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Puyo Puyo

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Page 1:
Introduction

Page 2:
Puyo Puyo

Page 3:
Puyo Puyo Tsū

Page 4:
Puyo Puyo SUN

Page 5:
Puyo Puyo~n

Page 6:
Nazo Puyo

Page 7:
Nazo Puyo (cont.)

Page 8:
Minna de Puyo Puyo
Puyo Puyo Fever
Puyo Puyo Fever 2

Page 9:
Puyo Puyo 15th Anniversary

Page 10:
Puyo Puyo BOX

Page 11:
Puyo Puyo 7
Puyo Puyo 20th Anniversary

Discuss on the Forums!

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Puyo Puyo Tsū (ぷよぷよ通) / Puyo Pop - Arcade, Mega Drive, Super Famicom, PC Engine CD, Game Boy, Game Gear, PC-98, Windows, Macintosh, PlayStation, Saturn, Neo Geo Pocket Color, Wonderswan, Mobile, Wii, 3DS (1994)

Mega Drive Cover

Super Famicom Remix Cover

Macintosh Cover

PlayStation 2 Cover

Game Gear Cover

Saturn Cover

PlayStation Cover

Neo Geo Pocket Color Cover

From this game onward, Compile started using puns with the numbering in the titles: Tsū is the phonetical Japanese pronounciation of the English word "two", but the kanji used means "passing through" in Japanese, even though Compile only filled it with actual meaning for the game in later revisions.

It's safe to say that Puyo Puyo Tsū was one of the biggest leaps in the series, if not the biggest, mainly due to one simple gameplay mechanic change. It wasn't the ability to turn a pair of falling Puyo upside down when it gets in between two columns, allowing you to potentially undo a fatal mistake that could cost you the game, nor the huge boost to the power of the next chain (in addition to a point bonus) after clearing the board of all Puyo, which rewarded players for planning ahead strategically. It wasn't the sudden death mechanic that makes almost every single chain lethal after a certain amount of time has passed in a match (while the power of regular chains was reduced slightly) either, even though it prevented stalling, making the game a bit more enjoyable to play. And it also wasn't the extended indicator showing a preview of the next two sets of Puyo to reduce guesswork and make planning chains a little easier.

Even though these were all great changes to the system in their own right, what really made the series as a whole start to take huge steps forward - what really made it surpass Tetris - was the mechanic of offsetting. Despite its importance, offsetting was a rather simple concept: if you have Nuisance Puyo ready to come down and mess up your board, all you had to do was set off a chain. Doing so would lessen the amount of Nuisance Puyo, and if your chain was strong enough or high in number, erase it altogether and even send more back to your opponent.

While simple, the impact of this mechanic was huge, and resulted in vastly different matches compared to the previous game. When two opponents of roughly equal skill level met in Puyo Puyo, the matches were about finding out who could make a five chain the fastest, since a five chain was always enough to completely bury your opponent's side in Nuisance Puyo, even if their board was clear. After that, it was just about stalling by any means necessary until it was over. Now it wasn't just about making chains faster anymore, but about using your sets of Puyo better than your opponent, having strategies to counter offensives at bad times, assessing the strength of your opponent's chain to see if it mattered and if yours was larger in size at a glance, and so on. With all these changes combined, the competitive side of the series really exploded, making Puyo Puyo Tsū one of the most popular entries.

The regular arcade mode also differs a bit from its predecessor in terms of progression. Instead of just going up a sequence of foes, you start at the base of a tower, each floor of it sectioned off with a series of opponents. A roulette dictates which foe you face, though it gets slower the longer it goes, so you at least have some degree of choice before it automatically stops. The only way to progress to the next floor is by earning enough points on the current floor. If you clear all the foes on a floor and don't have enough points, the game is actually kind enough to give you another opponent to fight, for a chance at moving on. If you beat that foe and somehow still don't have enough points, you just get a Game Over. You have a lot of foes to face on the first few floors, though, so this shouldn't be something that happens often until the later stages, where the number of foes decreases. A normal run through the arcade mode probably won't have you encounter every last foe on each floor, so it at least encourages some further replays to see everything the game has to offer. Since the drop speed of Puyo only increases with the amount of rounds and it's easy to have a small number of rounds to complete by gaining a lot of points, the game tends to be a little easier than the first one. However, in order to fight the true final boss, you have to go throughout the game without getting a Game Over, which is actually quite difficult, to say the least.

Unfortunately, the extended campaign comes at the cost of the fun cutscene interactions. Instead of having dialog between two characters like Puyo Puyo, there's just a short description of the character you're facing, which doesn't really let you get a feel for the characters, nor does it let you have fun with their dialog.

