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#puyo puyo 1991
modmamono · 8 months
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"All non-numbered Puyo Puyo games aren't mainline." No. Please hear me out.
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Someone pointed me to someone still perpetuating and you're reading the results of my reaction.
This isn't a call-out to anyone in particular, and I'm fully aware some reading this may've just been misinformed. To some it just flat-out doesn't apply. And others don't know what I'm talking about. By the end of it I hope I've made my point. And apologies if any of this is a bit too harsh.
Recommended that you read this with some passing familiarity in Puyo Puyo at minimum.
Context for those not in the know.
For over a decade there have been people who're adamant that only the numbered Puyo Puyo games count as mainline Puyo Puyo games.
Meaning there have been only 7 total mainline games to them:
Puyo Puyo (1991, 1992)
Puyo Puyo Tsu (1994)
Puyo Puyo Sun (1996)
Puyo Puyo~n (1999)
Puyo Puyo Fever (2003)
Puyo Puyo Fever 2 (2005)
Puyo Puyo 7 (2009)
[If you're confused, all these games have puns that make them phonetically numbered in Japanese or English even if they aren't on paper.]
That's 7 out of 16 games mainline games.
What are the mainline games?
(I'll be calling the numbered games by their number from now on for the sake of this blogpost and only this blogpost.)
Puyo Puyo (1991) | **Puyo Puyo 0**
Puyo Puyo (1992) | **Puyo Puyo 1**
Puyo Puyo Tsu (1994) | **Puyo Puyo 2**
Puyo Puyo Sun (1996) | **Puyo Puyo 3**
Puyo Puyo~n (1999) | **Puyo Puyo 4**
Puyo Puyo Box (2000)
Minna de Puyo Puyo (2001)
Puyo Puyo Fever (2003) | **Puyo Puyo 5**
Puyo Puyo Fever 2 (2005) | **Puyo Puyo 6**
Puyo Puyo! 15th Anniversary (2006)
Puyo Puyo 7 (2009) | **Puyo Puyo 7**
Puyo Puyo!! 20th Anniversary (2011)
Puyo Puyo Tetris (2014)
Puyo Puyo Chronicle (2016)
Puyo Puyo Champions (2018)
Puyo Puyo Tetris 2 (2020)
I will be arguing from this point of view. Though I will admit that I personally don't think games like Minna and Champions are very relevant. But that's irrelevant because I do think they are Mainline (and my reasoning isn't number-based).
Your mileage may vary though. But at least there are still more mainline ones than 7. This is what makes the most sense to me. But all I ask is you to either roll with this or hear me out. Not to take me as gospel.
What makes a mainline Puyo Puyo game?
I'd define a mainline Puyo Puyo games by a Player vs Player kind of experience. It's not even about the content as much as it is about the foundation.
All 16 games have that foundation. Puyo Puyo 0 might lack a lot of other stuff later games have, but it evolved a game later into Puyo Puyo 1. Making it mainline as well.
Also just because a game deviates a little from other games doesn't make it not mainline too.
Take Chronicle for example, while the main mode only has a single game board for a grand majority of its campaign, it still has a full-fledged PvP mode. Something you can't say of the Nazo Puyo games.
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[Edit: Canon ≠ Mainline.
I cut this originally, but it's clear to me I need to add this back in:
Games are more than their stories. These games do not have to be canon to one another to be mainline. For example, I don't consider Minna de Puyo Puyo canon. I do consider it mainline.
This is about the content the game offer you. Not the stories. Because Canon ≠ Mainline.
I knew people conflate those two. But I cut it because I made that clear in the section above.
The rest of this post has been untouched.]
Why does this matter?
A question best left for the end. But I'm tackling it now.
It matters because it's damaging.
If you think the only mainline count towards the story are the numbered 7. The last Puyo Puyo game that "mattered" is Puyo Puyo 7 in 2009...
It's 2023.
Why are you waiting on a new "mainline" game when we've been getting them for a while? I will get into why they are mainline now.
Why would you inform a newbie that over half of games don't matter? Am I missing something here? I'm willing to admit that maybe I'm tackling this uncharitably, but even charitably it still confuses me why one would do that.
The part of the post where try and make my cases as to why each Puyo Puyo game listed here is mainline.
(Please note that Puyo Nexus doesn't have a list of the amount of rules each game has on their respective pages. And I'm not counting endless modes as rules, even if they are. Regardless of my accuracy, it shouldn't deter from my point much as the rough idea will also get it across.)
1. Puyo Puyo 0 | Puyo Puyo (1991)
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Story: None Single-Player stages: (52 Nazo Puyo Puzzles) No. of rules: 1 PvP: 2-player (but not the main draw at the time) Playable characters: None
Some consider Puyo Puyo 0 a prototype of Puyo Puyo 1. I consider it a separate game. And thus the first game in the series. You'd be silly to not consider this game as mainline regardless of whether you think this is PP0 or the first version of PP1.
And the pieces are there. The main focus is Endless Puyo. But the PvP mode is there which became the main focus one game later where the series' appeal still lies.
But for now this is just the humble start of Puyo Puyo.
Interesting thing regarding this main series debate is that this game has Nazo Puyo. Only 2-and-a-half games have that mode in earnest, at least how it is here. Nazo Puyo is a spin-off. The games PC-98 Nazo Puyos, Nazo Puyo 1, 2, and 3, and Super Nazo Puyo 1 and 2 aren't mainline, but their DNA are directly from this game as Puyo Puyo 1's DNA is.
2. Puyo Puyo 1 | Puyo Puyo (1992)
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Story: Yes Single-Player stages: 13/16 Stages (Depends on the version you're playing.) No. of rules: 1 PvP: 2-player Playable characters: None
Ta-da! Puyo Puyo 1!
This is the game that put the series on track to how we know it now. 1v1 matches. Characters. Them each having their own AI. If Puyo Puyo 0 was the spine Puyo Puyo 1 is nearly every other bone in the body of Puyo Puyo. This is the baseline of what every other mainline Puyo Puyo game will be.
The 1v1 aspect of it was what made the game stand out, if you play a PvP Tetris-like game they owe Puyo Puyo 1 a lot.
That said, while I prefer PP1 over PP0, I wouldn't call it a perfect sequel to PP0. Outside of the Game Gear version there is no Nazo Puyo mode.
But as I said, Nazo Puyo spun-off into its own series. So that's not the biggest deal. I play PvP Puyo games for PvP and Nazo for Nazo. They could've had the two modes be joined in each entry forever, and they didn't. What can you do?
I'd go over what makes this game mainline, but it's a numbered game.
3. Puyo Puyo 2 | Puyo Puyo Tsu (1994)
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Story: Typically no. Depends on the version. Single-Player stages: 33 (but you're likely to fight waaaay less than that) (not counting tutorial fights like some versions have) (counted Satan and final Masked Satan as one.) No. of rules: 1 PvP: 2-player (4-Player on Super Famicom.) Playable characters: None
The standard Tsu rules are here!
