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Punch-Out!! Review Wii Punch-Out!! Review Wii


10 Years Later: ‘Punch-Out!!’ is the Nintendo Wii’s Little Champion




In the same way, Nintendo used the Nintendo 64 as a means of transitioning their 2D franchises into 3D, the Nintendo Wii served as an opportunity to changeover their existing properties’ control schemes over to motion controls. Of Nintendo’s major first-party franchises, The Legend of Zelda was the first to make the shift. Link’s sword was now directly tied to the Wiimote, a flick of the wrist is all it took to swing the blade of evil’s bane. Although Twilight Princess also featured motion-based aiming, it wouldn’t be until Metroid where Nintendo would design a game entirely around the concept. By this point, however, the concept of motion controls was no longer as novel, especially not when coupled with a first-person view.

By the time Super Mario Galaxy released just a few short months after Metroid Prime 3, the company had more or less abandoned an emphasis on motion controls. Motion controls still played a role in gameplay, but nowhere near as prominently as titles like Wii Sports once promised. To make matters all the worse, these staple console titles were designed in a way where the motion controls weren’t necessary. As evidenced by Twilight Princess’ GameCube release, this was a game that could be very well have been played with a traditional controller, a fact true for both Prime 3 and Galaxy.

It wouldn’t be until the very end of the Wii’s life-cycle with The Legend of Zelda: Skyward Sword where the company would finally bring out the latent potential of the console’s motion control capabilities, but the timing of said release along with the fact that the Wiimote needed a physical add-on to work as intended meant that Nintendo’s efforts were too little, too late. Or so history would lead one to believe. Amidst the myriad of broken promises and missed opportunities, Nintendo’s silent champion humbly sat in the corner, representing everything the Nintendo Wii could and should have done: Punch-Out!!

The third console entry in the franchise, and the fifth overall, 2009’s Punch-Out!! Brought Little Mac into the fray after a 15-year absence. Developed in collaboration between Next Level Games and Nintendo, Punch-Out!! was designed somewhere between a remake of the NES original and a proper follow-up to Super Punch-Out!! on the Super Nintendo. While the Wii reimagining does acknowledge previous entries, its overall gameplay is meant to be heavily reminiscent of Little Mac’s climb against Mike Tyson himself (and later Mr. Dream once the Tyson contract ran its course.)

From beginning with Glass Joe to only introducing two new boxers, the whole game caters to nostalgia. There is a familiarity to each and every circuit as Little Mac’s challengers have almost all played a role in previous games. Along with this, the gameplay is virtually 1:1 to its NES and SNES predecessors. Little Mac can hook, jab, duck, dodge, and pull off specialized punches when the time is right. As far as boxing goes, very little has changed in the 15-year gap. The core controls are as familiar as they get. Regardless of the controller.

Despite Twilight Princess, Metroid Prime 3, and Super Mario Galaxy all forcing players to run through with motion controls, Punch-Out!! offers audiences one of three choices: a traditional control scheme based off the NES classic’s controls; standard motion controls as expected of the Wii; and motion controls mixed in with the Wii Balance Board, incorporating a physicality to how Little Mac dodges. While offering multiple control schemes doesn’t seem all that impressive, the mere fact that Nintendo’s prior first party titles failed to do so makes Punch-Out!! seem all the more impressive in this regard. More importantly, each control scheme is designed to best make use of what the Nintendo Wii is capable of.

It isn’t so much that Next Level Games decided to throw in three control schemes on a whim, designing each one to be viable enough in their own rights. Rather, each method of play is valid and makes proper use of the Nintendo Wii, whether it be the motion sensor, its accessories, or just the standard Wiimote itself. Punch-Out!! thrives where Twilight Princess and Super Mario Galaxy failed because of how proudly it wore its status as a Wii title with more. Even then, its pride is an intelligent one. Motion controls play a role not out of mandate, but out of a clear desire to demonstrate what the Wii is capable of. In many respects, Punch-Out!!’s motion controls are more refined, or at least better implemented, than that of Skyward Sword.

