character-specific color sets.
Four of the characters that were introduced in 7 (reintroduced in Draco's case) used the same dropsets and scoring tables as characters from Fever/Fever 2. When said Fever characters returned in 20th Anniversary, the 7 characters received new dropsets. (They still share scoring tables with their predecessors, though.)
Dub Name Change: All over the place in the English translation of the first game. Arle is called Silvana, Nasu Grave is called Blue Ghost (despite being neither), Panotty becomes...Johnny, and Satan is called Dark Prince. Out of these, "Dark Prince" is the only name change that sticks, as it is also used in Puzlow Kids, the Neo Geo Pocket Color port of Tsu, and the Game Boy Advance Puyo Pop.
Almost all of the SNES and Mega Drive Puyo Puyo games (Mean Bean Machine and Kirby's Avalanche included) have menus that are normally inaccessible to players.
The Mega Drive version of the first game has an "Insert Coin" prompt from the arcade version hidden within it. The Dreamcast version of Fever also has graphical assets that are used in the arcade version's main menu, alongside completely-unused English equivalents.
Super Puyo Puyo's debug menu features a "Sousai" (Offset) option; however, it is only partially implemented. The same debug menu has a "Hard Puyo" option, which forces Nuisance Puyo to be "cleared" twice before they disappear.
The Mega Drive version of Tsu has several unused voice clips, including alternate spells for Arle and catchphrases/lose quotes for a few enemies. Some would be used in later ports.
The GBA Puyo Pop almost exclusively recycles voice clips from Sun, so it shouldn't be much of surprise that Sun'sTitle Scream is buried within the game's audio data.
Schezo has one unused expression for 20th Anniversary shown here.◊
Dysfunction Junction: Nearly everyone except Arle has some serious problems, though they're usually played for laughs.
Early-Installment Weirdness: The MSX/FDS Puyo Puyo's competitive mode is an afterthought, only Arle and Carbuncle are present, and Mission Mode uses way more colors than the standard 4 or 5. The first arcade game uses only one button, though pretty much all of its ports add counter-clockwise rotation.
Easy-Mode Mockery: Once you clear the Beginner course in the first game, Satan dismisses the accomplishment before flying off.
Cleared Puyo Puyo SUN on the Easy Route? Have fun trying to read the credits!
Embedded Precursor: Super Nazo Puyo: Rulue no Roux has two main scenarios, one of which is a remake of Nazo Puyo: Arle no Roux.
The plot of the first arcade game is essentially "Arle has learned a new spell and she's going to go beat Satan with it!" ...and even that much comes from the instruction booklet of the home ports. The Cut-and-Paste plot from the English arcade game (and presumably Puzlow Kids) has "Silvana" defending her home against the Dark Prince's Black Kingdom.
In Sun, Satan enlarges the sun as part of a devious plot to...get the ultimate tan.
Most of the plots are excuses for the Fever series, as they're all done to play the named game; Fever 1 has finding Accord's cane(which no explanation why and how she lost a flying wand), Fever 2 has little to no plot, 15th Anniversary is a tournement...
7 has something along the lines of, "The 7 wonders of the world, to play Puyo with 7 players." Turns out it isn't much of an excuse, though.
Fan Translation: A few of the Madou Monogatari games, the Famicom Puyo Puyo, Super Puyo Puyo Tsu, the PC version of Puyo Puyo SUN and the DS versions of Puyo Puyo 15th Anniversary and Puyo Puyo 7. A translation of Fever 2 has been in progress for at least three years, while the effort to translate 20th suffered a major setback in the form of a server crash.
Follow the Leader: Puyo Puyo was Compile's answer to Tetris and Dr. Mario. After the first two arcade games took off, Puyo Puyo became the target of several developers. Including Compile itself after it lost the series to Sega.
Arle no Bouken was obviously inspired by the Mon fad of the late '90s/early '00s. Likewise, Puyo Puyo!! Quest is Sega's attempt to challenge Puzzle And Dragons.
It's easy to accidentally clog your field if you aren't paying attention. Starting with Fever, the spaces that will end you are marked with X's in order to lessen the chances of this happening.
In Minna de Puyo, there's a Nuisance Puyo type called Point Puyo. It functions like any ordinary Nuisance Puyo, but clearing it adds extra Nuisance Puyo (and points) to your attack or offset. You might get a rude awakening when your opponent digs out the pile you just sent to them.