I don't have to go into what makes this one mainline. Only that it has an atypical single-player progression for the series and that in most versions don't have much in the way of cutscenes.
This game did a lot for the series but didn't add much I'm now realizing.
4. Puyo Puyo 3 | Puyo Puyo Sun (1996)
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Story: Yes. Single-Player stages: 24 (26 if you count Carbuncle) No. of rules: 1 PvP: 2-player Playable characters: 16 (18 with cheats) (22 total on GBC [check])
It's the third game!
And it made a huge leap by adding a character select! This is such a huge deal we take it for granted now.
I don't need to make an argument in its favor.
5. Puyo Puyo 4 | Puyo Puyo~n (1999)
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Story: Yes. Single-Player stages: 16 (21 on PlayStation) (9-to-17 on GBC) No. of rules: 1* (2 on Nintendo 64) (* With several obstacles for a lack of a better term.) PvP: 4-player (2-Player on PlayStation and possibly GBC) Playable characters: 18 (23 on GBC)
It's Puyo Puyo 4! The slow one!
Another one I don't have to argue. It's numbered.
If you don't mind I'm skipping over the GBC version. Just know it's a different story. And based on Puyo Puyo Quest it's not the version that happened based on how Doppelganger Arle acts.
6. Puyo Puyo Box (2000)
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Story: Yes. Single-Player stages: "FUCK BOX' ENCOUNTER RATE ahem. Too many." ~A friend No. of rules: 5 PvP: 4-player Playable characters: None.
This is our first non-numbered game. But at the time is was as close to a Puyo Puyo 5 as you were gonna get seeing as this was Compile's last Puyo Puyo hurrah before SEGA took over the reigns the next year.
Let's give an overview of what this game has to offer:
An RPG mode. (I've seen enough people dismiss this game on that alone.)
Normal vs Puyo matches.
The 4 main rulesets of the previous numbered games.
Excavation Rules. (Something the does come back in some later titles.)
Like... Those middle two facts alone make this a valid mainline game. And that's twice as many modes as the N64 version of Puyo Puyo 4! Otherwise that's 5 times the amount of modes!
This is more Puyo then we've even gotten up until this point. And people call this a spin-off?
And have I've gotten into the fact you can mix-and-match rules? I can choose between PP1, 2, 3, and 4 rules, and my opponent can select something differently from me! THAT'S AWESOME! No other game has done that since. That's something you do when you wanna up the ante on the formula that's already there. That's not something relegated to a spin-off.
This game's mainline as hell.
This is the game where you find Schezo sleeping in a treasure chest.
7. Minna de Puyo Puyo (2001)
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Story: Yes. Single-Player stages: 20 (And if you do that twice more you get 16 more stages.) No. of rules: 1* (* With several obstacles for a lack of a better term.) PvP: 4-player Playable characters: 17
The true start to SEGA's run of Puyo Puyo.
Like this is easy: mainline. It's just several stages of Tsu rules. It has way more stages than any given Compile-made Puyo game.
It often gets dismissed in general. Like this only thing people remember this game for is "Stop". But it's on par, above par even.
I do consider the game non-relevant though. This game didn't leave much of an impact. You could say SEGA's run started with the next game and the only reason people will correct you is because this obscure GBA game actually started it.
8. Puyo Puyo 5 | Puyo Puyo Fever (2003)
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Story: Yes. Single-Player stages: 19 No. of rules: 3 PvP: 2-Player (8-Player on DS) Playable characters: 16
It's Puyo Puyo 5!
I'm not gonna go into this title much either.
It's a soft reboot (for now) in a new world with new characters. It's slightly above par with Puyo Puyo 3 in terms of content I wanna say.
Nobody is calling this game non-mainline and I'm not going to go against that grain.
Just know from now on, if you see this game as a soft reboot and a fresh start, no matter what other people will tell you, know that SEGA's continuity is way more solid than Compile's run ever was.
This is weird because the reputation, perhaps not at the time of writing anymore but for the longest time in the west at least, is that SEGA doesn't care about continuity but Compile did.
From Puyo Puyo 0 to Minna I skipped over a ton of games. They legit made too much they didn't bother keeping a continuity. From now on, with a few exceptions (namely Puyo Puyo!! Quest), the rest of the games I'll talk about in this post are the only Puyo Puyo games released. And they all happened, and there's no reset button.
There are a few instances like PP5's WakuWaku/HaraHara-course-either-or, 20th Anni's Arle, Schezo, Satan, and Rulue debacle, and the Schrödinger's canon that is all of 15th Anni. But otherwise, this is all pretty solid.
9. Puyo Puyo 6 | Puyo Puyo Fever 2 (2005)
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Story: Yes. Single-Player stages: 51 No. of rules: 3 PvP: 2-Player (8-Player on DS) Playable characters: 21
I have no idea what I seriously have to say about this game.
What I said about PP5 starts here in earnest. This is the first Puyo Puyo game that actually took lore seriously. And arguably took it the most seriously of any game. And not because later games tossed it aside, it's just that you can't pry into everyone's private lives like you can here or they don't have discussions about their lives like they do in 15th Anni. The lore this game established never went away.
So if I were to bet. This whole "only numbered games matter" thing revolves around this game. People got really invested in this game's story.
Have you met my friend?:
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The Crimson Spirit. (I'm calling him "Crimmy" for the sake of this post because we could all use a laugh.)
I'm gonna assume you know who he is and what his deal is.
Crimmy here is why I assume people think why SEGA doesn't care about lore. Because they introduced this guy, with a fleshed-out, fairly sympathetic, yet mysterious backstory. Yet they shelved this this guy afterwards. Like he had to return for a sequel.
I'll be honest. I don't think they had a long-term plan for Crimmy.
I know he's cool and a formidable opponent, like he's got style and bitchin' theme song.
But he's the setup to a joke in the game's story mode. Fever 2 is a pretty funny game. It's not out of the realm of possibility they made an elaborate backstory and a connection to the new kid Sig. Just to not do anything with it really.
Also, this is nothing new.
PP4's Doppelganger Arle never got a serious follow-up. We still don't know what she is.
PP5 had Popoi. He's in a similar boat to Crimmy. Only difference is there's no connection to anyone but Accord. Where are the demands that he gets elaboration? (He actually is given that but as of writing you statistically don't know about his tax collecting days.)
And later final boss figures actually got resolutions. 2 of which are arguably so easily solved it's a joke. Just like I think PP6's ending for Crimmy is.
I'm admitting to being a little dishonest here. Like Doppel's likely because of the soft rebooting (though I doubt they actually had a plan for her either) for example. Pick apart my logic all you like, doesn't change the fact Sig and Crimmy are popular and people feel like they're owed a follow-up.
I think that ship has sailed. If it was ever in the cards, it's not in the cards anymore. Because I doubt a Puyo Puyo 8 named Puyo Puyo 8 would give us the confrontation and follow-up you wanted. Because Puyo Puyo 7 sure didn't do it either.
