Punch-Out, a lot of people like it, and a lot of people talk about it. I have talked to many people who like the game but strangely in all that discussion I have not seen many people try to explain what is good about a Punch-Out as opposed to other games of it's genre and time. It just seems to exist invariant among the gaming canon where everyone acknowledges its great and from personal anecdotal experience I have never met someone who played it and disliked it. So maybe the reasons for it's success are just too obvious to state and I'm wasting my time here.... Anyway for the sake of argument lets examine what makes Punch-out good.
To those five or six people interested enough to be reading this review and who somehow don't know what Punch-out is. Punch-Out is a boxing game for the NES, a rudimentary boxing simulator that was part of Nintendo's general line up of sports titles on their debut console. It was originally called "Mike Tyson's Punch-Out" but over a few controversies or by licensing fees depending on which story you believe subsequent copies came to be called just "Punch-Out." For the sake of this review I will always call it just Punch-Out even though for nostalgia's sake I almost always mean the original Mike Tyson version. Aside from that minor historical trivia there really is nothing complicated about the game. You're a guy named Little Mac who wants to be a boxing champ and you have to face ranked opponents to move up in the boxing world. Oh and just as a minor side note it's probably one of the best designed games of all time....
Punch-Out is a nearly perfect game. Bold statement I know. Now to somewhat cowardly walk back on that boldness a little, let me explain. By perfect I mean perfectly functioning as it was intended to be played. Not as in this game is "perfect" in the positive, content-wise sense. To further elaborate, Punch-Out is not my favorite game or anything by any means, but every criticism I have thought about it usually evaporates on further playthroughs or by learning more about the game and what can be done with it. Even with those elaborations I still think it can be seen as extremely high praise that a game at least in game play sense functions perfectly in intention and seems flawless in the same sense. Everything about it's design seems calculated and intentional rather than merely left to chance or happening by accident. This only seems even more true when you compare it to it's sequel. Now to people who know anything about the relationship between NES games and their SNES counterparts for the most part when a game from a pre-existing series came out on the SNES it would always seem like a major upgrade of the formula. A
The Legend of Zelda: A Link to the Past [ゼルダの伝説 神々のトライフォース],
Super Metroid [スーパーメトロイド],
Super Castlevania IV [悪魔城ドラキュラ] and
Contra III: The Alien Wars [魂斗羅スピリッツ] are perfect examples of this. Each one of them not only updated things you would expect them to update like the graphics and sound, but in a fundamental sense the game play improved dramatically at least in my and a lot of other peoples opinions.
Super Punch-Out!! was a rare exception to the rule, it was by no means a bad game but the additions it made to the game aside from the graphics and to some extent the sound seem so much less like an upgrade and more like a detriment to the already nearly perfect game play formula. It just felt inferior and clunky in a game play sense to the already tightly designed game play of the original Punch-Out. So the sequel exists as a fine example of adding to an already perfect formula can only make things worse, albeit not dramatically but still to the extent that when I go to play a Punch-Out game, the SNES game is never the one I choose to play. I don't think I'm anywhere close to being unique in that choice or sentiment. (Wii version omitted intentionally)
The game play is extremely simple. Punches, blocks and dodges to the side. It's combat at it's most basic level possible. Simplicity and the aforementioned perfection of this simplicity is what makes Punch-Out so great. To the point that on my many repeated playthroughs of this game my intention is not to just beat the opponents but rather to see how fast I can do so. I often find when I'm discussing problems with other games and their mechanics Punch-Out serves as the video game equivalent of "Desert island scenarios" or "apples and oranges" comparisons the game play is so simplistic but so on point that I feel it serves as a great example of what is wrong with other games specifically when it comes to combat.I have a hard time directly explaining what the game play is like beyond the simple commands listed within the first sentence of this paragraph. Suffice to say I think the moment you get your hand on a controller with this game the simple mechanics will become easily known to you without much or any hassle.
I noticed in my own personal tastes with video games, I really like games that reward memorization and pattern discovery, both are extremely important to this game specifically. The better your memory and pattern recognition the easier and more rewarding these fights will be. Some people might think of these things as a minor detail but I actually think it's what makes Punch-Out so good and so enjoyable even after thirty years of play. The game starts you off with the basics of combat I talked about before, but it continuously builds on these minimalist mechanics from the first fight to the last. I think it's easy to apply the often said phrase "easy to learn, hard to master" in regards to what makes a games game play great, but Punch-Out serves as a singularly great example of this cliche at work. The first opponent Glass Joe is a relatively easy opponent and a perfect start to the game you'll notice if you look at his moves and the timer he waits almost a full minute and a half before actually trying to engage you. This gives the player a chance to the test the controls and actions they have in a relatively free environment before having to get on with the fight. Each fight onward even the one with Tyson has ways of signifying to the player the pattern or necessary maneuvers needed to get over the fight. Some of which are obvious and other ones have only recently been discovered in the Internet age like the guy who ducks in the crowd signifying when you need to punch at certain critical moments. Between the the games basic mechanics, the patterns of the bosses and the ques intermixing the two is the wild land of strategy you can learn. Not to sound like Todd Howard, but the game play just works and the patterns and strategies you have to use to beat specific fighters manage to make the game feel far deeper than an NES boxing title should. No matter how much you think you have the best strategy for certain fights there are always better patterns and strategies to learn.