Also prevalent in Ice Block mode. Instead of sending Nuisance Puyo, players send frozen-over regular Puyo that thaw after three turns. Attack at the wrong time, and watch your opponent get a massive chain.
Image Song: Sega released Puyo Puyo Vocal Tracks, a CD featuring vocalized versions of the cast's theme songs. Volume 1note Arle, Amitie, Ringo, Rulue, Sig and Witch was released on March 27, 2013, and Volume 2note Schezo, Klug, Lemres, Yu and Rei, Maguro, and Satan was released November 14, 2013.
Innocent Innuendo: When Schezo says "Be my desire!" ...he wanted something entirely different from what the other person was thinking.
Maguro's "you-know-whats", mentioned by Ringo. She means his face.
Instant Runes: Some attacks, but then again, these kids use magic.
Interface Screw: The very nature of 15th's Spotlight rule. Unless light is shining on that spot, you can't see worth a damn.
Inverted in Yo~n's final stage. The player has to dig their way through high-health Hard Puyo in order to reach one of two 500k Point Puyo, which generates enough nuisance to bury the opponent dozens of times over.
Madou Monogatari: Big Kindergarten Kids is this to the original Madou Monogatari. It's filled to the brim with cuteness!
Limit Break: Puyo Puyo Fever introduced Fever Mode, which a player would enter when his or her power bar was full. During Fever Mode, sets of already-built chains drop into the playing field, just waiting for you to pop them and unleash a HUGE attack on your opponent.
Puyo Puyo 7 added henshin mode, which actually causes your character to transform, along with all their Puyo. Chibi mode is like Fever, only the Puyo are tiny, whereas in Deka mode you play with huge Puyo that pop in groups of 3 and every match counts as a chain.
If countable, Klug turning into Strange Klug. The level difficulty boosted pretty high, apparently, or at least for the character. However, Klug was already a hard character; Strange Klug just kicks it up a notch.
Limited Animation: All over the place in 7. There were only about three sprites per character during their normal form, and two (some even only have one sprite with moving limbs) for each of their transformation forms. Carbuncle lacks any transformation forms (probably because he's an animal).
Also exists in Puyo Tetris. There are only three or four animations for the character's attack animations, and are reduced down to cut-ins on the bottom screen. Not having full-body animations is understandable, considering how obstructive they can be when trying to perform Tetris combos.
Limited Special Collector's Ultimate Edition: The DS version of 20th Anniversary has a limited edition "Anniversary Box" version, which packs in a hand fan and a set of keychains of the Puyo cast, the Puyo themselves, and the 20th Anniversary label. The 3DS version, on the other hand, has a set of 41 metal pins.
Loads and Loads of Characters Just... LOOK AT THIS! That's not even all of the existing characters. Yeah, sure, most of it's composed of characters unimportant to the plot, but just counting those that actually matter, there are over 45+.
So far, only eight of the original characters show up in the Fever Series. They cut the cast into fourths doing so.
Puyo Puyo Box takes the cake in terms of the number of characters included in a single Puyo game: Scrambled Mode manages to include every single character that appeared in the series up to that point, along with alternate Puyo Puyo~n versions and a few original enemies such as Beast Draco and Sleeping Samurai.
Long Song, Short Scene: Memories of Puyo Puyo, which plays during the first game's Stage 1-8 pre-battle conversations. The song, which was previously used as the Madou Monogatari I dungeon theme, is fully remixed; however, almost none of the game's conversations last longer than 15 seconds.
Love Dodecahedron: Minotaurus wants Rulue, who wants Satan, who wants Arle, and Arle isn't interested. Most fans add another line by making Arle interested in Schezo, who has shown no (real, intentional) affection ever. On top of that, Incubus wants Arle, though it's not clear whether it's for real reasons or just because he's a Horny Devil.
Psychotic Love Triangle: In the Game Gear Madou Monogatari II, Schezo comes to Arle's aid when she confronts Satan and they ask her to pick between the two. If she picks either of them, Satan will beat Schezo. If she picks neither, Schezo will take her power and Satan will take her soul, resulting in a game over.
