The Success Mode
The Success Mode is the game's most notable feature, blending role-playing game and life simulation game elements with baseball. The main objective is to train a generic Pawapurokun to become a professional baseball player. Pawapurokun starts with low stats but often surpasses the real professional players included in the game. Typically, Pawapurokun begins as an amateur (high school, college, or company player) and must become a professional within a set period (usually three years). Success Mode takes about two hours to complete, but creating a good player requires significant skill and luck, giving the game near-infinite replay value. Various random events affect the player's growth. For example, getting a girlfriend allows the players to regain motivation easily and receive gifts (which significantly boost the player's stats) on their birthday. The level of stress and the number of Pawapurokuns lost in Success Mode can be substantial, as players may spend hours training a Pawapurokun, only to have him severely injured in a car accident, ending his chances of becoming a top player. "All A's" Pawapurokuns (those with maximum stats) are highly sought after, as players can transfer Pawapurokuns between memory cards using a password, but passwords differ between Sony and Nintendo, preventing transfers between platforms like PS2/PSP and GC/Wii/NDS/GBA. Since Success Mode is the most popular part of the Pawapuro series, there is no ability-editing mode (except in the American installment MLB Power Pros), which is common in other sports games. The plot and storyline of Success Mode greatly impact the game's popularity, as many players prefer to replay older Pawapuro games with strong Success Modes rather than buy newer installments with updated data and gameplay but weaker Success Modes.
In Pawapuro 14, players can become a coach instead of Pawapurokun, leading a high school team to the Koshien championship. This offers an alternate way to create many Pawapurokuns simultaneously. The mode does not require skill in pitching, catching, or batting but emphasizes planning and tactics, similar to other sports-management games. Pawapuro 14 Kettei-ban was the first to allow enhancing current NPB players and placing them as original players.
The main background of Pawapurokun in various installments are below:
For managers:
The storylines and events in the series are often connected to both sequels and prequels, though not always in chronological order. For example, 7 is a sequel to the events in 9, and 10 is a sequel to 13, but 11 and 12 are parallel stories branching from 13 and have no connection to 10. The only constant character is Yabe Akio, an original outfielder who has appeared in every main series installment since 4 and always serves as Pawapuro-kun's first partner. He appears in the openings of 7, 8, and 9 wearing a Nippon-Ham Fighters (now Hokkaido Nippon-Ham Fighters) uniform.
In early installments before 10, major characters were placed on different real NPB teams. After installment 10, four original teams (Powerfuls, Keysers, Cathands, and Yanks) were created in the Pacific League and Central League to accommodate original characters, with minor characters remaining on real teams as opponents. Two additional teams, Vulcans and Busters, were added in 14 to form the fictional "Revolutional League" with the previous four teams. According to the storyline in 14, the league competed in the Japan Series in its fourth year. Despite the fictional teams, major NPB regulations are followed, including the playoff system introduced in 2007. The Pennant span is shorter to keep gameplay under three hours, except in certain modes in 9, 10, 99', 11, 13, and 14. Players are generally not required to play all innings unless involved in key moments, like being captain in the final stages of Success Mode.
Due to potential copyright conflicts with MLB (especially before the release of the MLB series after Pawapuro 12), the American League system in the NPB series is called the UBL (possibly "USA Baseball League"). It consists of three levels: Single Star, Double Stars, and the top-tier Regular League, akin to the AA, AAA, and MLB system. This naming was used in installments 13 and 14, even after the MLB series was released, to maintain continuity with the NPB storylines, as some players are set in the UBL. Currently, the MLB series' Success Modes do not feature MLB players as playable characters, though AAA players appear in MLB Power Pros 2008.
Notably, several female players have appeared in the series, with at least four advancing through Koshien and turning professional (though one is not seen after release). Since the 7th installment, the opening sequences often provide clues to the Success Mode storyline, especially in the 9th and 10th installments, where professional players make brief cameos and Success Mode characters take center stage.
Sub-series often feature independent scenarios or omit Success Mode entirely. The most famous is the 99' installment, which introduced "Mekkou-Tou" mode. This mode involves consecutive battles with all original teams from past Success Modes (across the main series, Power Pro Kun Pocket series, and even future installments), and it remains a legendary mode that has not been revived in later series.
Power Pro Kun Pocket series, in contrast to the main series, incorporates many fantasy elements. Since the second installment, two Success Modes are featured in each game. The standard mode often involves high school or professional baseball (with fantasy elements mixed in), while the second, called "Inner Success" mode, places Power Pro Kun in various worlds, including the Medieval Ages, ancient times, and the future. Fantasy elements are rare in the main series, though Konami introduced them in 8, where the (optional) final battle is against android players infused with the data of legendary players.
- 3: Reserve player (in NPB team)
- 4: Reserve player (in NPB team)
- 5: High School Student
- 6: University player
- 7: Reserve player (in NPB team)
- 8: Fantasy Story (High School/University/Company player can be chosen)
- 9: High School Student
- 10: An NPB fictional team Reserve
- 11: University Team/Japan National Team (as amateur player)
- 12: Student in baseball academy/Company amateur player/Dropout in baseball academy
- Major League: Player in independent league
- 13: High School Student (World High School Championship is added in Kettei-ban)
- 14: Reserve of Vulcans, an NPB fictional league team.
- MLBPP: University Student
- 15: Company amateur player
- MLBPP08: An AA/AAA player
- 10: Playing-owner of the professional-Success All Stars (Kettei-ban only)
- 14: High School Team, Japan National Team (Kettei-ban only)
- 15: High School Team