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Punch-Out!! Review

The classic returns - and that's KO by us
There's an idea in Punch-Out!! that really shows Nintendo at their best. As Little Mac you're capable of taking two knockdowns before it's lights-out with a KO. The devs clearly relish the moment - lose that third energy bar and the camera whips around with Raging Bull panache to follow a bruised Mac to his knees. But it's not over. Hammer attacks as you hit the ropes and there's a chance Mac will get up. And at a turning point in a tricky bout this is just incredible.

Don Flamenco1 has us on the ropes. We're ten punches away from KO-ing the preening Spanish dandy. But before we have the chance to fell him he hits us with the old 'uno dos tres' - a devastating chain of three pirouetting swings. Is this the end of the dream for Little Mac? His battered form collides with the ropes, begins to sway into a fall, *deep intake of will he/won't he breath*, only for his leg to find that last bit of fight and hold him up. In movie terms, this is Rocky, The Champ and Cinderella Man all in one.

Punch-Out!! may not be realistic boxing - that would put a stop to Great Tiger's body-cloning magic attacks - but we'll be damned if it isn't how boxing should be. When Ali boasted of stinging like a bee he must have been talking about Next Level Games' bullet-like punches. You face lumbering meat stacks, but Little Mac is a hornet, his fists sniping his opponents with such speed that every ricocheting jaw and shuddering ribcage is accompanied by bulging eyes of surprise.

His offensive speed is all down to control schemes designed for sharp jabbing motions. We always knew that stabbing at the 1 and 2 buttons of the NES-apeing set-up was going to brutal and to the point; the big surprise is how well the motion controls work. You jab, Mac jabs. With dodging and uppercuts controlled by the analogue stick there's really nowhere for the motion work to go wrong. Any flail will do. With 13 opponents crushed by NGamer's flimsy real-life 'guns', we can attest to it.

Then again, without controls designed for hair-trigger responses you'd be getting nowhere. The opening fight against brittle-bonced Glass Joe aside, Little Mac's diminutive form places him in a clear defensive role. Punch-Out!! isn't about sluggers holding each other up in the final round, but surgically applying your hits in and around the offensive flurries thrown your way. Go in all fists and you'll hit block after block, drain your stamina meter and earn a fist-shaped ticket to the game over screen.

Instead, fights are puzzles built around audio and visual cues. For heavyweights allegedly trying to fight their way to the top, the cast of boxers don't half enjoy giving away their strategies. Some are direct: shouting out move names to signal whether a duck or dodge is needed. Others require you to listen over the blaring music (variations on the relentlessly enthusiastic brass theme) for subtle audio cues - the mechanical wind-up of cuckoo clock-inspired Von Kaiser giving away a jab, for example.

Say you learn the cues; this doesn't mean the boxers are going to KO themselves. Listing tells in a review is one thing, recognising them in action - especially when each character sports ten or so - and responding
is quite another. Recognising and avoiding is just the beginning; the real elegance of Punch-Out!! is learning how to go from a scurvy rat stealing cheap shots when he can get them to commanding the ring despite being one eighth the size of your opponent.

On the first page of the review we used the term 'surgical' to describe your strikes. Try earning power hits and you'll see why. Rivals tend to give a couple away for free - snagging them during taunts tends to earn a star - but the rest must be deduced with repeat play. The majority are from countering powerful hits; not just using the correct punch but using it during the exact required frame of animation. We told you it was surgical. And all with a D-pad and two buttons.

Punch-Out!! boasts the sort of design clarity that went out of fashion when consoles started coming with 20-button controllers in the late '90s. But its intricacies are so subtle that it's entirely possible to rinse the 13-
man Championship mode and not realise how smart a game you've just played. The same can be said of the original Punch-Out!! and Super Punch-Out!!, but where they relied on dedicated play to prove otherwise, the devs wisely signpost it.

Signpost 1: Defend The Title mode, unlocked once you've completed Championship mode. All the boxers you humiliated on the way up? They're out for revenge and they've adapted their strategies to force perfection from your play. Glass Joe's jaw is safe under protective headgear and Von Kaiser has shaved his head and toughened up. Comic alterations aside, combatants sport new moves, timings and tells - if your climb to the top was slow, Defend The Title refuses to let you pass. Nightmarishly tough, but fairly so - a big step forward for the devs of Mario Strikers Charged and that AI.

Signpost 2: what looks like basic training in Exhibition mode is really a game unto itself. Every fighter is here to practise against (in both their initial and Defend The Title form) but each has three special objectives. From simple 'achieve TKO in the first round' to the insanely tough 'achieve TKO without using any dodges or blocks', you're constantly asked to reappraise your approach to the game. Hey, if the only way to demonstrate depth is to shout about it, so be it.