It is equally as important to recognize the mere fact that Next Level Games thought to incorporate control scheme variety. While the Wiimote is always at the center of the action, motion controls aren’t necessary. This isn’t to say they aren’t well implemented, but not everyone has the stomach for motion controls. Video games are under no obligation to cater to all audiences, but there is nothing inherently wrong with them attempting to do so. Punch-Out!! caters to fans of motion controls who want more out of their Nintendo Wii while also catering to fans of the franchise who crave a more standard experience.

In turn, Punch-Out!! avoids the fate relegated to other Wii heavy titles. With the passing of time, the Wii’s motion controls will only lose their luster as a concept. A decade and a half after the console’s launch, the Wii isn’t nearly as fondly remembered as it may have been expected to be, in large part due to how motion controls dictated the library. At the same time, a first party game should make use of everything its console has to offer. What’s the point if it doesn’t?


It’s quite a paradoxical dilemma. A Wii game shouldn’t rely on motion controls too heavily or else it’ll not only date itself, but also alienate audiences; but a Wii game should also do everything its power to justify its existence on the Nintendo Wii. It is, however, very important to recognize that the Nintendo Wii’s legacy is more than just motion controls. While the Wiimote is at the center of the console, the Wii’s library is expansive enough where it had its fair share of traditionally controlled video games; and rather good ones at that. 2009 may have been a bit early to see this trend in action, but it’s one that helps Punch-Out!! cater to the console on a whole in a way other first-person Nintendo titles can’t.

By simply offering controller variety Punch-Out!! better represents the Wii better than any other title Nintendo released during its generation. The motion controls may not feature aiming or overt movements, but they are carefully integrated. The nunchuck works as Little Mac’s left fist while the Wiimote serves as the right. Jabs and blows are based off button presses designed to be as comfortable as possible while keeping the motion in play. Throw in the balance board and Punch-Out!! makes players “feel” like Little Mac in a way not even Skyward Sword could make players “feel” like Link.

Nintendo’s primary objective with motion controls was always to create a deeper sense of immersion with gaming. The Wii was meant to bridge yet another gap between control and play. While such a feat seems almost silly in an era where virtual reality is on the rise, Punch-Out!! shows that Nintendo’s desires were neither fruitless or misguided. More often than not, first-party Wii titles relied on gimmicks above all else, but every now and then, fans got a Punch-Out!!

Punch-Out Wii Review

That’s the thing, though. While Punch-Out!! makes great use of motion controls, Next Level Games also knew that the franchise had a tried and true control scheme in play since the beginning. Hence controller variety. There seems to be an idea in the gaming medium where innovation means abandoning pre-established concepts in the pursuit of novelty, but Punch-Out!! shows that innovation and familiarity can coexist rather peacefully. In every sense, as well. The motion controls are an accurate representation of the traditional control scheme without outright replacing them.

In the same way 2D gaming can exist alongside 3D gaming, so can motion controls alongside traditional control schemes. Punch-Out!! is a game representative of the Nintendo Wii’s best qualities. It may not exactly salvage the Wii’s waning reputation in recent years, or reveal that Nintendo was right to pursue motion controls with such fervor in hindsight, but it living proof that risks can be taken without major compromises. Ten years on, Punch-Out!! remains one of the Nintendo Wii’s finest titles.

An avid-lover of all things Metal Gear Solid, Devil May Cry, and pretentious French lit, Renan spends most of his time passionately raving about Dragon Ball on the internet and thinking about how to apply Marxist theory to whatever video game he's currently playing.

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Indie Games Spotlight – Pastels, Parenting, and Pedestrians

Check out five of the most creative and compelling upcoming indies in the second Indie Games Spotlight of 2020.



