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NES box art for Mike Tyson's Punch-Out, the cover of NEStalgia episode 76

076 · MIKE TYSON'S PUNCH-OUT

▶ Game info
July 12, 2019 · 1 hr 30 min · transcript available

It's a right jab, a left hook, and uppercut - it's Mike Tyson's Punch-out!! where you'll get the chance to compete against boxers from around the globe. FOR MORE NESTALGIA as well as show notes and links check out www.NEStalgiacast.com

Our verdict: Essential

Mike Tyson's Punch-Out is the game we most expected to be overrated, and it turned out to be one of the best we've played so far. We came in thinking it was one of those games everyone is nostalgic for that doesn't really hold up. Then we played it, and all four of us voted it onto the Essential Games List, unanimously.

What makes it essential

  • A puzzle game disguised as a boxing game. Little Mac only has jabs, body blows, hooks, an uppercut and a star-powered special, and you can't walk around the ring. That sounds limiting, but the limits are the point. Each opponent is a pattern to learn, and it plays like a puzzle and a rhythm game at the same time. After a run of simulation sports games that struggled, the arcade approach is a relief, and we agreed that simplicity is what makes it work. It's also the closest thing the NES has given us to a boss rush.
  • The tells. Every fighter signals what he is about to do, and you have to learn to read it. A new trick appears just when you think you've solved someone, like Piston Honda backing up and charging with a flurry, or Great Tiger zipping around the ring. It reminded us of Monster Hunter, Shadow of the Colossus, Kingdom Hearts boss fights and the way people describe Dark Souls, and it feels more like a modern boss fight than most NES games do.
  • Hearts, stars and stamina. Every miss and every block costs you hearts, and when you run out you glow pink and can only dodge. That one system punishes mashing and makes rallies possible, so a fight can swing back and forth. Stars unlock the special uppercut. In between rounds, the corner scenes show how both fighters are doing, with swollen eyes, smug grins and a hint from Doc Louis.
  • Glass Joe, the gentle tutorial. He teaches by being easy: you have to land the first punch before he does anything, and the rest of the mechanics are all there for you to find.
  • Personality. King Hippo and his shorts, Don Flamenco taunting you while he dances, Great Tiger, Bald Bull, Soda Popinski (once Vodka Drunkinski in Japan, until Nintendo of America changed it). Little Mac is a 17-year-old, 107-pound kid in a field of fighters twice his size, which makes the underdog story easy to buy. The training cut scene, with the Rocky run past the Statue of Liberty, started a long debate about where in New York he actually is. We settled on Staten Island.
  • Fair, if hard. A loss sends you back to the start of your current circuit, not Glass Joe, and the password system means you don't have to start over. We died a lot, but never felt cheated.
  • Little secrets. The select-button bandages between rounds, the belly punch that knocks out Piston Honda, the audience member who ducks to tell you when to throw the knockout uppercut (it took people about 20 years to notice), and the one frame where Tyson glows. The speedrunners, including blindfolded runs, have found plenty more.
  • The music. Koji Kondo's first game as a composer, and the between-round theme is "Look Sharp, B Sharp March," which has a long history in boxing broadcasts and was in Raging Bull.

Where it's rough

  • The difficulty cliff. The first two circuits are approachable, and then the World Circuit jumps to Mr. Sandman, Super Macho Man and Mike Tyson. We mostly stalled at Sandman, and we barely got a real run at Tyson. Even though it's fair, the climb is steep, and a save point before the last few fights would have helped.
  • Some fights are decided by tricks. King Hippo can only be hurt after you knock his shorts down. Bald Bull can only be won by a TKO, and a decision never goes your way. These fights feel good once you know the secret and confusing until then.
  • No practice mode and no battery. We would have loved to pick an opponent and practice. Wanting more game, and not a different game, is a compliment, but it's still a gap.
  • Hard to explain, easy to underrate. Like the other NES games we've covered, it's more fun to play than to hear described.

Beyond the game

The arcade original came first: Punch-Out in 1984, then Super Punch-Out in 1985, and the arcade version runs on two screens, with the stats above the fight. Takata produced it, Miyamoto designed the characters, and the original Little Mac was a see-through wireframe. The NES version came out in 1987, and when Tyson's contract ended it became plain Punch-Out with Mr. Dream in 1990. There was a Super Nintendo sequel in 1994, a long gap, then a 2009 Wii revival with Wii Remote and Nunchuk controls (and even Balance Board support), plus Doc Louis's Punch-Out for WiiWare. Little Mac later joined Smash Bros. The ending newspaper is dated April 1st, so we decided we'd been punked.

The bottom line

Essential. This is the kind of game that makes a stretch of bad ones worth it: simple to learn, deep to master, and rewarding when you finally figure a fighter out. We'll keep coming back to try to beat Tyson. All four of us voted it onto the Essential Games List.

Written from our conversation in this episode.

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