Luck-Based Mission: Many, many examples throughout the series. Heck, the very nature of the game means that there will be times where the color that you need just won't show up.
"Nohoho AI" back in Tsu. Nohoho (and his Fever counterpart Dongurigaeru) would stack Puyo to the brim on the three rightmost columns on the field, clear one group, and pray the pile would magically create a chain or two. It may sound impractical (competitively speaking), but it won't be a laughing matter if you get hit with a five or six chain. (Suketoudara, Harpy, and Yu & Rei use similar "gimmick" stacking patterns, but none of theirs are quite as effective.)
The placement of Sun's eponymous Sun Puyo is completely random. Players, particularly those that rely on long chains, are basically at the mercy of the game anytime that they Offset Nuisance Puyo.
Fever mode is this. If you have bad luck, you'll end up getting the wrong type of Puyo. If you're smart, you can build onto the chain, but if not, then your Fever is pretty much wasted.
15th Anniversary adds many new battle modes. One of them is Non-Stop Fever, which is Exactly What It Says on the Tin. While it's appropriately awesome to be in Limit Break mode all the time, you're basically clearing the warning Puyo you start with and then hoping your opponent gets a Puyo they can't match before you do.
In 15th, there's a chance that all eight levels on any story mode will be different; a lottery is done to decide the games, which has (but not limited to) Tsu rules, Rotation, Underwater, and even classic Puyo rules (no offsetting).
20th Anniversary adds Slots mode, which throws random effects after a certain amount of Puyo is cleared (30 is the default) ranging from erasing all nuisance puyo, freezing your opponent's puyo, to even swapping your field with your opponent(s). It's not uncommon to have a long chain turned on its head or even switched off to someone else, but it can also save you when you'd normally be knocked out or even knock you out itself.
And that's saying nothing of the other mini-games at Puyo Puyo Fever's websites.
Million to One Chance: Klug discovers how to unlock the power of his book to release the demon inside, which posseses him. Conviently, during that same day, Lemres, Klug's hero, is delivering the exact items needed to unlock the book to Ms Accord with no protection on these magical items, and you can see where this goes afterwards.
Convenient Questing: All three playable characters were hunting for the items for their own uses that Lemres were delivering, which were, of course, in Strange Klug's hands; taking them away depowered him.
Mirror Match: One of the potential opponents in Box's Scrambled Mode is the Puyo Puyo~n version of Arle. It's also perfectly possible in most of the games' Free Battle mode.
Mission Pack Sequel: Nazo Puyo and Nazo Puyo 2 for the Game Gear are basically the first Game Gear Puyo Puyo minus Scenario and Endless Modes. The only major distinction between the two Nazo Puyo games are their title screens, music, and Continue options. (The first uses passwords while the second has battery-backed storage.) The third GG Nazo Puyo game, Arle no Roux, averts this.
Nice Job Breaking It, Hero: In 20th Anniversary, Ringo basically tells an amnesiac Ekoro that people don't enjoy pranks, but really enjoy Puyo matches instead. Bad idea. Ekoro soon gets bored with making people happy through Puyo matches one person at a time and tries to find a way to make everyone happy on a large scale, eventually going as far as to try to possess Satan himself.
Long before Puyo Puyo came to be, the Madou Monogatari games did not have an HP or MP bar. You were only given descriptions of Arle's HP, MP, and how much damage she takes in battle. No exact numbers, except for your gold count, were given to you.
The first Puyo game in particular didn't have the Offset rule, not to mention that the arcade version is played using one button.
Nazo Puyo: Arle no Roux has missions that require the player to fully understand and exploit how Puyo rotation is programmed. In the first area.◊
Arle's story in Sun trades in the ever-increasing drop speed of earlier titles for AI that repeatedly harasses the player with simple, Sun Puyo-boosted attacks. Schezo's story, on the other hand, has both.
Non-Standard Game Over: Tsu ends if Arle runs out of opponents to battle on a given floor. However, it is nearly impossible to lose the game this way. (Unsuccessful rounds count toward your EXP total, each floor has an extra, hidden opponent, etc.)
Notice This: Nomi, a three pixel wide minor character, requires this in order to be noticed, being a flea and all.
One Teacher School: In the original series, there was a preschool, but the rule seemed to have stuck. In Fever, Accord's the only teacher to ever show up.