Indie Games Spotlight

Indie Games Spotlight is Goomba Stomp’s bi-weekly column that shines a light on some of the most promising new and upcoming independent titles. Though 2020 is already scheduled to have several of the most anticipated indie releases of the last few years, this time we’re going to focus on games coming out in the immediate future. From vibrant brawlers to daughter raising simulators, you’re bound to find something that tickles your fancy in the coming weeks.

Super Crush KO; Indie Games Spotlight

Be John Wick for a Day in Super Crush KO

The neon-tinged shoot ’em up Graceful Explosion Machine quickly became one of the best indies on the Switch in 2017. Almost three years later, the same crew at Vortex Pop is back again with Super Crush KO, a fast-paced brawler set in a vibrant, near-future city. Despite the change in genre, however, it’s clear that Vortex Pop haven’t lost their design sensibilities in the slightest.

Super Crush KO plops players into a pastel world full of evil robots and cat-stealing aliens. Such is the situation of protagonist Karen when she’s rudely awoken to find her fluffy, white-furred pal catnapped. Thus, she embarks on a mission to punch, kick, juggle, and shoot anyone trying to keep her from her feline friend. Just like with Graceful Explosion Machine, the goal here is to clear levels with style, rack up high scores, and climb the leaderboards to compete with players around the world. Super Crush KO is out now for Switch and PC.

LUNA: The Shadow Dust Rekindles Lost Memories

Luna: The Shadow Dust is an absolutely stunning, hand-drawn adventure that follows the quest of a young boy who must restore light and balance to an eerie, enchanted world. This lovingly crafted point-and-click puzzle game originally began as a Kickstarter and is finally seeing the light of day after four long years of development.

Beyond its frame-by-frame character animation and appealing aesthetics, LUNA also promises to offer all manner of environmental puzzles to keep players engaged. Control will be split between the boy and his mysterious companion as the two gradually forge a bond and try to uncover the boy’s lost memories. With emphasis placed on emergent storytelling and atmospheric mastery, LUNA should be well worth investigating when it releases on February 13th for PC. Don’t miss trying out the free demo either!

Georifters – An Earth-Shattering Party Game

Genuinely entertaining party games are shockingly hard to come by in a post-Wii world. Georifters looks to fill that gap by offering a multiplayer-centric platformer centered around spontaneous terrain deformation. Players will be able to push, flip, twist or turn the terrain to overcome challenges and battle competitors in hundreds of stages in single-player, co-op and four-player multiplayer modes.

Of course, multiplayer will be where most of the fun is had here. Each character boasts a unique terrain-altering ability to help them attain the coveted crystal in every match. This makes character selection a serious consideration when planning a winning strategy against friends. To drive this point home even further, there will even be dozens of unique themed skins for players to customize their favorites with. Just like the original Mario Party titles, get ready to ruin friendships the old fashioned way when Georifters launches on all platforms February 20th.

Ciel Fledge; Indie Games Spotlight

Master Parenting in Ciel Fledge: A Daughter Raising Simulator

To say the simulation genre is ripe with creativity would be a massive understatement. Ciel Fledge: A Daughter Raising Simulator takes the Football Manager approach of letting players manage and schedule nearly every aspect of their daughter’s life; classes, hobbies, time spent with friends, you name it. The week then flies by and players get to see how their decisions play out over the weeks, months and years that follow. To keep things engaging, extracurricular activities and school tests are taken via a fascinating blend of match-three puzzles and card-based gameplay.

Just like in Fire Emblem: Three Houses, it’s easy to imagine the strong bonds that’ll form after investing so much time and energy into Ciel’s growth into an adult. Better yet, Ciel Fledge is filled out by what Sudio Namaapa calls “a cast of lovable characters” for Ciel to befriend, learn from, and grow up with. Prepare to raise the daughter you always wanted when Ciel Fledge: A Daughter Raising Simulator releases on February 21st for Switch and PC.