Not that the Sig and Crimmy thing was ever forgotten. We'll keep getting drip-feed Sig and Crimmy lore. Aside from Chronicle (I think) and Champions (no duh) Crimmy does have his thumbprint in the story in some fashion (Quest especially).
I forgot if I ever had a point. But I will say that I find it silly this "only numbered games matter" thing only really hinges on this game it seems.
Because as I said, this is the first mainline Puyo Puyo game to take lore seriously. 1 out of the 6/9 games so far focuses on the lore.
Puyo Puyo 1 to 5 were self-contained episodes with reoccurring characters. Why would Puyo Puyo 6 be any different?
Not that I fault anyone for wanting a follow-up. I don't. It's just that I don't think they thought ahead Fever 2 when making Fever 2, and the next game just didn't focus on them. Or the game after that.
(Also both Sig and Crimmy are so popular, them actually squaring off might not be what you actually want. Might result in at least one getting eliminated, or a major status quo change for both. Becareful what you wish for.)
Unrelated but if I may be über pedantic:
Puyos 2 to 5 all had puns based on its the number it's on.
Puyo Puyo 5, or its proper name "Puyo Puyo Fever", is a pun on the number 5 in Japan and the new Fever mechanic.
Puyo Puyo 6's proper name is "Puyo Puyo Fever 2" or sometimes "Fever Chuu". Chuu isn't a pun on 6 at all.
Puyo Puyo Fever 2 is logically called Puyo Puyo 5-2.
And I don't care if it's officially the 6th one, or that its working title is Puyo Puyo 6, or that the game's marketing made 6 puns. Because Puyo Puyo 5-2 is a valid pun you could make. It is the sequel to a soft reboot in the same world after all.
And given there's only one game between "Puyo Puyo 5-2" and Puyo Puyo 7. Why don't people see 15th Anniversary as Puyo Puyo 6?
I wouldn't want that, and this is so arbitrary but so is the whole "only numbered games matter" thing anyways. Especially with the stuff we know about the games now we didn't know prior to the boom of new fans this fanbase has gotten with PPT1 releasing in the west.
10. Puyo Puyo! 15th Anniversary (2006)
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Story: Yes. Single-Player stages: 176 No. of rules: 12 PvP: 4-Player (8-Player on DS) Playable characters: 22
Hey, look! Why isn't this considered Puyo Puyo 6?
Look. I get it why this one isn't considered mainline to some people.
This is a tournament game. 22 playable characters, and only 1 could be the winner. So it's easy to dismiss this game as if didn't happen.
Except Puyo Puyo 7 and 20th Anni especially do make it clear a lot of 15th happened. Just not how we saw it.
And this game is the explanation why Satan, Schezo, Rulue, etc. are in Primp now.
This game is also important because it retroactively turns Puyo Puyo 5 from a clean-slate soft reboot to an overall soft reboot. With all the returning characters. Which only means so much since so far this series has been episodic one game's story doesn't lead into the other.
Until this game that is. Since there are a lot of call-backs and elaborations from older games. Of all games 15th Anniversary is the only game that rivals Puyo Puyo 6 in how much lore there is.
As I've said in the PP5 section, SEGA's run has a more solid continuity. And it really begins to show itself here.
Also this is the most content a Puyo Puyo game has ever gotten up until this point, it overshadows the next game even.
No spin-off in the same genre with the same cast should have more content than a mainline entry.
Spin-offs tend to focus on a different cast (like how Dynasty Warriors spin-offs like Samurai Warriors are cut from the same cloth, but it focuses on a completely different cast in a different country), or they focus on a completely different genre (look at any given Mario or Sonic Spin-off that isn't a platformer).
Same genre (same formula even), same cast.
11. Puyo Puyo 7 (2009)
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Story: Yes. Single-Player stages: 22 (47 if you count alternate scenarios) No. of rules: 5 PvP: 4-Player (8-Player on DS) Playable characters: 19
I'll cut to the chase, why is Puyo Puyo 7 held in such high importance to some people?
Besides PP4 and Minna, PP7 has to be the least-liked game by default. It does nothing with what people want out of a PP5-3. Yet this game counts as a real Puyo Puyo game while 15th and 20th don't?? You've noticed how much PP7 offers to the table, right?
I don't wanna go over why PP7 is the way it is. That's a story for another blogpost I don't wanna make because I'm not a historian.
Puyo Puyo 7 gets a ton of flack for not being as feature-rich as the game before or after it. But in terms of content I'd say it's pretty on par, if not higher than most numbered games. Something it doesn't get credit for. It's just that PP6 and 15th outdid it. PP7 is only really a bad deal because 15th Anniversary came before it on the same consoles.
It's one of the least-liked games. Yet people place this much importance on it. Sure it changed Puyo Puyo forever with the characters it introduced. The next game is a sequel to this game. But I don't know why the only game with Ringo and friends that counts is the one where they aren't fleshed out.
I'm not sure yet if anyone that still believes/believes the numbers nonsense is still reading. But would you even care about Puyo Puyo 7 if didn't have a number? Be honest with yourself. The answers will vary but I'm saying a lot people would say no. Because a lot of people frankly don't care for it now (and that's okay).
Because in the lens that only the numbered games count, this isn't a very satisfying game to go out on. Last episode, new character takes the lead. If you think every game after this isn't canon, what's the point of Ringo?
Genuine question: If you believe only the numbered games count. Would you take the opportunity to strip Puyo Puyo 7 of its 7?
I'm willing to bet a good amount of people will do that. As I said, this isn't a continuation of what people wanted from PP6 and 15th.
Also if we got a Puyo Puyo 8 right after 7, it would probably follow up on the new cast introduced in Puyo Puyo 7. Because why leave them hanging and undeveloped? Characters introduced in Puyo 5 didn't get fleshed out until Puyo 6. Good chances that the next game would've done that.
And surprise! The next game, 20th Anniversary, is that exact game!
In some alternate timeline where SEGA made a poor marketing decision, I'm convinced 20th Anniversary is called Puyo Puyo 8.
But it probably never was actually considered because look at this:
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It was successful. But it also wasn't that liked. Puyo Puyo 7 kinda poisoned the prestige of a numbered Puyo Puyo game.
Combine that with how I think the western Puyo Puyo fans talk about this game more dismissively than anything...
Since then we've had 5 games that fleshed out Ringo and her friends and everyone else has been developed since which people have grown attached to. I cannot live in a world where Schezo isn't an old man yelling at kids to get off his lawn.
To turn back the clock back to the end of PP7 to make Puyo Puyo 8 is a horrible idea.
Have you met my friend?:
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Ecolo.
Regardless of what you think of him. Going back PP8 as if 20th, PPT1&2, and Chronicle didn't happen is a bad idea for this fella alone.
If we went back and did a PP8 like that, all the games between 7 and now still happened. Even if they didn't happen in-universe they still definitely did in ours'. And in our universe, people like Ecolo. Thus it would make sense to have him back in PP8.
But unless they make use of the fact Ecolo can just ignore space/time it wouldn't be the same Ecolo.