Oh Crap: In the first two games, Mean Bean Machine, and Kirby's Avalanche, a mugshot of the opponent is shown on the screen. As their side of the screen fills, they will gain a scared/frustrated look on their face, then start sweating, and finally start flashing. The games also try to invoke this in the player, as the enemy gains a happy/smug look when the player's field is more than half-full and panic music starts playing when there are only a few free rows left.
The newer games change the character portrait in the background to a frame of their "damaged" animation whenever the field is halfway full.
Our Monsters Are Weird: Satan and Ekoro aren't the only weird ones; you also have a gay skeleton, skeletons who drink tea, off-tune harpies, lovelorn minotaurs, acorn-frog hybrids...
Palette Swap: The N-Gage Puyo Pop features most of the characters from the first Puyo Puyo...except that they all have vastly different color palettes than the original sprites. A straighter example is Harpy; her sprite is used twice, with each opponent having different hair color.
Years prior, Harpy got this treatment in the English arcade game as part of her Bowdlerization.
Box has plenty of examples.
Pre-Order Bonus: Anyone that preordered 20th Anniversary was given "Puyo Puyo!! Anniversary Soundtrack Collection", a collection of the game's songs throughout the entire series, as a bonus.
Pun-Based Title: The "Tsu" in Puyo Puyo Tsu means "master" and is also the number "two" spoken with a Japanese accent. Likewise, the "SUN" in Puyo Puyo Sun means "three" and also references the new Sun Puyo. Finally, "yon" means "four", hence, Puyo Puyo~n.
"Morning of Puyo Puyo" (aka "Tokoton from Puyopuyo") debuted in the MSX game, became the Beginner theme in the arcade game, and was remixed in 20th.
Recycled Title: There's the MSX/FDS Puyo Puyo, and the Arcade/Mega Drive/Snes/etc Puyo Puyo. Outside of Japan, there's the NGPC Puyo Pop (localization of Tsu), GBA Puyo Pop (localization of Minna), and N-GagePuyo Pop (semi-port of the first arcade game).
Retraux: Puyo Puyo Box is visually based on the first two arcade games; the game even goes so far as to draw new, retro-styled portraits for the characters introduced in Sun and Yo~n. Additionally, the Original, Tsu, and Sun rulesets retain the choppy, grid-like vertical movement from their home games while Puyo drop smoothly in Yo~n rule.
The Anniversary titles gives players the option to change their Puyo's appearance. These alternate Puyo skins include the MSX game's Puyo, the same game's "Human" set, and the Puyo as they appear in the first arcade game. The games' "Original", "Tsu", and "Sun" rules also use the choppy movement described above, while the other modes use smooth-dropping Puyo.
RPG Elements: Puyo Puyo Box featured a Quest Mode in which you fight monsters Puyo-style; equipment would boost attack and defense, and heavier equipment would make your Puyo fall faster. Heck, the Quest Mode itself has examples of tropes.
But Thou MustNot: You cannot say "Yes" to Satan at the end of the game. Then again, would you want to marry him after all the trouble you went through to get that instead of something cool? I don't think so.
Said quest mode has a lot in common with the Nazo Puyo spinoffs.
Rule of Fun: Highly addictive game that invokes feeling pride about how much you can bury an opponent and how far.
Rule of Cool: Very first games in the offical series? You're fighting demons! As a six-year old girl!
Rule of Funny: Satan's here, too! He likes Hawaiian Shirts and loves his pet rabbit that shoots beams out of its forehead, Carbuncle! His sidekick is a jealous girl with blue hair named Rulue who owns a pet minotaur and there's dancing fish and cleaning obsessed maids and dragon girls forming fanclubs within the... object's... house...
Rule of Drama: B-But everyone's in love triangles, and in one game, Schezo's disembodied head fights you! And people are getting possessed, like Klug and Satan himself!
Rule of Cute: ...But then Sega took that away and made everyone look really cute for no real reason...
Running Gag: At least once a game, someone will call Schezo a pervert.
Sequel Escalation: The first arcade game has 16note 3 Beginner, 13 Normal enemies. Tsu has at least 30. To be fair, an average playthrough of Tsu will likely contain around the same number of opponents as a playthrough of the first game's scenario mode.
