Puyo Puyo~n Box Art (Dreamcast)
|Publishers||Sega (Dreamcast), Compile|
|Platforms||Dreamcast, Nintendo 64, PlayStation, Game Boy Color|
Game Boy Color
Puyo Puyo~n (ぷよぷよ〜ん, also known as Puyo Puyo 4, and for the Nintendo 64 version, Puyo Puyo~n Party) is the fourth "main series" Puyo Puyo game, and the last to be released by Compile. The title is a play on the Japanese word for the number four, yon.
The major addition to Puyo Puyo~n is the "Super attack." Super attacks are powerful abilities that allow players to easily clear Puyo, or in some instances hinder the opponent. These abilities are gained by receiving SP, which is accrued during normal play. Unlike previous "main" Puyo Puyo games, there is no one single implementation of "Yon rule." Specifically, the Game Boy Color port (Pocket Puyo Puyo~n) uses Super attacks to supplement Sun rule, unlike its console counterparts that are based on Tsu rule.
Puyo Puyo~n also utilizes a different art style that its predecessors. Characters are drawn in a more traditional anime style, unlike previous games which heavily utilize "super deformed" art.
Dreamcast, PlayStation, Nintendo 64 version
Super attacks in the console versions of Puyo Puyo~n are tied to specific characters. For example, only Rulue can use "Shin Jo-oh Ranbu." The game has a notably slower automatic drop speed than its predecessors.
In addition to the traditional Story, Endless, 2-player versus modes, the game features 4-player battles and an Endless Nazo Puyo mode. The story mode, detailed in the following section, features 16 opponents for Arle to battle. Endless Puyo Puyo now allows players to select from three differently-sized fields, with an additional Dreamcast exclusive fourth. Endless Nazo Puyo is a "time attack" mode where players attempt to complete several objectives as quickly as possible.
Each version of the game has its own exclusive features.
- On Dreamcast, the aforementioned fourth board is an incredibly small sized board, small enough to support the largest chain in the series, a 108 chain, and Carbuncle appears on the VMU instead of on the field.
- The PlayStation version has a mode where you gather ingredients for curry by battling Draco, Seriri, Witch, Chico, and Schezo as Arle, in addition to a Survival mode reminiscent of the Endless Battle feature of later games (in which the player fights an endless amount of enemies for seemingly no end, aside from Satan, Doppelganger Arle, and Carbuncle, but can only use their super three times total), but does not feature four player. Doppleganger Arle is unlocked by completing the Story, while Carbuncle is unlocked by completing Curry Story.
- The Nintendo 64 version has the Bomb Party rule, an entirely new game mode, and connectivity to Pocket Puyo Puyo SUN for a gallery of objects, while retaining four player. Instead of streamed music, it has sequenced music, and is the only version to play a warning song when you approach the top. Holding L while selecting a character makes them Carbuncle, and holding R makes them Doppelganger Arle.
With the advent of the Puyo Puyo Circus, Arle and Carbuncle have come to visit and take part in festivities. Arle makes her way to one of the tents to watch a show, led by Satan as the ringmaster. As part of one of the acts, Satan requests a volunteer to come down to the stage. With Carbuncle as said volunteer, he performed a disappearing act, making him vanish before the crowd. After Arle leaves the tent after the show has concluded, she realizes Carbuncle is nowhere to be found. Thus, Arle begins to explore the circus grounds in search of her friend.
Puyo Puyo~n features a Beginner and Normal course. The Beginner course features the first three stages and does not play cutscenes. Arle cannot use her personal Super attack in story mode, but can call upon the powers of Draco Centauros, Seriri, Witch, and Chico as the player advances. Unlike previous Puyo Puyo story modes, the gameplay rules drastically change between stages.
Due to the length of the Story Mode compared to other Puyo Puyo games, the game saves after every stage. This allows the player to quit and then start back on their current stage without losing progress.
The story mode progresses as follows:
Circus Stage - Standard Rules
- Stage 1: Skeleton T - Played with 3 colors.
- Stage 2: Archan - Played with 3 colors.
- Stage 3: Kikimora - Played with 4 colors.
Volcano Stage - Up to one row of Nuisance Puyo may fall at a time (compared to 5 normally.)
- Stage 4: Panotty - Played with 3 colors.
- Stage 5: Draco - Played with 4 colors. Draco joins your party when you beat her.
Water Stage - Puyo fall much slower than normal.
- Stage 6: Nohoho - Played with 3 colors. 50-Point Puyo fall instead of regular Nuisance Puyo.