The Pedestrian; Indie Games Spotlight

The Pedestrian – Forge Your Own Path

The Pedestrian puts players in the shoes of the ever-recognizable stick figure plastered on public signs the world over. From within the world of the public sign system, players will have to use nodes to rearrange and connect signs to progress through buildings and the world at large.

The Pedestrian is a 2.5D side scrolling puzzle platformer, but the real draw here is the puzzle aspect. The core platforming mechanics are on the simpler side; players can jump and interact with different moving platforms, ladders, and the occasional bouncy surface. The possibilities of where this novel concept can go will all depend on how inventive the types of signs players can navigate will be. The character is also surprisingly charming; it’s inherently fun to guide the little pedestrian man through buildings and environments he wouldn’t normally find himself in.

Whether you’re a puzzle fan or simply appreciate the aesthetics, be sure to look out for the full journey when The Pedestrian launches on PC January 29th. Get an idea of what to expect by trying out the free demo too!

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PAX South 2020 Hands-On: ‘Ghostrunner,’ ‘Everspace 2,’ and ‘Wrath: Aeon of Ruin’



‘Ghostrunner,’ ‘Everspace 2,’ and ‘Wrath: Aeon of Ruin’

We’ve already covered a wide variety of the games on display at PAX South this year, from retro revivals to unorthodox romances to everything in between – and we’re not done yet! In this next roundup article, we cover three more ambitious, action-packed games: Ghostrunner, Everspace 2, and Wrath: Aeon of Ruin.



Ghostrunner was one of the most in-demand games at PAX, and after playing it, it’s easy to see why. This first-person action slasher, developed by One More Level and produced by 3D Realms, lets players dash through the air, run across walls, and slash through enemies at blistering speed all while exploring a dystopian cyberpunk world. It’s gorgeous, lightning fast, and feels amazing to play.

Ghostrunner begins in a broken future, where the remnants of humanity have hidden away in a single condensed tower. Naturally enough, you’re put in the role of the one rebel who dares to rise up against the forces oppressing humanity. As you begin your uprising, you’ll also encounter a grand mystery – why is humanity the way it is now? Just what happened to the rest of the world? And what’s that voice you hear in your head?


My demo didn’t offer much illumination to these mysteries, but the 3D Realms team assured me that the story plays a significant role in the main campaign. What my demo did offer, however, was a look into the fast-paced, brutal gameplay that defines the game. Combat is so dynamic in Ghostrunner. Your arsenal of moves is massive and varied – of course you can run, jump, and slash with your katana, but you can also run along walls, dash over chasms, slow down time to dodge bullets, and more.

When all the moving pieces flow together, Ghostrunner achieves a visceral, almost hypnotic flow of battle. There are a few obstacles to this feeling. The controls took a bit of getting used to on my end, but that would be because, console peasant that I am, I’m not used to playing 3D games on a keyboard instead of a controller. Also, this may be an action game, but at many times it feels more like a puzzle game. With bloodthirsty enemies scattered around each environment, you’ll often need to take a step back and methodically evaluate which abilities to use in each situation. This can take some trial and error – it might have taken me more than a few tries to clear out the final wave of enemies. But when the solution works out, it’s a beautifully exhilarating feeling, and that’s what sets Ghostrunner apart.

Wrath: Aeon of Ruin

PAX featured plenty of retro-styled games, but not many quite like Wrath: Aeon of Ruin. This retro-style FPS is a throwback to the simpler, faster days of shooters, built entirely in the same engine as the original Quake. It was even based off the work of Quake community modders. If you’ve played any classic FPS like the original DOOM or Wolfenstein, then you should have a good idea of how Wrath plays: it’s brutal, lightning fast, and action packed.

My demo got straight to the point. After teleporting me to a distant hellscape, I was faced with a horde of demons, ranging from simple skeletons to more aggressive ogre-like enemies and flying laser monsters. Thankfully, I was also given an assortment of weapons to take these creatures down with, including a simple handgun, a powerful blade arm, and my personal favorite, a shotgun. Each one of these felt good to control, and like any good old-fashioned shooter, they gave me a great feeling of power.