I don't like to leave things hanging or under explained so for the sake of clarity before we move on to aspects of the original Punch-Out beyond the game play I would like to list a few things I think the SNES game got wrong and in doing so hopefully shine a light on what the original did right by comparison. By the time
Super Punch-Out!! came out the landscape of sports games and boxing and wrestling games in particular had changed partially due to a related genre ascendancy at the same time that being fighting games.
Street Fighter II: The World Warrior was a hard game to ignore during this era of gaming and I'm sure its success was not lost on Nintendo. I bring up
Street Fighter II: The World Warrior specifically here to bring up the fact that I think one of the biggest problems with the SNES version of Punch Out was it's life bar which tried to emulate that of fighting games at the time more that it tried to reflect the original game. Now you might say in rebuttal "oh but didn't the original game have a health bar? You might see it as one in hindsight now given that games evolved to think of such bars that way but I think of it more as a representation of your endurance and it's use in game reflects more of an endurance bar than a health bar. The effect this has on the game play is that in the long run the Original Punch-Out's game mechanics encourage you to use the fastest route possible in exhausting an opponent where as the SNES becomes more of a race to getting your opponent to hit the deck twice in a round as fast as possible which doesn't take as much strategy or building on of mechanics throughout a full play through of the game. This is also compounded by the fact that star hits were basically replaced by a "special meter." Which again is less about the strategy of accruing hits so you can use them at the right time to get an early TKO and more about the game ques you to do specific actions at specific points of the round. This is even further entwined with something I truly hate about the SNES version the NES game had ques that the fighters or some aspect of the game play signified to give you hints on how to defeat opponents but the SNES games actually has a fucking box flash sometimes to literally just tell you when to hit an opponent. Not only does it hurt the game play, become annoying to people who already know when to hit people on subsequent play throughs but it also on a whole makes the fighters less expressive and their personalities are ironically more subdued in a game that had double the technology to convey such things. That is not to say none of the fighters were expressive in the SNES game but that in the aggregate I would say they were less so than the NES game, more on that later. On that note I would say the graphics are undeniably better, but the animations are more stock due to things I alluded to the in previous criticism and the art style seems more generically anime'ish. Little Mac looks like a DBZ character in his portrait and victory poses, but not a cool DBZ character. Those would be Piccolo and Vegeta BTW. He looks like a random guy Goku runs by when he goes to the city every hundred or so episodes. It might sound like a joke but some of these characters in SNES Punch-Out were so close to Akira Toriyama designs that I actually felt compelled to research somewhat extensively to either confirm or deny that he had any part in creating them. I'm sure it's more homage than rip-off on Nintendo's part here but it's pretty fucking close regardless in this case. Either way, I think on a whole SNES Punch-Out tried to make design improvements which I'm sure seemed natural or purely seen as technological innovations over their previous entry but I felt that the majority of these changes while probably well intended fundamentally missed the point about what was good with the game play of the first game. I'll end this compare and contrast on what i think was the biggest flaw of SNES Punch-Out. If the original game was easy to learn hard to master, I would say the inverse is true of the SNES game it was more like hard to learn and very easy to master over subsequent play throughs. The game is a mix matched design of hand holding game play in comparison to the original and spikes in difficulty that start from the second fight onward but become a complete cakewalk once you know the extremely easy to play "patterns" the game wants you to learn. There aren't as many options or room for strategies with the SNES game because of this. The original game is beatable and can become "Easy" in a sense over a lot of play throughs but even people who can literally beat it blindfolded have a hard time in at least a few areas. The point of all this besides the fact that I want to needless hate on game from childhood that was otherwise adequate is... I want to use my endurance bar on Bulma, I mean my special punches on Chi-Chi.... Anyway on to the next subject.