New characters

Lycanthrope

A lycanthrope. Not much to say other than the fact that he wears some casual clothing.

Scylla

Body of a dog, torso of a woman. She's apparently a kleptomaniac, though this trait isn't shown much in the Saturn and PlayStation ports.

Incubus

He considers himself a "ladies' man" (which is natural, seeing as he's an incubus), but fails horribly every time he encounters Arle, no matter what game. He has a tendency to speak in English: When you defeat him, he says "Oh my god".

Cockatrice

Instead of being the body of a dragon with the head of a rooster, it's just a body and head of a rooster - the only dragon part of him is his tail. The four-letter abbreviation of his name in battle is COOK, obviously to avoid profanity.

Will-o-wisp

A wisp that's so bright that Arle wears sunglasses around it. It doesn't make many appearances in later games, so you don't get to see what makes him special, if there is anything.

Trio the Banshee

A trio of banshees. They actually have pretty varied personalities and names to boot, though they pretty much act the same in the saturn and PlayStation ports.

Nomi

A flea - that's what "nomi" means, after all. An arrow always points to him since it's pretty difficult to see him otherwise, and he's quite easy to beat, since he's a flea and all. There's text above his head sometimes that means "in over his head".

Momomo

One of the merchants in this game (there's quite a few of them), who breaks the fourth wall and tries to sell Arle Puyo Puyo merchandise.

Baronett

A sheep that's also a tomato for some reason. The only thing she says is "meeeh".

Kid Zombie

A kid zombie, most likely related to Zombie. In the cutscene when you meet him, his entire head falls apart.

Seriri

A mermaid that's afraid that everyone will eat her due to hearing some rumor that eating a mermaid grants immortality. Her name changes around a bit - the game refers to her as Uroko Sakana Bito (which means scaly fish person), but the abbreviation when you fight her is MERM (for mermaid), and she's eventually called Seriri later.

Nohoho

The second merchant character, who has a love for curry. He sets an AI trend that never leaves the series, in which he'll stack Puyo to the sides of the screen as fast as possible. This can sometimes give him a set up for good chains, but it mostly just wastes time and gives you an advantage.

Cait Sith

Twin Siamese cats - a play on the term "Siamese Twins". Since they're twins, they always complete each other's sentences.

Fufufu

Instead of becoming a sweet dancer like the other fish, this one decided to become the third merchant. He says "fufufu" quite a bit - even though it's his name, it comes off as him attempting to be sinister.

Owlbear

The body of a bear combined with the head of an owl, who happens to be a friend of Seriri. There's not much that makes him stand out, though in a cutscene with him, he crashes headfirst into a pillar and makes it fall, not seeming fazed in the slightest.

Samurai Mole

A mole that decided to take up the title of a samurai. He's polite when you face him, and he uses samurai words in his scenes.

Parara

The last merchant. For some reason, even though you face him late in Expert mode, he doesn't rotate his Puyo at all.

Mamono

Mamono means "demon", so you can probably guess what this guy is. He's actually rather creepy and intimidating, though he does cry when he loses.

Dragon

It's just a dragon. There's really not much to say, and he doesn't have much character.

Since Compile once again cooperated with Sega for the arcade version, the Mega Drive port is the most true conversion. The only problem is that the quality of music and voices are reduced slightly. On top of that, whenever a character says a line, the music pauses. There is an option in the menu that allows the voices to be played during the music, but at a great expense to the quality of said voices.

Multiple ports came afterwards, which brought many changes and additions to the game. The PC Engine CD port is almost identical to the Mega Drive, but it lacks stage backgrounds and the animations aren't as fluent. It makes up for this with the usual voice acting, so the character descriptions are now read out aloud by a narrator.

The first Super Famicom version, Super Puyo Puyo Tsū, ups the ante by offering players multiple stages of play, varying in difficulty, and also doesn't suffer from the voice problem. Super Puyo Puyo Tsū has yet a few more additions under its belt, though; not only does it have practice mode, but it is the first game in the series to feature a four player mode, although it makes each player's field absolutely tiny. It also brings back the cutscenes, although due to the stage rotation in the standard single player mode, it's not as easy to get to see them all.

Super Puyo Puyo Tsū (Super Famicom)

The 32-bit ports had a lot of work done, including the story mode; now, characters talk before a battle, just like in the first game, with fully voiced lines and some expressive sprite work to go with it. The cutscenes are even different from the SNES port, surprisingly. This finally gives the numerous characters a chance to shine. Not only that, but these versions also finally give the title pun its meaning by introducing "Through" mode, where you go after every foe in the game one after the other. With more than thirty characters to face, it's a challenge, and rightfully so. This mode was also carried over to a second iteration on the Super Famicom, dubbed Super Puyo Puyo Tsū Remix.