PAX South

Like any good, brutal FPS in the vein of Quake, Wrath features an insane amount of mobility. Movement is extremely fast and fluid, allowing you to zip across and above stages with reckless abandon. This extra speed will be necessary, especially considering that enemies can slaughter on with reckless, overwhelming abandon.

Of course, being built in the original Quake engine, Wrath is a delightfully retro treat to behold. It features all the signature hard polygonal edges of PC shooters from that bygone era, but with the added smoothness and fluidity of modern hardware. The game feels great to play and is a unique treat to behold. Wrath is currently available on Steam Early Access, and there’s plenty of new content that can be expected throughout the year, including new levels, enemies, and even a full online multiplayer mode. Stuffed with violent retro action, Wrath: Aeon of Ruin is absolutely worth watching out for.

PAX South

Everspace 2

Space is the final frontier, offering limitless exploration This’s the exact feeling that Everspace 2 captures. This sandbox open world space shooter dumps you in outer space and leaves you to figure out the rest, allowing you to fight, scavenge, and explore as you will, all with an incredible amount of freedom.

It’s a remarkably beautiful game too, boasting of extremely detailed 3D graphics that wouldn’t look out of place in a full 3D AAA experience. It’s extremely ambitious, offering a wealth of customization options through parts that can be scavenged from fallen space craft or space debris. There’s alien life to discover and a wealth of locations to explore, with the full game apparently featuring more than 80 unique environments.

PAX South

These environments will always be interesting to explore thanks to a mix between handcrafted worlds and randomization. The original Everspace was a pure roguelike, and as developer Rockfish Games told me, this constantly changing design has often been fundamental to previous great space shooters. Although Rockfish opted for an intentionally designed open world for the sequel, they want to maintain some of those same roguelike elements. That’s why whenever you venture through the many galaxies of Everspace 2, the galaxies and planets will be the same, but the items you find or enemies you encounter within them may change each time.

It took me some time to get used to Everspace. It immediately offers a great amount of freedom, with the demo simply dumping me in space and only requiring that I take down some enemy units and pick up some loot. Yet once I got the hang of the controls and the environment, it became extremely fluid and natural to zip through space, upgrade different components, and experience all the free-flowing action that it has to offer. Space is the ultimate freedom, and Everspace 2 is set to represent that.

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PAX South 2020 Hands-On: ‘Windjammers 2,’ ‘KUNAI,’ and ‘Young Souls’



PAX South

PAX South 2020 attracted tons of exciting publishers to San Antonio, and even with such a crowded lineup, the DotEmu and Arcade Crew booth easily stood out as some of the show’s very best exhibitors. Streets of Rage 4 might have been their standout demo, but the French boutique publisher and developers brought a fantastic selection of games to the show, including their signature retro revivals and some promising original indie games of their own.

PAX South

Windjammers 2

Sequel to the much-beloved arcade classic, Windjammers 2 takes all the hectic frisbee-throwing action of the original and updates it for the modern generation. For those unfamiliar with the art of windjamming, it’s effectively pong, but instead of balls, you toss discs back and forth across the court. It pits two players against each other on opposite sides of the court, tasking you with mercilessly hurling your disc back and forth until it gets into your opponent’s goal.

You can just throw the disc directly at your opponent, but Windjammers 2 gives you many more options besides that. To really excel at the game, you’ll have to make use of the most extravagant moves you can, dashing across the court, leaping into the air, tossing the disc above you before slamming it down into your opponent, to list only a few of the uber-athletic abilities at your disposal. The game can move extremely quickly when both players take advantage of these capabilities, yet things never feel overwhelming. I always felt in control of the action, even when my quickest reflexes were put to the test. It’s fast-paced disc throwing insanity, and I couldn’t get enough of it.

