Released in 1996, the Super Famicom's sole Madou game was an attempt to grab as many casual Puyo Puyo fans as possible: they completely ditched the 3D dungeon-crawling format in favour of a more console-RPG-y overhead setup, complete with an overworld/hub village and other non-dungeon areas that make up a significant portion of the game, and the battles adopt the side-view perspective of the Mega Drive game (but not the real-time button commands) rather than the traditional windowed first-person perspective; the idea was to make the battle feel like playable versions of the manzai demos from the Puyo games, to the extent that they even have little manzai conversations whenever you encounter an enemy (that can be skipped after the first time.)
They really leaned into the "fuzzy stats" conceit with this one, not just by replacing more of the stats/messages with icons but also by significantly increasing the amount of information conveyed via character animation: Arle's big Blascowicz-esque face icon has more patterns in order to communicate more specific info on her health, and her battle sprite has a wider variety of conditional and reactive animations that indicate status effects, unique reactions to attacks, etc. Her little overworld sprite has a lot of incidental animations and reactions, too, and while the action elements present on the overworld are super-basic, you can tell they put a lot of work into making it fun to just putz around.
I don't think the switch to overhead dungeons did a lot for the game—they're simply not that exciting, and their layouts are so monotonous and indistinct that, despite not having much to them, they struck me as easier to get lost in than the traditional first-person dungeons—but between the speedy dash, the ability to auto-skip battles with weak enemies and escape any battle and the diary that keeps you abreast of your objectives, the game lets you mitigate them to the degree that they're never a huge issue... I almost wonder if they'd intended to go full Zelda with it at some point but ran out of time/resources.
Hanamaru Daiyouchienji's yet another not-really-canon Episode I prequel that leads into another take on the Episode I graduation test inside the tower, but for whatever reason, the tower itself is very basic and not really befitting of being this game's final dungeon, nor is it particularly representative of the game it's interpreting. Maybe that was Compile's way of pushing people to buy the older games, iunno.
