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History Trivia / PuyoPuyoFever

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* FranchiseKiller: While it didn't kill the ''VideoGame/PuyoPuyo'' franchise entirely, the game's poor sales (thanks to a [[InvisibleAdvertising lack of advertising]]) would kill the series' presence in the West for ''14'' years, with subsequent entries -- including the game's direct sequel -- remaining only in Japan. It wasn't until 2017 that Sega finally started localizing the ''Puyo Puyo'' games again, beginning with ''VideoGame/PuyoPuyoTetris''.

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* FranchiseKiller: While it didn't kill the ''VideoGame/PuyoPuyo'' franchise entirely, the game's poor sales (thanks to a [[InvisibleAdvertising lack of advertising]]) would kill the series' presence in the West for ''14'' years, with subsequent entries -- including the game's direct sequel -- remaining only in Japan. It wasn't until 2017 that Sega finally started localizing the ''Puyo Puyo'' games again, beginning with ''VideoGame/PuyoPuyoTetris''.
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* FranchiseKiller: While it thankfully didn't kill the ''VideoGame/PuyoPuyo'' franchise entirely, the game's poor sales in the West (thanks to a lack of advertising from Sega of America) would kill its presence in the West for ''14'' years, with subsequent entries -- including the game's direct sequel -- remaining only in Japan. It wasn't until 2017 that Sega finally started localizing the ''Puyo Puyo'' games again, beginning with ''VideoGame/PuyoPuyoTetris''.

to:

* FranchiseKiller: While it thankfully didn't kill the ''VideoGame/PuyoPuyo'' franchise entirely, the game's poor sales in the West (thanks to a [[InvisibleAdvertising lack of advertising from Sega of America) advertising]]) would kill its the series' presence in the West for ''14'' years, with subsequent entries -- including the game's direct sequel -- remaining only in Japan. It wasn't until 2017 that Sega finally started localizing the ''Puyo Puyo'' games again, beginning with ''VideoGame/PuyoPuyoTetris''.
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* FranchiseKiller: While it thankfully didn't kill the ''VideoGame/PuyoPuyo'' franchise entirely, the game's poor sales in the West (thanks to a lack of advertising from Sega of America) would kill its presence in the West for ''14'' years, with subsequent entries -- including the game's direct sequel -- remaining only in Japan. It wasn't until 2017 that Sega finally started localizing the ''Puyo Puyo'' games again, beginning with ''VideoGame/PuyoPuyoTetris''.

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* DummiedOut: The Dreamcast version has graphical assets that are used in the arcade version's main menu, alongside completely-unused English equivalents.

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* DummiedOut: DummiedOut:
**
The Dreamcast version has graphical assets that are used in the arcade version's main menu, alongside completely-unused English equivalents. equivalents.
** Unlike the other console versions, the PC port doesn't have a setting in the options menu to switch to the English language. Despite this, its data is still in the files, but requires save data manipulation to access it.
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* KeepCirculatingTheTapes: ''Fever'' has never seen a re-release in any capacity, and while Japanese copies are easy to come by, the same cannot be said for the American or European versions. The mobile-exclusive ''[[https://puyonexus.com/wiki/Puyo_Puyo_Fever_Habanero Habanero]]'' edition gets this the worst, being classified as lost media with only two screenshots of its existence due to it being restricted to the Sega Café live service.

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* KeepCirculatingTheTapes: ''Fever'' has never seen a re-release in any capacity, capacity unlike the original ''Puyo Puyo'' or any of its {{Dolled Up Installment}}s, and while Japanese copies are easy to come by, the same cannot be said for the American or European versions. The mobile-exclusive ''[[https://puyonexus.com/wiki/Puyo_Puyo_Fever_Habanero Habanero]]'' edition gets this the worst, being classified as lost media with only two screenshots of its existence due to it being restricted to the Sega Café live service.
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* KeepCirculatingTheTapes: ''Fever'' has never seen a re-release in any capacity, and while Japanese copies are easy to come by, the same cannot be said for the American or European versions. The mobile-exclusive ''[[https://puyonexus.com/wiki/Puyo_Puyo_Fever_Habanero Habanero]]'' edition gets this the worst, being classified as lost media with only two screenshots of its existence due to it being restricted to the Sega Café live service.
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* MilestoneCelebration: The PC version got an exclusive, if striped down, special edition called ''Carnival Edition'' that was released to celebrate the franchise's 15th Anniversary (notably, the final event boss released was [[VideoGame/PuyoPuyo15thAnniversary 15th Anniversary Satan]]). This version was also notable for having special monthly {{Guest Fighter}}s from other Sega properties, and boasted Online play.
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* NoExportForYou: Of the ports mentioned below, the only ones that managed to make it to the United States were the Gamecube and Nintendo [=DS=] versions, with everything else being locked to European or Japanese systems.
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* PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, (making it one of four games to be released on all four sixth-generation consoles, including ''[[VideoGame/{{NBA2K}} NBA 2K2]]'', ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'', and ''[[VideoGame/CastleOfShikigami Castle Shikigami 2]]'') Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.
* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the{{Platform/Dreamcast}}, and by extension the last game Sega would ever publish on one of their own consoles (barring mini consoles). It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the [[Platform/NintendoGameCube GameCube]] (which was intended to be the lead platform) because they wanted one final Dreamcast port.