Titled Pocket Puyo Puyo Tū, the Game Boy version seeks to improve upon the previous portable release. Not only does every puyo have a different shape, but also different patterns of lines dots. This game also removes the Puyos' characteristic eyes to save precious space. Unfortunately, it's a bit difficult to read the second pair of Puyo that are coming up next, but at least this time it's easier to tell them all apart from each other once they're on the grid. The game does support the Super Game Boy, and while this doesn't add any colors to the game, it allows two players to compete using a single cartridge on the SNES.

In order to accommodate for the handheld's lack of power, a few screens have gotten moved around. Most notably, the roulette is rearranged into a ring in earlier stages, making it a bit difficult to keep up with until it slows down considerably. It also gets rid of all the cutscenes seen in the Super Famicom or 32-bit versions. Thankfully, at least the "Through" mode from the later home versions is included. Finally, the music and sound quality is much improved; the music is even recognizable as what it's mimicking.

Pocket Puyo Puyo Tū includes the usual multiplayer and endless modes but the latter has changed a bit. It isn't simply the peaceful "clear puyo until you fail" mode; instead it introduces a hazard mechanic. Every few moments, a signal at the upper right corner of the screen informs you that there's an attack coming, the strength of said attack randomly ranging from low, medium, high, and great. After the timer on the notification runs down, Nuisance Puyo are added to your queue, and drop down if you're unable to offset them. This makes endless a much more difficult affair, and can certainly serve to quickly end a run. Things aren't all bad, however; Carbuncle and Big Puyo from the very first Puyo Puyo make a return. They both function the same way as they did on the MSX2, though you're unable to choose which one you'd like. In case this all seems like too much to handle, though, you're given the option to disable these features in the options.

This version also made it to the Neo Geo Pocket Color, which was released in North America and Europe as Puyo Pop, marking the first time the West got a Puyo game without it being tied into some other franchise. Although it may seem superior to the Game Boy version due to the fact that it features colors and voices, it comes at a bit of a price. The music quality is worse than on Game Boy, and turning on voices means that you're unable to hear any music at all.

All in all, even though the power of the system is reduced, Pocket Puyo Puyo Tsū manages to be a faithful port, doing its job much better than the previous title. It's worth checking out, if only for the endless mode changes.

Since it is the most iconic of the classic Puyo Puyo games, Tsū appeared on Volume 12 in the Sega Ages 2500 series for PlayStation 2. With the subtitle Perfect Set, it includes all content from the 32-bit versions, with the addition of all the puzzles from the two Game Gear Nazo Puyo releases and an editor to create your own puzzles. While the game runs in the PlayStation 2's 640x448 resolution, it doesn't use the pixel art from the PC-98 and Windows versions, but rather retouched upscales of the original low res graphics.

Puyo Puyo Tsū is also included in the Sega 3D Classics Vol 2 compilation for 3DS, with a lot of new setup options. So far only available in Japan, it will also be included on the North American release of the Sega 3D Classics Collection coming in April 2016, making the game finally available for Western players without a Neo Geo Pocket Color.

So, that's Puyo Puyo Tsū. It introduced a pretty solid set of new mechanics, many of which stayed with the series ever since. Puyo Puyo Tsū was a huge hit at the time of its release (the arcade release was an even bigger hit in Japan than the Street Fighter II), having sold tons upon tons of copies for any platform it was released on. Although it may seem a bit dated now since there have been tons of more additons to the series afterwards, it's still a fun game to play.

Quick Info:

Developer:

Publisher:

Designer:

  • Masamitsu Niitani

Genre:

Themes:


Puyo Puyo Tsū (Arcade)

Puyo Puyo Tsū (Arcade)

Puyo Puyo Tsū (Arcade)

Puyo Puyo Tsū (Arcade)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Puyo Puyo Tsū (PlayStation)

Pocket Puyo Tsū (Game Boy)

Pocket Puyo Tsū (Super Game Boy)


Comparison Screenshots


Additional Screenshots


<<< Prior Page

Next Page >>>

Page 1:
Introduction

Page 2:
Puyo Puyo

Page 3:
Puyo Puyo Tsū

Page 4:
Puyo Puyo SUN

Page 5:
Puyo Puyo~n

Page 6:
Nazo Puyo

Page 7:
Nazo Puyo (cont.)

Page 8:
Minna de Puyo Puyo
Puyo Puyo Fever
Puyo Puyo Fever 2

Page 9:
Puyo Puyo 15th Anniversary

Page 10:
Puyo Puyo BOX

Page 11:
Puyo Puyo 7
Puyo Puyo 20th Anniversary

Discuss on the Forums!

Back to the Index