If this reads like a defence of a game rather than a glowing recommendation, it's because Punch-Out!! is a lot like Little Mac himself. While certainly talented, he's not the biggest of contenders - there's no denying that a cartoon boxing-puzzler is rather niche. Let's remember that for all the game's smarts, we're talking about punching big men in the face. You'd have to be drinking whatever Soda Popinski's swigging to claim otherwise.

And like we said, the extra goodness - while appreciated - is really doing nothing more than pushing newcomers towards realising the cleverness the games have had since the NES - the cleverness the games still have on Virtual Console. If we were feeling mean, we'd point out that with its in-depth score breakdown Super Punch-Out!! is still the better high-score challenge. Best times aside, there's perhaps not as much here as those extra challenges would suggest.

But just as this adversity rises, and Punch-Out!! finds itself on the ropes trying to justify its place in your Wii collection, it does something to make you smile. Don Flamenco lays a rose on Mac's defeated body. Or doughy coach Doc Louis barks out something nutty about "punching some sucka!" Or you're shown a picture of a Russian giant in his pants carrying crates of fizzy drink atop his shoulders. Question it and it may teeter, but while you're in its world, Punch-Out!! always has a leg to stand on.

Buy Punch Out: Play / Amazon

NGamer Magazine
// Overview
Verdict
Punch-Out!! is an odd choice for a revival, but it suits the Wii perfectly. Thumpy and brash but not without brains. It's time to get reacquainted.
// Interactive
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Read all 9 commentsPost a Comment
Ahhh, PunchOut!! I have such fond memories. Especially of Super PunchOut. Anyone here beat Bear Hugger in under the amount of time he mentions in the end credits? I never could.
voad on 21 May '09
Probably the only Wii game of the last year that I would love to play! Hopefully my mate buys it...
Mark240473 on 21 May '09
I was always going to buy this, I'm still happy it's been deemed good though.

No mention of how well the split screen 2 player mode works, any chance of a drop-in edit? I'd very much like to know.
B_G_G on 21 May '09
Sure thing. Multiplayer was covered elsewhere in the review...

Basically: it's about as bare bones a multiplayer mode as you'll find. You both play as Mac, the screen splits to enable you to observe the action from the traditional view.

Punches are slower and heavier, to give both players a chance to duck and weave. As you land and duck hits you fill your Giga Mac meter. Fill it and you morph into this uber-powered form, where you can dish out awesome damage.

But while powerful, you are also vulnerable to Macs nasty stinging punches, so it's not an insta-win by any means. Good for a few plays, but don't expect anything substantial. This is a single player experience through and through.
Matthew on 21 May '09
almost at the end of championship mode. MR.Sandman (aka MR.Dream) is still an utter bastard even after 15 years.

The best way to play it is definately with the NES style controls if you want to get through the game.

Did play it with the nunchuck and balance board untill king hippo, but the board isnit quite responsive enough for the later faster fighters.

2 Player mode feels a little tacked on but is still a good laugh. you both play as little mac untill one of you does enough damage to to turn into giga mac and then it becomes normal 1 player punchout untill giga mac pulls the game level again or the player still in controil kills hime. Its a good tug of war mechanic and helps keeps the fights balanced and unpredictable. Its just a shame you can't play as any of the other fighters in 2 player mode is all.

I'd highly reccommend punchout to anyone that loved the original or anyone who owns a wii. Considerinf the only other game out this week is bionic commando, i think the decisions an eay one.
WHERESMYMONKEY on 21 May '09
make no mistake, this game is amazing. it's another reason why wii is getting it together this year, along with madworld, house of the deadSurprisedverkill and the re-released pikmin.

it's supremely addictive and actually very challenging. i played the f**k out of super punch out on the snes and i'm enjoying it in equal measure.

i think people of all skill level can enjoy this, i'm expecting my girlfriend to come down on the weekend and get in to it no doubt.

i'm really happy with what's happening here with nintendo, so bring on e3.
Sinthetic on 21 May '09
@ Matt

Thank you very much, appreciate it Smile
B_G_G on 21 May '09
Been playing this since I got home from work on friday. Absolutely brilliant! I was always going to buy it regardless, but I wasn't really expecting it to be quite so much fun!

As far as I'm concerned, you can keep your Fight Night realism. Give me alcoholic Canadian bear-huggers and camp disco champions any day.
carterlink on 23 May '09
don't forget your vodka swilling angry russians and teleporting indians.
WHERESMYMONKEY on 26 May '09
Read all 9 commentsPost a Comment
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