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* PortOverdosed: Started as an arcade game, then followed a port for the Playstation [=PlayStation=] 2, Dreamcast, Gamecube, Xbox, (making it one of four games to be released on all four sixth-generation consoles, including ''[[VideoGame/{{NBA2K}} NBA 2K2]]'', ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'', and ''[[VideoGame/CastleOfShikigami Castle Shikigami 2]]'') Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.
* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the{{Platform/Dreamcast}}, the {{Platform/Dreamcast}}, and by extension the last game Sega would ever publish on one of their own consoles (barring mini consoles). It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the [[Platform/NintendoGameCube GameCube]] (which was intended to be the lead platform) because they wanted one final Dreamcast port.
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* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles (barring mini consoles). It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the Gamecube (which was intended to be the lead platform) because they wanted one final Dreamcast port.

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* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, the{{Platform/Dreamcast}}, and by extension the last game Sega would ever publish on one of their own consoles (barring mini consoles). It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the Gamecube [[Platform/NintendoGameCube GameCube]] (which was intended to be the lead platform) because they wanted one final Dreamcast port.



** The Gamecube version was the lead version of the game, but took long enough that the arcade development team had to start early, ended up deciding numerous parts of the code on their own, and made it to release well before the GC team.

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** The Gamecube [=GameCube=] version was the lead version of the game, but took long enough that the arcade development team had to start early, ended up deciding numerous parts of the code on their own, and made it to release well before the GC team.
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* PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, (making it one of three games to be released on all four sixth-generation consoles, including ''[[VideoGame/{{NBA2K}} NBA 2K2]]'' and ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'') Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.

to:

* PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, (making it one of three four games to be released on all four sixth-generation consoles, including ''[[VideoGame/{{NBA2K}} NBA 2K2]]'' 2K2]]'', ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'', and ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'') ''[[VideoGame/CastleOfShikigami Castle Shikigami 2]]'') Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.
Is there an issue? Send a MessageReason:
None


* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles. It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the Gamecube (which was intended to be the lead platform) because they wanted one final Dreamcast port.

to:

* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles.consoles (barring mini consoles). It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the Gamecube (which was intended to be the lead platform) because they wanted one final Dreamcast port.
Is there an issue? Send a MessageReason:
None


* PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.

to:

* PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, (making it one of three games to be released on all four sixth-generation consoles, including ''[[VideoGame/{{NBA2K}} NBA 2K2]]'' and ''VideoGame/CapcomVsSNK2MarkOfTheMillennium'') Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.

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Changed: 211

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* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles.

to:

* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles. It's been speculated that Sega deliberately chose the Sega NAOMI arcade hardware despite being weaker than the Gamecube (which was intended to be the lead platform) because they wanted one final Dreamcast port.
* TroubledProduction:
** The Gamecube version was the lead version of the game, but took long enough that the arcade development team had to start early, ended up deciding numerous parts of the code on their own, and made it to release well before the GC team.
** The Palm OS version had a six-month development window. The original programmer assigned to the port didn't do anything, forcing one of the programmers of the NAOMI/Dreamcast/GBA/DS versions to pick up the project and complete it in ''two weeks''.
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* PortOverdose: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.

to:

* PortOverdose: PortOverdosed: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.
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* DummiedOut: The Dreamcast version has graphical assets that are used in the arcade version's main menu, alongside completely-unused English equivalents.
* MeaningfulReleaseDate: The various ports were released on the 24th of a month, since 24 is the GoroawaseNumber for "Puyo" and the series' ArcNumber.
* PortOverdose: Started as an arcade game, then followed a port for the Playstation 2, Dreamcast, Gamecube, Xbox, Xbox 360, Mac, Game Boy Advance, Windows, Pocket PC, Palm OS, Nintendo DS, and PSP. If we count the budget rereleases on the Playstation 2, Dreamcast, and Gamecube, that's exactly twelve ports in its lifetime.
* SwanSong: ''Puyo Puyo Fever'' was the last first-party title to be released on the UsefulNotes/SegaDreamcast, and by extension the last game Sega would ever publish on one of their own consoles.

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