SNK Boss: Puyo Puyo 20th Anniversary's Challenge Battle is this. In each of the five modes, you're facing against a character with powerful AI, and their drop speed is the equivalent to quick drop. None of the modes have that, leaving you with a huge speed disadvantage.
Songs in the Key of Panic: When the bottom two-thirds or so of the player's area is completely filled, the game switches to a frantic danger theme, fittingly titled "Warning of Puyo Puyo". Some Sega-era games start the theme early if the player has enough Nuisance Puyo waiting for them to create such a situation. The Compile-era version of the theme is the only Puyo Puyo song that is retained in Kirby's Avalanche; Dr. Robotnik's Mean Bean Machine changes the tune to a remix of Satan's theme.
In 20th, a distressing theme plays whenever the player's Pair Puyo team is on their last life.
Spell My Name with an S: Many examples are included in the Character page, but almost all of them can be split into two categories: R vs. L, and the difference between the English and Japanese interpretations of Latin monster names. (Centaur vs. Centauros, Baromett vs. Barometz, etc..) Most notable is Sukiyapodes, whose name has at least three official spellings on top of a variety of acceptable alternate translations/romanizations.
The Nazo Puyo series, which replaces the competitive elements of the series with puzzle-solving.
There's also Waku Waku Puyo Puyo Dungeon (a Roguelike), Puyo Puyo DA! (a rhythm game), Arle no Bouken (a Mons game), Puyo Puyo Gaiden: Puyo Wars (a strategy RPG in the vein of Super Robot Wars), and Puyo Puyo!! Quest (a free-to-play "Puzzle RPG").
Spiritual Successor: Compile's final game, Pochi & Nyaa, was an obvious attempt to recapture the Puyo Puyo audience. Needless to say, it didn't work out.
Sugar Bowl: Primp Town is very bright and colorful. If any sort of conflict happened, it was resolved quickly with no effect on the town.
Think Nothing of It: ...and Amitie realizes that she just lost out on a reward for finding the magic cane.
Title Scream: Present in most of the games. The first one is notably delivered by the Puyo themselves.
Too Long; Didn't Dub: Unlike Puyo Pop Fever (and especially unlike the English arcade game), the Neo Geo Pocket Color port of Tsu doesn't translate the Japanese words that are used in character names. Even the four-letter abbreviations that appear above the characters' preview window are purely based on the Japanese names, despite the fact that nearly every other version of Tsu uses English words for those. (Sasoriman usually becomes "SCOP", Uroko Sakana Bito becomes "MERM", and Mamono becomes "DEMN")
The same game's manual retains "OJAMA" as the name of the garbage Puyo as opposed to "Nuisance".
Tournament Arc: 15th Anniversary, which involves all the characters getting into one for a wish.
Trash Talk: Happens before each match in the single player mode of the first arcade game. The English version dials this up a notch, though not to the level of Mean Bean Machine'sHurricane of Puns.
Unwinnable by Design: The first two Nazo Puyo games do not explicitly tell the player that they've failed a mission; after the player has used all of their alotted Puyo, the games will endlessly provide pairs that are completely irrelevant to the current puzzle. This changes in Arle no Roux, where the player is given a hard limit on the number of pairs that they will receive for a given puzzle.
Vanity Plate: In 20th Anniversary, Arle, Amitie, or Ringo will imitate the classic "SE-GA!" call as the game boots up. After going through the opening demo at least once, the game chooses another character (this time from the entire cast) to say it.
Victor Gains Loser's Powers: Pocket Puyo Puyo~n. Unlike the console versions, where Arle can only borrow a Super Attack from one of her "party members" (Draco, Seriri, Witch, Chico), the GBC Yo~n lets her obtain any character's power by defeating them.
Wake-Up Call Boss: Either Harpy (whose stage features the first drop speed increase) or Sasoriman (who doesn't use Harpy's gimmick AI) in the first game. In fact, choosing "Difficult" on the main menu will jump straight to Harpy's battle.
Nohoho or Uroko Sakana Bito in Tsu. If you manage to get by without battling either of them, then your first opponent on the third floor will definitely count.
Wizards Live Longer: Mentioned by Ms. Accord, saying that everyone uses anti-aging magic. This is especially true for Dark Wizard Schezo, who's been around for 180 years and hasn't aged a day past young adulthood.