- Stage 7: Seriri - Played with 4 colors. Seriri joins your party when you beat her.
Floating Stage - A multiplier is added to your score, depending on which row the Puyo is.
- Stage 8: Suketoudara - Played with 4 colors.
- Stage 9: Harpy - Played with 3 colors.
- Stage 10: Witch - Played with 4 colors. Witch joins your party when you beat her.
Ruin Stage - You start with Nuisance/Hard/Point Puyo already on your field.
- Stage 11: Dragon - Played with 3 colors.
- Stage 12: Chico - Played with 4 colors. Hard Puyo fall instead of regular Nuisance Puyo. Chico joins your party when you beat her.
- Stage 13: Schezo - Played with 4 colors. Hard Puyo fall instead of regular Nuisance Puyo.
Outside Circus Stage - Uses the rules from the Volcano Stage and Floating Stage.
- Stage 14: Rulue - Played with 4 colors.
Another Dimension #1 - Board wraps around horizontally. A Puyo in the last column will connect to a Puyo in the first column. You cannot use super attacks.
- Stage 15: Satan - Played with 5 colors.
Another Dimension #2 - Uses the rules from all of the above stages. You cannot use super attacks.
- Stage 16: Doppelganger Arle - Played with 4 colors. 4-Hard Puyo fall instead of regular Nuisance Puyo. Character powers are very weak. Use the 500K Point Puyo to beat her.
Pocket Puyo Puyo~n (Game Boy Color version)
Pocket Puyo Puyo~n is built using the engine of Pocket Puyo Puyo Sun. Thus, the game maintains the speed of its predecessor as well as Sun Puyo. This game features an entirely different set of super attacks; they are no longer restricted to specific characters, but must be unlocked for player use by defeating characters in Challenge mode.
In addition to the aforementioned Challenge mode, the game features Story, Versus, Training (Free Battle), and Endless modes. The game can also connect to Pocket Puyo Puyo Tsu and Pocket Puyo Puyo Sun cartridges for Tsu and Sun rule battles, respectively.
Pocket Puyo Puyo~n's Story mode utilizes a slightly modified version of the traditional Puyo Puyo AI gauntlet. For most of the story, the player is asked to choose between three opponents; however, the third and final opponent is the only one that is mandatory. Thus, the mode can be as short as nine battles or as long as seventeen. Defeating an opponent gives the player access to their super attack for the duration of the Story playthrough. As in the console version, there is an abridged Beginner mode that features Skeleton T, Archan, and Kikimora.
Pocket Puyo Puyo~n features a slightly different plot than its console counterparts. At the beginning of the game, Arle goes to the Puyo Circus, as she does in the original. Satan, dressed as a ringmaster takes Carbuncle and uses him as a volunteer in his magic trick. He makes Carbuncle disappear. Arle becomes distressed for her friend and bumps into Pierrot. After battling Pierrot, she then proceeds to fight all of the foes from Puyo Puyo~n. After defeating Doppleganger Arle, Arle appears back at the circus, where the man makes Carbuncle appear again, implying that Arle was having a daydream. The two reunite and go on with their lives.
The story mode progresses as follows:
- Stage 1: Pierrot - Played with 4 colors
- Stage 2: Skeleton T - Played with 4 colors.
- Stage 3: Panotty - Played with 4 colors.
- Stage 4: Kikimora - Played with 4 colors.
- Stage 5: Archan - Played with 4 colors.
- Stage 6: Nohoho - Played with 4 colors.
- Stage 7: Draco - Played with 4 colors.
- Stage 8: Suketoudara - Played with 5 colors.
- Stage 9: Harpy - Played with 5 colors.
- Stage 10: Seriri - Played with 5 colors.
- Stage 11: Witch - Played with 5 colors.
- Stage 12: Dragon - Played with 5 colors.
- Stage 13: Chico - Played with 5 colors.
- Stage 14: Schezo - Played with 5 colors.
- Stage 15: Rulue - Played with 5 colors.
- Stage 16: Satan - Played with 5 colors.
- Stage 17: Doppelganger Arle - Played with 5 colors.
Unique to the Game Boy Color version is Challenge mode. Challenge pits the player against random opponents, and will continue to do so until the player is defeated. Each character has a "defeat rate" which, when raised to 100%, unlocks their super attack for use in all modes. Players can gain a head start by finishing Story mode first; any opponent defeated in Story will begin with a 60% defeat rate, as opposed to starting at 0%.