In PP7 Ecolo didn't reform, frankly he was a very terrible person.
But after he bumped his head in 20th Anni he reformed and became a part of the regular cast that way. That is the story of 20th Anniversary.
This, in all likelihood, would be the story of PP8 too! Would you really want two games about Ecolo reforming? We have 20th Anniversary for that. If we did a redo in that PP8 we'd have an Ecolo reformation plot + erased canon. You will piss people off. AND it'll be pointless.
And if you think 20th Anni doesn't matter to the canon. PP7 sure thinks the "Spin-off" released before it sure mattered:
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(The first 15th Anni reference in a Puyo game after it.)
Admittingly, I have heard that the original Japanese didn't mention the tournament (the one from 15th). But that's the first time Amitie and Satan met, it's the only thing it could refer to here since it's talking about behavior which is what their interaction was about. And this language they use implies they haven't really encountered each other much or if at all since 15th Anniversary.
If a "spin-off" like 15th Anniversary matters to "mainline" game Puyo Puyo 7 why wouldn't 20th Anni or literally any other Puyo games afterwards? They take about as much effort to make give or take.
For the record, I really like Puyo Puyo 7. It makes me happy and genuinely enlightened me, no joke. Not because that game's unbelievable though. Don't expect it to enlighten you.
12. Puyo Puyo!! 20th Anniversary (2011)
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Story: Yes. Single-Player stages: 200 No. of rules: 21 PvP: 4-Player (8-Player on DS) Playable characters: 30
Hey look! It's Puyo Puyo 8! It's Puyo Puyo 7's sequel! This game wouldn't make sense if Puyo Puyo 7 didn't happen. This game is more of a sequel to PP7 than PP6 even was to PP5 or any game prior to that for that matter.
There are so many nods to past games I'm not even gonna bring them up it's too much. But one of those games is 15th, with follow-up interactions or call-backs of stuff that happened in that game. It did happen, just not in any of the 22 ways we saw it happen. A lot probably didn't even happen on the tournament stage but in the back rooms.
I already blew my load why this game and the others are mainline in the PP7 section so I don't have much more to say. The games post-PP6 and sometimes 15th and PP7 have the stigma that it's like a cartoon with a reset button. But 20th isn't like that. No game starting with PP5 has been like that.
13. Puyo Puyo Tetris (2014)
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Story: Yes. Single-Player stages: 70 (100 total if you include DLC.) (Do note not nearly that much stages with story content.) No. of rules: 5 PvP: 4-Player Playable characters: 24
Everything I have to say about this game has been covered in the PP7 and if not I'll cover it in the PPT2 section.
This is the first game with a reformed Ecolo though. He acts the part. Still a brat.
Also just because it's a crossover doesn't mean it isn't canon. They just legally can't acknowledge the game happened in other non-Tetris crossovers is all.
14. Puyo Puyo Chronicle (2016)
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Story: Yes. Single-Player stages: RPG mode. 24 mandatory bosses, a bunch of other bosses, and a whole ton of regular encounters. No. of rules: 18 PvP: 4-Player Playable characters: 24 (+ too many to bother listing in RPG mode.)
Similar to Puyo Puyo Tetris 1, I plan to save most of my talk about this game until Puyo Puyo Tetris 2. I wonder how much of a surprise that is.
But yeah this game's mainline.
Have you met my friend?:
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Her name is Ally.
It took Ally a while, but I'd say she's part of the main cast by now.
She's sticking around.
And for the validity of the game. Just because it has an RPG mode doesn't disqualify it being a main game. Regardless of the quality of the story.
If that disqualifies that game I'm gonna disqualify PP6's as a mainline game since it has more emphasis on world-building. That's an arbitrary thing to base things off of too.
15. Puyo Puyo Champions (2018)
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Story: No. Single-Player stages: 50 Hidden Nazo Puzzles. No. of rules: 2 PvP: 4-Player Playable characters: 27
It's main game. I'd rather not count it, but despite the lack of a story and merely two modes, it fits the bill.
Interestingly this is the first mainline game with Nazo Puyo modes since PP1 on Game Gear. And making it the first Nazo Puyo period since the mid-90s. You just gotta suffer through too many mindless, borderline-useless tutorial drills to get to play them.
Side-note: It's really funny to me that Puyo Puyo 0, the first game and the only other game to have Nazo Puyo, has more Nazo Puzzles than Champions.
Like this game's weird. I'm not sure I can properly defend it like the other games. And I hope you understand why. To me it barely qualifies.
16. Puyo Puyo Tetris 2 (2020)
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Story: Yes. Single-Player stages: 92 No. of rules: 6 PvP: 8-Player (?) Playable characters: 28 (40 with DLC)
Puyo Puyo Tetris 1, 2, and Chronicle are the most interconnected the games have ever been. Puyo Puyo Tetris 2 does not work if Puyo Puyo Tetris 1 didn't happen. This is the most sequel a Puyo Puyo story has been. Even more than 20th was to PP7.
It's also a showcase of how much continuity still matters in Puyo Puyo because of Ex and the people that helped him Squares got pissed and wanted to destroy them. That's the most direct cause and effect between games.
Any dimensional rules they established in PPT1 and 2 apply to Chronicle retroactively as well. They even reference the fact Chronicle happened. There's the full Ally chapter. But even as early as Stage 2-P1 there's this:
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"this stuff" refers to Skill Battle Rule. Introduced in Chronicle and before Puyo Puyo Tetris 2 ONLY in Chronicle. It's just locked in Arle's subconscious right now.
Chronicle happened. As did this game. And as did Puyo Puyo Tetris 1 as it's connected to 20th Anni. 20th Anni as established is the true Puyo Puyo 8 and thus a sequel to Puyo Puyo 7. Puyo Puyo 7, a numbered game, says 15th Anni is canon so why shouldn't the game past Puyo Puyo 7? Of course Puyos 1-6 happened too. And PP0 is the bedrock. [Cronicle also mentioned Puyo Puyo Box.]
Gameplay-wise you could prefer a certain thing one game has over another. All these games will give you what'd you want out of a Puyo Puyo game. If you visited your fellow Puyo Puyo fan's house to play some Puyo Puyo and for some reason, all they had was 2 copies of Minna, 2 GBAs, and a link cable for some reason, are you gonna complain? Doesn't matter what you think of the gamefeel, it's still Puyo Puyo, it services VS Puyo Puyo matches like PP 0 to 7 would. Just like Box, 15th, 20th, Tetris 1&2, and Champions do.
It's what the single-player Nazo Puyo doesn't deliver. It's what Madou Monogatari doesn't deliver. But these 16 games deliver it. They are mainline games. Even if they don't have a number.
So why tell people that the majority of these games are lesser?
Regardless if you mean to imply that or not, that is what you're implying. Why would you imply that? You like Puyo Puyo right? Wouldn't you want others to like Puyo Puyo?
I find this rich because 4 and 7 are the least favorites and numbered. Meanwhile 15th and 20th give you more bang for your buck and are way more liked by people.
