Punch-Out!! will always be the most timeless of Nintendo’s NES classics
Punch-Out!! was, in part, literally born from the detritus of Nintendo’s bigger successes. The idea for this cartoon boxing game goes way back to 1983 and Nintendo’s arcade era. With hits like Donkey Kong under its belt, the company was buying tons of televisions to use in its arcade machines and was eventually stuck with a surplus of monitors, so the higher-ups came to designer Genyo Takeda with a strange proposition: Create a new game that uses two screens. Along with the desire to utilize a new technology that allowed the machine to render a single very big character, that need to get rid of excess TVs ended up being the basis for the first ever Punch-Out!! game. A boxing match where you’re pitted against one opponent at a time makes perfect sense if you’re limited to drawing just one huge, detailed figure on the screen. As for the extra televisions, the designers stacked two screens vertically inside the arcade cabinet and had the brilliant idea to stick all those pesky HUD elements—your score, the boxers’ health meters, the clock—on the upper screen, freeing up the entirety of the bottom TV for nothing but in-ring action. By 1984 standards, it’s an incredible-looking game and nothing was quite like it.
The original arcade release was a big enough hit to warrant a quick sequel, an arm-wrestling-themed spin-off, and later a version for Nintendo’s first console. That home conversion came to America 30 years ago this month as Mike Tyson’s Punch-Out!!, one of the NES’s most iconic games and indisputably the most beloved boxing game ever made. But despite its enduring popularity, Nintendo itself shied away from the series. The cover star of its original NES release certainly didn’t help matters. Shortly after Mike Tyson’s Punch-Out!! hit shelves, allegations of his abuse against Tyson’s then wife Robin Givens began surfacing, and three years later, Nintendo re-released Punch-Out!! with all references to Iron Mike scrubbed away. The game-maker only only revisited the series two more times after that, for the still great but less remembered Super Punch-Out!! on Super NES in 1994 and the delightful Punch-Out!! reimagining for the Wii a whopping 15 years after that.
Counting the arcade releases, there’s only been five Punch-Out games in 33 years. It occupies the same rung of the Nintendo hierarchy as oddballs like F-Zero and Mother, series with a cultural footprint that’s far bigger than the attention their creators have ever paid them. Punch-Out’s prolonged prominence owes a lot to the Tyson connection and his legendary cameo as its brutally difficult final opponent, but the appeal of the game itself outlasts that ill-fated celebrity tie-in. Even compared to its more famous and influential contemporaries—your Super Marios and Metroids and Zeldas—Punch-Out!! is the most timeless Nintendo game of the NES era. It is about as pure and essential as video games get: a series of tests that force you to recognize and react to patterns, to find the holes in your goliath opponents’ armor and jab away at them until your little David of a boxer emerges victorious. You might lose a dozen times (or more, if you’re taking on Tyson) before you bring home the purse, but each of those defeats is an opportunity to experiment and learn something new, to figure out how to break through King Hippo’s defense or notice the tricky little pause in Soda Popinski’s uppercut. Your progress is made in inches, and success is ultimately a matter of tenacity, memory, and timing.
That’s been the foundation of action games since their beginning, but what makes Punch-Out!! special and able to stand up better than its contemporaries is that it’s nothing but that. Little Mac doesn’t have to punch the hell out of thugs and birds on the streets of New York between his real bouts. He doesn’t have to worry about being as good a jumper as he is a boxer or deciphering inexplicable riddles. Those complications all have their merits and important roles in the medium’s evolution, but the more arcana piled on top of that viscerally satisfying skeleton, the more there is that can go wrong, especially when designers didn’t yet grasp or pay much attention to the concepts of fairness and difficulty curves. Punch-Out!! was as understandable and natural as a game could possibly be. You stick and you move and when you knock the other guy down, you feel amazing. No amount of time or new technology is going to change how effective that is.
And while Nintendo might have put the series on the backburner for a long time, we have seen Punch-Out’s emphasis on one-on-one fights and slowly learning to unravel a seemingly untouchable foe work its way back into vogue. It was one of the first games to be little more than a gauntlet of demanding boss fights, a concept that’s been toyed with ever since in works like Alien Soldier and Shadow Of The Colossus and more recently Furi and Cuphead. Elsewhere, the major fights in games like Monster Hunter and Dark Souls are based on the same puzzle-like stick-and-move strategy and David vs. Goliath scope that made Punch-Out!! work. And then there’s Chair Entertainment’s popular Infinity Blade series of iOS games, which was pretty much a fantasy-themed carbon copy that replaced boxing gloves with swords and shields.
That isn’t to say Punch-Out!! was somehow the progenitor of all memory-testing, reflex-busting mano-a-mano battles. But the continued experimentation on that age-old game design pillar, one that Punch-Out!! embodies by virtue of its radical austerity, goes to prove just how enduring Genyo Takeda’s boxing game is. And while it might have been nice to see Nintendo continue to iterate on it as it has with so many of its other series, Punch-Out!! never really needed it. Like so many great creations, it was born from necessity and strict limitations, and it emerged as a brilliant crystallization of the primal appeal that lies at the root of all video games. Let’s face it. The only part of it that hasn’t aged well is all the ethnic stereotypes you beat up on your way to boxing glory.