Compile’s Puyo Puyo series
(Puyo Pop, Dr. Robotnik’s Mean Bean
Machine, and Kirby’s Avalanche in
America) was a curious thing. Every iteration was more complex than the last while remaining just as accessible as the one that preceded it.
Typically, puzzle game franchises heap new mechanics on top of gimmicks, diluting original concepts beyond recognition. There is a reason Tetris 2’s bomb mechanic was abandoned after one game. Bombastic buries Devil Dice’s elegance in trick pieces. Puzzle Bobble (Bust-a-Move)
became so clogged with additions that the value of planning and
placing a shot was subsumed by player knowledge of a given iteration’s recondite
rules and tricks. But Compile beat the odds.
Every Puyo Puyo had a unique wrinkle. Some were better than others, but
every Puyo Puyo was good. What’s more
unusual: Puyo Puyo sequels never
rendered their predecessors obsolete. Puyo
Puyo~n’s (1999) character-specific attacks are fun. So are Puyo Puyo Sun (1996) unique sun pieces.
So is working doubly hard to eliminate Puyo
Puyo Tsu’s (1994) lead pieces. And so is delaying retaliation with Pochi to Nyaa’s (2003) detonators.
This is the way detonators work: matching colored pieces
does not immediately clear them. Instead, clearing pieces requires a piece and
like-colored detonator. You can change your piece to a detonator with a button press as it's falling. That’s it.
What does the addition of detonators accomplish? It
heightens tension. Executing a combo built around a detonator (or two, or three)
is potentially devastating to your opponent, but spending too much time
orchestrating a combo leaves you at risk of having your detonators buried in “garbage,”
defusing your combo and leaving you with a pile of problematic pieces to deal
with. Unprecedented combo potential and the risk of its pursuit intensify the tension between risk and reward, between Do I and Don’t I. This is the kind of stuff great designers think about. This is the kind of stuff great designers think about you thinking about.
I write about Pochi
to Nyaa not only because it’s a great puzzle game with a charming aesthetic
and a challenging single player mode, but because it’s a great sequel. Sequels
are too often designed by addition:
more maps, more guns, more characters. This approach is boring and wasteful.
Once Super Street Fighter IV was
released, there was no reason to revisit Street
Fighter IV. Pochi to Nyaa doesn’t offer anything more than the game that
came before it, Puyo Puyo~n. It
offers something different; something new. Compile was masterful in designing
by reduction and by transmogrification. I am sad to see them
go, but am happy they left with dignity. Pochi
to Nyaa is their design philosophy, their creativity, their sense
of whimsy, and their Teddy Ballgame last-career-at-bat homerun.
Highest Recommendation
Another great choice. Much like Ted Williams, the other puzzle games available just don't live up. Not to say puzzle games today don't have their charm, but they seem like diluted, dumber versions of great ones like this. To go back to baseball, Mike Greenwell finished 2nd in the 1988 MVP voting. Not to bad, but I'd still take Williams, Rice and Manny in front of the monster before Mike and his glorious mustache.
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