And not for nothing, but aside from PP6 the numbered games are fairly nothing games. You beat them but unless you wanna improve yourself you're done with the game in 13 to 20-ish stages.
The non-numbered games except for Minna and Champions has a lot more to offer than the numbered games.
And this isn't new. A lot of franchises stop numbering their games.
Sly Cooper has 4 games but the 4th isn't numbered. But unless it gets retconned it's canon and mainline.
Ratchet & Clank games were numbered 1 to 3 in Europe, but a large majority are both canon and mainline.
Super Mario Bros. is a series that stopped numbering. Super Mario World is SMB4 in Japan, but we don't have a number. And I would look crazy if I told you that game wasn't mainline. Is the upcoming Super Mario Wonder not mainline because it's not numbered?
I could go on.
The difference is that Puyo Puyo counted higher than those franchises ever did.
My conclusion I guess?
This overblown importance on number is a lazy shortcut to deeming what's canon or not. And a relic of a time when the western fans could barely play any of the games in English legally or not.
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(Thanks to @nenilein and Fred for helping to keep focus.)
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blastoisemonster · 3 months
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Sanrio Carnival
Second game I got from Novegro is a freaking Hello Kitty title. Never in my life I would have expected to come back home with Hello Kitty among my convention loot, but it was there for cheap and I figured it was better collecting these kind of games this way instead of also suffering shipping costs for them.
The minimal-styled white cat needs no introduction: designed by Yuko Shimizu for the Sanrio corporation in 1974, Hello Kitty has been an icon for worldwide kawaii culture since then and a fan favourite among children and adults alike, becoming a fixed appeareance in pop culture. Her most remarkable feature is getting her face plastered on anything mankind has ever produced; if an item exists, there's an Hello Kitty branded version of it. No need for me to delve further into the topic, since there's also a plethora of Hello Kitty Game Boy games and eventually, as I collect more titles, I'll come back talking about her sometime in the future. In reality, I hold no grudge against Sanrio characters in general. Really, they're adorable and I am known for liking cute stuff: Badtz-Maru is definitely my favourite in the bunch and I owned- correction, I still own Ahiru No Pekkle branded stationery (which, by the way, has major kidcore vibes. It's amazing). The big flaw here is that I think all minor, secondary or supporting characters Sanrio creates for the Hello Kitty brand look far more interesting than the protagonist who needs to be bland and empty to fullfill the role of "pop culture icon". While others have distinct personalities and attitudes, Kitty needs to be just a face, a signature, a stamp to be placed on items, nothing more. I know there's several anime series trying to give her a family or a story and a setting, but at that point it's just uncanny. It's sorta like watching a cartoon of the Dolce&Gabbana logo coming to life.
Setting my rant aside, the subject of this post is Sanrio Carnival, a classic GB game distribuited by Character Soft in 1991. It appears to be, along with its NES counterpart of 1990, the first title featuring the kitten at least on Nintendo consoles. Unfortunately, searching up info about older Sanrio games is a confusing task as most dedicated sites do not even bother to list them prior to the DS and GameCube era. The game itself, however, is not confusing at all: right after the title screen from where we can choose to play single or multiplayer via Link Cable we're sent to an option screen and then to the actual game- which is a Puyo Puyo clone. Nothing more, nothing less. Icons depicting Sanrio charas fall from the top of the screen in couples and the player can rotate and move them with controls; once three of the same are paired, they disappear.
While it's hard to write anything more about the game itself, I can say that ironically this is the best I got from the Novegro batch o.o I randomly picked all four titles only assuring myself I was getting actual japanese exclusives with no western distribution; I ended up with a text-heavy RPG and two RTS, while Sanrio Carnival is just a simple puzzle game. Granted, it has nothing on Dr.Mario or Tetris, but it's immediate to pick up and it fills the purpose of killing your time if you're a kid in a road trip or waiting in some office. It does its job. Sanrio Carnival is just a simple puzzler, yet it's everything you'd expect about an early title featuring fashion icons.
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Voice claim time! Ft. the Monarchs
Emperor: Satan (Puyo Puyo 1991, dub voice preferred.)
Prince: Alphonse Elric (Fullmetal Alchemist: Brotherhood, specifically his young voice)
N-Pacer: Melady (Fire Emblem: The Binding Blade)
Squidkid Jr.: Natsuhiko Hyuga (Toilet-Bound Hanako-kun)
Laceless: Edward Elric (also Fullmetal Alchemist: Brotherhood)
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44gamez · 2 months
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Ufouria: The Saga 2 Review (Switch)
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Captured on Nintendo Swap (Docked) That is, for lack of a greater descriptor, charming; a rekindling of an IP and a platforming vibe not seen rendered in such genuine vogue for a while. Ufouria: The Saga 2’s simplicity is to its credit score, retaining it actual to the supply materials and the huge catalogue of motion platform video games that knowledgeable a lot of the Nintendo Leisure System’s '80s rule. The unique Ufouria: The Saga was launched for the Famicom in 1991 and on the NES in Europe in 1992. It was Sunsoft’s bid to create a band of mascots, with the intention of putting the characters in a sequence of video games, every utilising a distinct style. Sunsoft made respectable headway with this plan. Those that bear in mind the gray import scene of the '90s may bear in mind Hebereke’s Popoon for the Tremendous Nintendo, a Puyo Puyo-esque puzzle recreation that popped with cutesy characters and vibrant gelatine blobs.
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Captured on Nintendo Swap (Handheld/Undocked) Sunsoft created a full sequence of Hebereke video games that appeared on most '90s consoles, from Wonderswan to PlayStation, with solely the Neo Geo instalment in the end getting cancelled. The corporate's solely failing was with the range of genres it had envisioned, with most entries being puzzle-based. Quick ahead to 2024 and Hebe’s wacky world and band of zany buddies are again at it in Ufouria: The Saga 2, a title that means a direct sequel. In Japan it’s merely often known as Hebereke 2 — ‘Hebereke’, by the way, being a play on phrases which means intoxicated or dishonest. Ufouria: The Saga 2’s visible design is that of blended textiles, recalling the likes of Yoshi's Story on the Nintendo 64. Felt timber, paper grain skies, and perler bead textual content home windows. It’s a recent, pastel mixture of hues, with an upbeat, childlike visible disposition: enticing with out being overbearing. You start your journey as Hebe atop your treetop house, tasked with dispatching an enemy often known as Bumyon who's littering the world with a poisonous purple agent. Hebe initially ventures out left to the Ufouria fields, encountering his pal O-Chan, reworked and crazed by Bumyon's purple slime. After a short battle, O-Chan is freed and joins your workforce, bringing in regards to the means to swim.