So now that I'm done jerking the game play off a bit maybe I can discuss some of the games other features in more detail. As stated before you play as a character named Little Mac and your goal throughout the game is boxing your way to the top ranking and eventually facing Mike Tyson or in the edited version "Mr. Dream." You start your journey with Glass Joe a man so pitiful he has only won once and lost 99 matches. Who did glass joe beat by the way? It's a question I've had since childhood and the mystery only becomes more compelling as time goes on. Anyway, from Joe you gradually move up the rankings to better fighters. My favorite being King Hippo, due to the fighting mechanics and the sense of accomplishment I got from first beating him as a child many, many years ago. In between rounds you get to see their and your own current health status visually and somewhat vaguely displayed by your player portraits and they say things to you. Also in between matches and rounds within a match you talk to Mac's Meme worthy black boxing trainer Doc Louis. He attempts to give helpful tips about the current fight. He also does several terrific 80's sport montages with you on the way to victory. You might remember before that I mentioned Glass Joe doesn't attack you for a quite a bit in your first round with him. Well it serves a game play function but it also works from a light story perspective in that Glass Joe is a nervous and fearful weakling and it makes sense that he would be extremely over cautious in his movements before attacking an opponent. You'll notice that most of the opponents have play styles that work great on a game play level but also fit and flesh out their personalities. Great games find ways of doing two things at once but the best games find ways of making the game play the primary conveyor of the story. Punch-Out found a simple way to do this that just fits logically with the rest of the games mechanics. I might also add that this was one of the things the SNES game failed hard on as I mentioned earlier the removal of ques and the blandification of the fighters play styles mostly served to make their personalities seem mostly flat and unconnected to the game. I need to get over that game though. None of these little small story elements, if you'd like to call them that are necessary or even important to the games overall boxing simulation aspirations, but they give the game much more flavor and memorability than it otherwise would have. I don't really care for sports much personally and it would be hard for me to name all but even the most famous of athletes, but I remember these 8-bit boxers and their personalities more than I do people in some 80 hour+ story driven games. The "story" like the game play is simple but succeeds in enhancing the game rather than bogging anything down or taking the focus away from more important elements. Oh yeah and Mario is the Referee, I guess he fits it in between being a doctor, plumber, painter etc.
The controls are great and some of the best and most responsive of any game on the system. I will mention that the NES D-pad tended to have this problem where downward inputs were less responsive than the other three directions. I'm not exactly sure why, but I have noticed it's impact the most on Punch-Out especially after emulating it and using various different controllers for this game specifically. Something about the NES D-pad just did not always feel right. I cut it some slack seeing as it was the first ever D-Pad (I know of) but I just thought I would mention this one minor issue I've had with this game and the system I most played it on as a kid.
I would say the soundtrack of Punch-Out is easily the weakest aspect of the game. Not because the songs are terrible or anything like that, but because the competition on the NES is so astronomically high that it doesn't really excite me and unlike other NES games like the Castlevanias, Megamans, Marios or Zeldas I cant imagine myself ever pulling up a Punchout song on Youtube or burning one to a CD, where as with all those other games I have and I would. That being said it is adequate to what it's trying to accomplish and I have never found it annoying or repetitive. Which is saying something because there are only three songs throughout the game and a few small musical intros to each fighter. I will say that aside from the soundtrack the sound design for Punch-Out and it's impact on the game play, sometimes being an audio cue like in the fight with Great Tiger was a great game mechanic and not one I would say happened often in that generation or the next two after.
The graphics are pretty good for the era and I would say the game has aged better than most other games from that time. The stylized looks of the fighters and the basic design of the boxing ring made it easy on the eyes at release and now. If I had to criticize just to criticize something, I would say I always found it funny that Mac was so small compared to other fighters and I realize it's an old game and his size was more to emphasize a quasi first person perspective shift rather than his actual size to scale, but I guess if I had to criticize something it would be that minor thing. I actually know that in the small bits of research I have done that this criticism of mine was the one major compromise between the NES and arcade version, so hence in the actual original release of the game this problem with the graphics doesn't exist. I'll also say in the SNES games defense for once, the undeniably had a better solution to this problem and conveying Little Macs place on the screen. Making him comparable in size to other boxers but making him transparent until an action is done in game so you can see what the other fighter is doing and still have little mac be to scale.
The genre of games most likely to be dated are sports titles. There are a lot of unfair reasons for this, the primary target of sports games does not always overlap with the same consumer of video games that generally turns titles from fluff to masterpiece through criticism and accolades. That is not to say the two types of people never overlap or that sports games are never considered classic, but think of the few that can are considered that and then consider the sheer amount that come out every year on an annual basis.
Tecmo Bowl,
Mutant League Football &
Mutant League Hockey,
NBA Jam,
NFL Blitz,
Dead or Alive Xtreme Beach Volleyball.... I like those games a lot for some reason and a few other extremely rare titles might be considered classics. I'm not saying all this to hate on all the games that aren't remembered in this genre, but to point out the insane fact that I and many other people love playing a boxing game from fucking 1987, 1983/4'ish if it's the arcade version. I think when you look at it that way and through the harsh lens of dated and obsolete games Punch-Out and the sheer fun and perfection of it's game play really shine. It was great then and it is no less great now. Bulma call me plz.
Good game , genuinely hard. One of the things i noticed that made it more difficult to me was the lack of sound cues before some (most ?) of the attacks . In the Wii version every move had some sort of indicating noise , which made timing dodges easier (but still not brain dead easy). The lack of them here means you have to rely on visual cues which is way harder , especially when some characters have almost instant moves that you either gotta have the reaction time of a god or learn the timings of their general pattern to predict the moves.
The puzzlelike boss design is also strikingly similar to Those in Miyazaki's games aswell.
inb4 someone makes a video essay detailing how Mike Tyson's Punch Out! is the first Soulslike