The bout to knock the other alien out.
What?!
PLAYERS: 1
PUBLISHER: American Softworks
DEVELOPER: Beam Software
GENRE: Sports
RELEASE DATE: June 1992
Three bizarre facts about Power
Punch II:
- Power Punch II was originally going to be called Mike Tyson's Intergalactic Power Punch, but was changed due to Mike Tyson's legal troubles.
- It was originally the sequel to Mike Tyson's Punch-Out!!, despite not being developed by Nintendo.
- Beam Software, the developers of Power Punch II, have been responsible for some of the worst software on the NES, and yet, Nintendo authorized them to make this "sequel."
If
any of you are Punch-Out!!
fans,
this information might make you want to pick up this game. Don't.
Power
Punch II
has none of the spirit or whimsy of the original. Beam Software
failed to understand the inherent appeal of Punch-Out!!:
the rise of the underdog.
In
Punch-Out!!,
you're a nobody (Little Mac) fighting to the top of the boxing
circuit, to eventually reach, and hopefully knock out, Somebody (Mike
Tyson/Mr. Dream). Training montages are woven between fights to show
that Mac's no slacker. He may be little, but he's got guts. The
implication was, if he can achieve success despite his limitations,
so can you, the player. In Power
Punch II,
you're "Mark Tyler" (originally Mike Tyson), the
heavyweight champion of Earth and you're taking on alien boxing
champions all across the galaxy. Mark Tyler's never been knocked out.
Mark Tyler's got an Olympic gold medal. Mark Tyler's always been
successful. Where's the struggle? Where's the relatability? None of
this would bother me if Nintendo hadn't originally sanctioned Power
Punch II
as a sequel to Punch-Out!!
Power
Punch II also
adds a mandatory and obnoxious training time before each fight. If
you succeed at your training, you'll conquer each ensuing fight.
Fail, and the fight will be more challenging than it needs to be.
Training time consists of hitting the gloves of a training robot, Mr.
Robotto. He has a pink glove on his right hand and a red glove on his
left. The gloves are constantly shifting up, down, and back to the
center, and you are to hit each glove when they glow, with 'A'
corresponding to the red glove and 'B' corresponding to the pink. Hit
five glowing gloves in a row, and your heart, stamina, and speed (all
represented in icons on the bottom of the screen) will raise
slightly. Hit six in a row and your energy will increase. Continue to
do this before the minute-long timer runs out and you'll be quite the
beefcake. But therein lies the problem: Mark Tyler is already a
beefcake. He needs to train, sure, but the success of his training
shouldn't correspond to whether he can beat the upcoming fight.
Basically, your success in Power
Punch II
amounts to whether you can excel at the training segments. This is
stupid. Punch-Out!!
should be about timing in the ring, not in the training closet.
If
you excise the training, Power
Punch II
is a poor man's Punch-Out!!
It
looks the same, it feels the same, but something's not quite right.
The graphics aren't as clean, the controls aren't as tight, and the
opponent weaknesses aren't as readily apparent. I'm ecstatic that
they lost the Mike Tyson license to this, and that Nintendo didn't
slap their name anywhere on the game. In trying to besmirch the good
name of Punch-Out!!,
Power
Punch II
deserves to be forgotten.
D-

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