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Captured on Nintendo Swap (Handheld/Undocked) That is the premise for the way Ufouria: The Saga 2 features. It makes use of a particularly gentle, unashamedly stripped-back Metroid-style construction, whereby areas you discover inaccessible require you to seek out and win again buddies with talents of lengthy leaping, diving, and so forth. When you purchase a brand new pal, they’re quick-swapped with a faucet of the shoulder button, permitting you to cycle your toolkit on the fly. Having them be a part of you, nevertheless, isn’t fairly as simple as profitable a battle. Hebe’s house acts as a hub on the map, and when you free one among your folks they stand by the merchandising machine on the lookout for a selected merchandise — an merchandise that received’t change into obtainable till you accrue a sure variety of particular objects often known as Utsu-cans, dotted across the panorama. Economic system performs a big half in how a lot of Ufouria: The Saga 2 slots into place. There are cash all over the place, straightforward to brush up as you soar, butt slam, and fling popoons — Hebe’s stun blobs — at varied roaming enemies. Dispatch a boss and hitch a experience again house, and also you financial institution these cash. The merchandising machines close by boss lairs often maintain health-increasing elixirs, however the one at Hebe’s abode provides everlasting power-ups: a number of popoons, most life will increase, the power to crouch, and so forth. Some throw out objects in key areas like bouncy springs for reaching beforehand out-of-reach areas, and mine carts for thrilling cave traversals.
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Captured on Nintendo Swap (Handheld/Undocked) These components all work in concord. Including buddies to your workforce, powering up your base properties, after which revisiting areas to entry new zones is a easy course of. And a straightforward one. One of the simplest ways to explain Ufouria: The Saga 2 is stress-free and barely taxing. One of many smartest features of its design is the way in which by which, upon revisiting areas with new talents, the layouts change to change into tougher. But it surely stays, at greatest, reasonable, a minimum of till you strategy the tip of the sport the place good character swapping and reflex ability turns into extra urgent. Being leisurely, although, isn’t a fault, however relatively the intention. It may be fairly a bit simpler than the 1991 authentic — particularly the more durable European model — however, due to intelligent and considerate meeting, stays very pleasing to romp by means of. The world is shiny and enjoyable, wacky and inimitable, and textual content exchanges deliver spirit to a band of Sunsoft buddies hailing from a less complicated time. The way in which Ufouria’s world broadens is pacy sufficient to remain participating, and assembling your crew and buying vended trinkets and power-ups performs on that age-old, Nintendo-perfected artwork of constant reward. There’s at all times one thing new simply across the nook, both to be seen or had, and that’s what retains you taking part in.
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Captured on Nintendo Swap (Docked) On the identical time, its simplistic nature will probably be a bit of too threadbare for some. Whereas augmented in some ways to attraction to fashionable audiences, most clearly with its merchandising machine catalogue, it’s nonetheless a really '90s recreation. You fling blobs to stun enemies that drop poop, roam round, and butt-bounce them out of existence, and that’s largely the breadth of the motion. You hop from platform to platform, sometimes climbing up a sticky strand to succeed in a coin chest, after which pop again right down to proceed your journey. Bosses are far too straightforward and samey for almost all of the journey, and will have used extra invention. Even one of many authentic Ufouria’s earliest bosses required you to move stomp him to have him spit a usable projectile into the play discipline, however right here it’s only a case of flinging a popoon to quickly dispel the purple muck, and head stomp. Repeat 3 times and it’s rapidly over. This format doesn’t change till some time in whereby a bouncy spring is added to barely alter the engagement.
Conclusion
Should you’re a fan of ’90s motion platform video games, there’s one thing mildly magical about this. Ufouria 2’s sunny world of papercraft and textile-built equipment is endearing and enjoyable. Its playfulness and zanier components extra recall the period of the Tremendous Nintendo than the NES, and its laid-back strategy to linear Metroid-style adventuring is plainly enjoyable. It doesn’t ask a lot from you besides to get pleasure from a bit of exploration, a really reasonable quantity of backtracking by means of very brief zones, and an undemanding activity of coin amassing as you go. However its reward cycle has an addictive high quality, if little else. It’s not going to fulfil everybody’s needs, and its ease may really feel underwhelming to some, however these on the lookout for a brand new journey in a really 16-bit vogue will really feel nicely served. Source link Read the full article
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gmlocg · 7 months
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460.) Puyo Puyo
Release: October 25th, 1991 | GGF: Arcade, Puzzle | Developer(s): Compile Corporation, CRI Middleware Co., Ltd., Lavastorm, Tokuma Shoten Intermedia Inc., Winkysoft | Publisher(s): Compile Corporation, Banpresto Co., Ltd., Bothtec, CRI Middleware Co., Ltd., NEC Avenue Ltd., SPS, Tokuma Shoten Intermedia Inc. | Platform(s): Famicom Disk System/NES (1991), MSX (1991), Arcade (1992), Genesis (1992), Family Computer (1993), Game Gear (1993), PC-98 (1993), Super Famicom (1993), FM Towns (1994), Game Boy (1994), Sharp X86000 (1994), TurboGrafx CD (1994), Windows 3.x (1995), Macintosh (1996), Windows (1996), Mobile (2003), Nintendo DS (2004), Wii (2006), Nintendo 3DS (2013), Nintendo Switch (2019)
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vincentspork · 2 years
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I bought two volumes of Mizutama Keinojo’s comics for Famitsu magazine off of mercari months ago. All in all, it’s almost 400 comics, give or take, covering a whole slew of new game releases from 1991 to 1999 (and a brief laser-focus on the Sailor Moon anime, which was brand-new at that time). It’s a really neat look at the titles that were highly anticipated in that window of time - a lot of predictable big titles such as Final Fantasy VII, the original Sonic, Madou Monogatari (and the inception of the Puyo series) Atelier, Castlevania, Fatal Fury, Zelda, and Street Fighter, but also some more obscure games that didn’t make it outside of Japan such as Princess Crown, the Athena series, Segare Ijiri, and a whole slew of games that have fallen through the cracks in the thirty years since their release.
Mizutama Keinojo was also in charge of artwork for the radio drama series (and eventual Playstation game) Kasei Monogatari, or Mars Story, which was helmed by Sakura Wars and Fear East of Eden creator Oji Hiroi. Here, she contributed two original comics for Mars Story’s release, featuring the cast of the game.
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puyopreservation · 4 years
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The full artwork from the cover art of Puyo Puyo (1991) on the MSX2 on the COMPILE GALLERY 123 〜ぷよぷよーそして魔導物語へ〜 CD-ROM. (Though it likely had more uses than that.) Also the sole MSX artwork on the disc.
Puyo Puyo (1991) MSX2 cover art:
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goodmusc · 6 years
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Daily Rockin’ Video Game Music Day 5 :
Final of Puyo Puyo (Final Stage) - Puyo Puyo (1991)
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moonsidesong · 3 years
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Puyo Puyo was released on Famicom Disk System and MSX2 on this day 30 years ago! It’s grown quite a bit since then, don’t you think?