Animated GIF

Just like the rest of DotEmu’s catalogue, Windjammers 2 combines classic gameplay with gorgeous modern aesthetics. It has the same hand-drawn style that makes other DotEmu titles stand out, like Wonderboy: The Dragon’s Trap. The original Windjammers was a time capsule of garish 90s style, and that design is retained for the new release, with characters looking even more colorful and absurd than ever thanks to the revitalized art and animations. Hectic to play and beautiful to behold, Windjammers 2 is already set to be a multiplayer hit.

PAX South

Young Souls

Streets of Rage 4 was certainly the premier beat ‘em up on display at DotEmu’s booth, but it wasn’t the only one. Alongside this retro revival was an all-new take on the genre: Young Souls, an extremely stylish action game that blends fast-paced fighting with deep RPG customization and a charming, emotional narrative.

Beat ‘em ups might not be known for deep storylines, but Young Souls aspires to something more. Along with its satisfying combat mechanics and plentiful flexibility for character builds, it also boasts of having “a profound story with unforgettable characters.” While my demo didn’t give me much of a look at this deep narrative, it’s reasonable to assume that the story will at least be quality, since it’s penned by none other than the author of the Walking Dead games, Matthew Ritter.

Animated GIF

However, I did get a substantial feel for combat. Young Souls features more than 70 monster-filled dungeons, and I got to venture into two of them in my demo. The action feels weighty and solid when going up against enemies, yet precise at the same time. Like any classic beat ‘em up, there’s a mixture of light and heavy attacks, along with blocks and powerful special moves, along with items and spells to exploit during combat as well. In between battles, you’re able to deck your character out in equipment and items, allowing for an element of roleplaying depth that isn’t typically associated with action games like this. In my short time with the game, it was fun to experiment with different character builds, which could determine the speed and abilities of my fighter, promising combat for the final game.

I played the demo both solo and co-op; in single-player, you’re able to switch between the two twins at will, while two players can each take control of a sibling. In both playstyles, the gameplay was just as visceral and satisfying as one would expect from a classic-style beat ‘em up like this, but the addition of a deep story and RPG mechanics put a unique spin on this entry. That’s not to mention that, like every other game at the DotEmu and Arcade Crew booth, it’s visually beautiful, featuring stylish 2D characters in 3D environments that are all rendered in gentle, washed-out colors. Young Souls might not have a release date or even any confirmed platforms as of now, but it’s absolutely worth keeping an eye on in the meantime.


KUNAI takes the typical metroidvania formula and boosts it to hyperspeed. It has all the hidden secrets and massively interconnected world exploration that you’d expect from the genre, and it gives you the ability to speed through that faster and more dynamically than ever. Its main gimmick is right in the name – by giving you two kunai hookshots, you’re able to traverse up and down your environments with speed and freedom, making for a uniquely vertical method to explore.

KUNAI starts out with the end of the world. In a dystopian future where technology has taken over, you control Tabby, a sentient and heroic tablet that’s dead set on liberating the planet. This serious plot is filled with plenty of personality, however, from the silly faces that Tabby makes in action to the charming dialogue and quirky character designs. This personality is rendered in appealing detail thanks to the game’s simple yet effective pixel art.

PAX South

It’s in the gameplay where KUNAI truly shines. With the eponymous kunai, you’re able to latch onto vertical surfaces. Combine this with the additional abilities to dash, bounce off enemies, or wall jump, and it provides for a uniquely dynamic method of exploring the world. Using the kunai feels easy and intuitive, fast enough to gain speed but never too floaty. It’s a balanced approach to speed and movement that never gets out of control, resulting in what it is perhaps the best-feeling movement of any metroidvania I’ve played recently. My demo was brief, and ended very soon after first getting the kunai, but the gameplay felt so smooth and natural that I can’t wait to experience more of it. Thankfully, it’s not long to wait, since KUNAI hits Switch and PC on February 6.

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