[10/25/1991]
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sinsation23 · 7 years
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modmamono · 3 months
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No, Puyo Puyo wasn't made cute from Madou Monogatari:
youtube
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klug · 3 years
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ok im gonna pester you about puyo. i dont know anything about puyo! give me some info on a few of your faves! and where i would start to check out puyo and see what its all about!! >:3c
oh my god THIS IS LIKE SOMETHING I'VE BEEN WORKING ON ON THE SIDE... because people do like..write beginner's guides on how to get into the series but the Language Barrier is kind of fucking insane. I've been into it for a long time and even I'm not sure about everything, mostly because a lot of extra materials, esp. older stuff, isn't...actually translated
The TL;DR version of the series' history is that it started as a Japanese dungeon-crawler called"Madou Monogatari" (or Sorcery Saga in English) for like personal computers developed by Compile. Not many of these games are patched into English, but there are a few! Which you can find here. They're actually really fun and super retro so I do recommend checking out the patched stuff. So...since this was successful, the developers made an action-puzzle spin-off, akin to Tetris, of this dungeon crawler which...ended up far, far, far, surpassing the original series' popularity. That was Puyo Puyo.
After some financial mishandlings on Compile's end, the property got bought by SEGA and this is probably where most people recognize it because of the unique art style:
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Anyway, it's a puzzle game franchise now with a pretty strong Japanese competitive scene (video is in Japanese but you can get an idea of the gameplay from this)
IMO...knowing where to start is...hard. I started with Puyo Fever, the fifth game in the series, when I was a kid because it was localized outside of Japan. I do recommend this if you want a feel for the series' humor? It's very short! Feels VERY much like a game you'd find in an arcade, right down to the cheesy voice acting.
That said, the actual "first game" in the series is, well, "Puyo Puyo" which was released in 1991. The current "competitive" meta is based on the sequel. And it's been largely unchanged since then.
I think the most beginner-friendly games are as follows:
- Puyo POP for GBA (has an English version)
- Puyo Puyo Fever (has an English version as mentioned above)
- Puyo Puyo Tetris 1 and 2* (these both have English versions and are multiplatform) *I recommend these with some caution, as the title implies these are crossovers between Puyo and Tetris and introduces a lot of characters exclusive to "Tetris" due to copyright. They're continuous with one another (and with the main series imo) but you can watch the story of Tetris 1 on YouTube and pick up Tetris 2 if the spirit moves you. These should all have ROMs available online, at least the first two.
I can't write too much in this post without getting EXTREMELYYYY long-winded and I've already failed at keeping this concise, but you can send me more questions about this LOL it's my favorite series considering that I (try) to help with translating the games with some amazing translators on this blog.
I'll close this off with my favorite characters:
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Strange Klug who is my poor little fucking meow meow who is everything to me and I feel bad for her all the time (she's a guy in canon but she is a trans girl in my heart). She's a demon who was sealed in that book to the left of her because of a sick prank someone played on her. She is usually stuck in there, but can be unsealed under the right circumstances (usually by Klug,who is coming up, because of course) She's my...favorite villain. Embarrassingly. Unfortunately her lore has been shelved since her debut in 2015, so any appearances she's made since then are fanservice :"D.
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Klug, who is my blog's accursed namesake (as well as my own, sometimes) he's a student who loves dark magic and well...unsealed a demon because he thought it'd bring him power. He's stupid, screechy, does anything to inflate his ego, and is probably one of my favorite characters to think about in the franchise.He hasn't really been relevant for a while and is mostly a background, supporting character, but I still like him lol
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And then, not necessarily my favorite but she IS essentially the series mascot: Arle Nadja. She's a 16-year old mage who originated as a protagonist in Madou Monogatari. In those games she crawled through dungeons, fought monsters and devils, fought off Satan multiple times, and is generally just trying to chill with her BFF (bunny friend forever) Carbuncle and find something delicious to eat on their adventures.
She's probably one of my favorite fictional characters Just in General for just subverting a lot of RPG tropes like being a mage rather than a fighter, being a girl (this is a big one), and always managing to fight off her Baited Love Interests (also a big one. acearo Arle ftw) lol. She's toned down a LOT in her current iteration so she comes off as a bit bland, but she's still a fun straight man whenever she gets stuck with her friend group
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sorcery-saga · 4 years
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Madou Monogatari 1-2-3 (1990, 1991) - The Return of the Magic Girl Part 2 (PC-9801)
Originally played in the opening cutscene for Episode II, this song would later be known as Brave of Puyo Puyo in the Puyo Puyo series.
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Voice claim time? Ft. those yellow greens.
Rider: Tabi (Friday Night Funkin', specifically the Vs Ex mod (Ex as in ex-boyfriend, minus the accent)
Stealth: Schezo Wegey (Puyo Puyo 1991, dub voice preferred)
Blazer: Lilith (Fire Emblem: Fates)
Bamboo: Maki Harukawa (New Danganronpa V3: Killing Harmony)
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bukitanukiart · 4 years
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Puyo Puyo and Madou Monogatari Timeline + Translation Patches
so me and @benderped​ have been looking to play all the Madou and Puyo games in the order of its timeline so we put the games in its rough order. (also going to start streaming it at some point so a post will be made in the future)  Games like DA! Or the OG Nazo Puyo aren’t included because there isn’t even any story.
In this list I’ve added all links to the currently finished or beta translation patches I could find along with the release year, first system and a few brief messages about each game. I wont supply R*Ms in this post but maybe PM me and we could discuss why I “wont” ;) 
I am missing a couple of copies of some games so if you know where one R*M might be, please wither let me know that one exists out there and I’ll go and look for it, or PM me. also if you know of any team that is currently working on any patches that I can add to this list let me know as well!
I’m also going to tag some puyo blogs that I know (shameless I know)  because I do want to share this info on Madou and Puyo and get more people into it, if your taged and want to be removed just Pm me, I totally understand!  Full timeline is under the cut!
Bolded = important/main story line
Unbolded ones are just side story stuff that’s probably canon (some more than others) but just not that super important
Links are to Translation Patches
Legend
* A copy has been found but no translation
X No copy has been found and no translation
A translation and copy have been found
Games like DA! Or the og nazo puyo aren’t included because there isn’t even any story
Bolded = important/main storyline
Unbolded ones are just side story stuff that’s probably canon (some more than others) but just not that super important
Links are to Translations; I will NOT be supplying links to roms or such
Highlights-
A copy has been found but no translation
No copy has been found and no translation
A translation and copy have been found
  Games like DA! Or the og nazo puyo aren’t included because there isn’t even any story
Bolded = important/main storyline
Unbolded ones are just side story stuff that’s probably canon (some more than others) but just not that super important
Links are to Translations; I will NOT be supplying links to roms or such
Highlights-
A copy has been found but no translation
No copy has been found and no translation
A translation and copy have been found
  *Madou Monogatari ARS (Arle, Rulue, Schezo) – 1993 Pc 98 - A prequel to Madou 1
                Remakes
Madou Monogatari A: DokiDoki Bake~shon – 1995 Game Gear - A of ARS, remake of first chapter of prequel (Arle gets her powers I think)
  Madou Monogatari: Hanamaru Daiyouchienji – 1996 Super Famicom - A prequel of sorts? Arle needs a final exam certificate in order to begin her final exam from the 1st game but after ARS/A
  *Madou Monogatari 1,2,3 – 1990 (MSX), 1991 (Pc-98) -The OG release, has many remakes. (In the process of being translated http://www.grimmtranslations.com/madou-monogatari-1-2-3/ )
                Madou Monogatari 1 Remakes / Retellings
Madou Monogatari I Mittsu no Madō-kyū – 1993, Game Gear – first remake of the first part
Madō Monogatari I – 1996 Mega Drive – second remake of the first part
Madō Monogatari: Honoo No Sotsuenji - 1996 – PC Engine CD-ROM² - the third and final remake of the first part                 
            Madou Monogatari 2 Remakes / Retellings
Madou Monogatari II: Arle 16-sai -1994 Game Gear – only remake of the second part
Madou Monogatari 3 Remakes / Retellings
Madou Monogatari III: Kyuukyoku Joou-sama -1994 Game Gear – only remake of the third part
*Madou Monogatari: Secret of Elysium: - 1997 windows - side story stuff, released in Korean I believe
  * Madō Monogatari Hachamecha Kimatsushiken – 1996, not too sure if this should go here or a bit before Madou 1998 (more info http://archive.ph/QAWV3 )
  *Madou Monogatari: Tower of the Magician- 1997,windows - unsure where exactly to put this but it seems like it’d fit best here in the timeline since its more exam stuff but its spin off with Schezo ( more info http://archive.ph/BoeDD )
  X Madou Monogatari: Michikusa Ibun- 1994, PC-9801 - A prequel to the puyo puyo line, very interesting and important ( more info http://archive.ph/jwvEd )
  Puyo-Puyo -1991 Original release on MSX2, so many ports of it - Arle stays 16 now, Released in North America
  *Nazo Puyo: Arle no Roux- 1994 Game Gear - Arle wants to make rice for dinner and decides to go to town to get the ingredients (complete mini challenges, bit of a side story not much to it) translation is WIP
  Puyo Puyo 2/Tsu- 1994 Original release on arcade, again so many ports of it
  Super Nazo Puyo: Rulue no Roux-1995, Super Famicom - another side story type thing with Rulue
  *Super Nazo Puyo Tsuu: Rulue no Tetsuwan Hanjouki- 1996, Super Famicom - more side story where you play as Rulue
  Puyo Puyo SUN (puyo puyo 3)- 1996, N64, PS1, Windows, Sega Saturn, Arcade, Game Boy Color
  *Madou Monogatari (1998) saturn- last major installment of Madou games with more story
  *Waku Waku Puyo Puyo Dungeon-  1998, Saturn, Playstation-had a manga too, not sure if it’s more important than it seems in the timeline, but there is a lot of story going that may as well seem semi-canon ( more info http://archive.ph/ZnrTA )
  *Puyo Puyo~n (puyo puyo 4)- 1999, Dreamcast, Nintendo 64, PlayStation, Game Boy Color
  Arle no Bouken: Mahou no Jewel- 2000, Gameboy Color- more of a side story.
  Puyo Pop/minna de puyo- 2002, GBA - Gives an interesting and easy to swallow side story that isn’t too long winded. Released in North America
  Puyo Pop Fever (puyo 5)- 2004, DS - rebirth time, Released in North America
  Puyo Puyo fever 2 (puyo 6)- 2005, DS – Translation covers majority of story but is not finished. No longer being updated (?)
  15th anniversary- 2006, DS - side story stuff that’s all over the place with stories that don’t always line up and make for a semi-non canon thing
  Puyo Puyo 7- 2009, DS - more to add to the rebirth
  20th anniversary- 2011, DS - side story stuff that’s all over the place with stories that don’t always line up and make for a semi-non canon thing
  Sorcery Saga: Curse of the Great Curry God- 2013, Windows, PS Vita - Some weird spinoff thing that is actually in the universe of Madou technically making it canon, but a side story that isn’t important since it features zero of the main characters that matter. Released in North America
  Puyo Puyo Tetris- 2014, 3DS, Wii U, PS Vita, PS 3, PS 4, Xbox One, Switch, Windows - possibly canon side story aside from the extra story stuff after the main story I guess. Released in North America
  *Puyo Puyo Chronicle- 2016, 3DS - another side story thing with possibly canon vibes. Is still in the works of being translated, more info here
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zerohour1974 · 3 years
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Day 11 :  Callus
Hello ladies and gentlemen to Day 11 of the daily blog challenge for the month of January. If you want to play arcade games of course the obvious choice is MAME.  However before it became the be all and end all of Arcade emulation.  Various emulators did certain types of arcade board.  Some still exist like Raine but many were forgotten about.
One of my favourite non MAME emulators was Callus which was a DOS based CPS 1 and 2 arcade board emulator written by Bloodlust Software.
It managed to run various games that even MAME took a while to completely get working well.
Here are games I played in Callus long before MAME covered them
Obviously all these games are from Capcom
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5. Strider
Strider was released in 1989.  It’s a hack and slash platformer based in a dystopian future.
The game is brutally unforgiving but once you get used to it is an absolutely amazing game with fantastic graphics.
I would love to say I got far in the actual game but it never ceases to amaze me how pretty this game is.
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4. Willow
Willow was released in 1989.  This is the arcade game based on the Lucas Film of the same name.
The evil witch queen Bavmorda is after the holy baby of the lands, Elora Danan, intent on destroying her. A young peaceful wizard called Willow Ufgood was selected to protect Elora. Later on, a brave warrior named Madmartigan joins Willow to fight the enemy rival General Kael.
So primarily this game is a side scrolling platform game in which you take control of Willow, how ever in a later stage you do get to control Madmartigan.
This game is far from easy but it is worthwhile to play.
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3.  Ghouls and Ghosts (Daimkaimura)
Released in 1989.  I think this is one of the most recognised games from Capcom beyond Street Fighter II.
You play Arthur who must recover his girlfriend Prin-Prin from a demon.  This is probably one of the most unforgiving games out there but if you manage to master your way through the levels.
It is an amazing game.  However very difficult to master.
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2.  Pnickies
Pnickies is a Japan only game released in 1994.
The game is very similar to Puyo Puyo (from Taito) and it plays very similar.  However in order to remove the bubbles you need a star block on either end of the bubble setup.
You can build large chain bubbles and the idea is you keep playing until you run out of space.  Or there is another mode where you can play against an opponent and it gives you blocks you don’t want.
It’s a strange but definitely fun game once you get used to it.
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1.  Knights of the Round
KOTR was released in 1991 and is a beat em up based roughly around the Legend of King Arthur and the Knights of the Round table.  If you have played any of these games they were were much built on the Final Fight engine.
You move from Stage to stage.  Controlling one of the three characters of Arthur. Percival or Lancelot.  As you play you can level up your characters giving them better armour and stronger attacks.
This is one of the few games I actually completed using Callus.
What I love about Callus is every time you insert a coin it gives you a running total of how much you have spent.
It took a while to compile a virtual full list of ROMs but my Callus collection is pretty much complete.
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