Super Punch-Out! (SNES, 1994)
Graphics-7.5 Sound-6.5 Control-7.5 Challenge-7.5/8* Story-4
Level Design-7 Frustration-8/9* Fun-7/6* Originality-6
Overall Score-6.5
*last cup/circuit
+
Counter attacks (block then punch, dodge then punch - leaves the opponent stunned so you can perform supers/knockouts or basic combos, counter punch - only useful vs nick (final opponent) if the fight takes too long)
High and low block (do nothing to block low), Side+duck dodging
Full control config (manual or automatic power up mode which lets you deal hit faster+do more damage with knockout punches for a limited time after your portrait background starts flashing red - lost if you're knocked down as well)
High and low+left and right punches, fast+weak and slow+strong attacks (left hook is also a bit faster+weaker than an uppercut)
Basic combos and special moves (up+A/knockout button for uppercut, press knockout twice quickly for a rapid punch combo)
Large and detailed as well as pretty well animated sprites
Easier to duck than in the prequel
Decent video tutorial (idle demo, doesn't example certain important things though)
Decent variation for what it is (opponents have unique special and taunt moves (although nick and rick share some moves and you fight them back to back), some opponents are weaker in the stomach than the face but they might also be weaker to a face uppercut while otherwise being stronger in the face (and some are weaker to right punches than left punches or vice versa))
Hidden 2-player mode however the second player controls the opponent and sees themselves from the front so it's kinda awkward
Satisfying sfx
Some text hints to what an opponent will do that don't pause gameplay
Time attack mode lets you refight any beaten opponent
+/-
Some odd mechanics - HP/stamina increases by pressing any button rapidly while the opponent is down, score more points by making your opponent dizzy (better to keep doing this than to knock them down quickly)
Generally can't start or resume dodging or blocking after getting hit from one attack during an opponent's combo (can turn the tide of a round very quickly)
No attack move cancel
No training mini-game
Can't cue up several left/right punches quickly or they won't register - have to use the buffer (hold the button) mentioned below because there's a bit of a delay after hitting the opponent before you can punch again
One of the pre-match jingles is a ripoff of Walk This Way by Aerosmith
Left punch is faster than right punch?
Don't gain stars (for uppercuts/KO punches) by interrupting opponent moves here
Pretty often you have to dodge before attacking
Save feature
-
Trial & error (some mechanics (rapid punch combo, have to use high punches after blocking low and vice versa or such counters won't work, quick/long dodge - left dodge then press up/hold dodge, attack move buffering/prepping by holding the button while the opponent is getting up), most patterns (for various special moves you just have to try different dodge/block moves while watching the patterns over and over to see what works unless you check a guide since you can't really tell by from the animation, nick's second phase), kinda hard to read various moves as well as when an opponent is out of reach at times (the lower camera compared to the prequel also makes it harder), knowing which moves you need to dodge instead of block and which ones you can only dodge by ducking+exactly how to counter specials, the game in general is more about memorization than reaction time)
Enemy moves sometimes take priority over yours when it looks like you have an opening (vs masked muscle before he spits for example, clown's backhand punch - can interrupt a rapid punch combo, narcis prince's circular dance before his combo - looks like he's in reach but nope, can't hit rick or nick right after dodging their fist disabling moves)
Sometimes uneven difficulty (cheap moves like Piston's hurricane rush combo that you have to just keep blocking or dodging until it stops, easier bald bull, spit attack is OP, aran's punch combo, clown's juggling move, hoy quarlow's 10 hit stick combos - hard to tell which one he'll do, rick's weakening slam move sometimes not dodgeable?+invincibility during his windup move before stomp attack, rick and nick's fist disabling moves, nick's third phase (post 1m mark))
So-so instrumentation and no remix of the prequel's theme
So-so attempts at humour via the dialogue
No difficulty options (each circuit/cup is harder instead and the last one is quite tough which means you have to become really good at the game to see the credits, using the right strategy and executing it well makes for an easier game overall as some opponents won't perform their hardest moves)
Power up mode doesn't come into play that much (would've been better if it increased faster with certain tactics and let you override certain enemy moves)
Notes:
-Fully charging the meter at the bottom lets you do knockout punches - hit the opponent and don't get hit to charge it (goes back down if you get hit)
-Knocking your opponent out with a super/KO punch gives better results
Level Design-7 Frustration-8/9* Fun-7/6* Originality-6
Overall Score-6.5
*last cup/circuit
+
Counter attacks (block then punch, dodge then punch - leaves the opponent stunned so you can perform supers/knockouts or basic combos, counter punch - only useful vs nick (final opponent) if the fight takes too long)
High and low block (do nothing to block low), Side+duck dodging
Full control config (manual or automatic power up mode which lets you deal hit faster+do more damage with knockout punches for a limited time after your portrait background starts flashing red - lost if you're knocked down as well)
High and low+left and right punches, fast+weak and slow+strong attacks (left hook is also a bit faster+weaker than an uppercut)
Basic combos and special moves (up+A/knockout button for uppercut, press knockout twice quickly for a rapid punch combo)
Large and detailed as well as pretty well animated sprites
Easier to duck than in the prequel
Decent video tutorial (idle demo, doesn't example certain important things though)
Decent variation for what it is (opponents have unique special and taunt moves (although nick and rick share some moves and you fight them back to back), some opponents are weaker in the stomach than the face but they might also be weaker to a face uppercut while otherwise being stronger in the face (and some are weaker to right punches than left punches or vice versa))
Hidden 2-player mode however the second player controls the opponent and sees themselves from the front so it's kinda awkward
Satisfying sfx
Some text hints to what an opponent will do that don't pause gameplay
Time attack mode lets you refight any beaten opponent
+/-
Some odd mechanics - HP/stamina increases by pressing any button rapidly while the opponent is down, score more points by making your opponent dizzy (better to keep doing this than to knock them down quickly)
Generally can't start or resume dodging or blocking after getting hit from one attack during an opponent's combo (can turn the tide of a round very quickly)
No attack move cancel
No training mini-game
Can't cue up several left/right punches quickly or they won't register - have to use the buffer (hold the button) mentioned below because there's a bit of a delay after hitting the opponent before you can punch again
One of the pre-match jingles is a ripoff of Walk This Way by Aerosmith
Left punch is faster than right punch?
Don't gain stars (for uppercuts/KO punches) by interrupting opponent moves here
Pretty often you have to dodge before attacking
Save feature
-
Trial & error (some mechanics (rapid punch combo, have to use high punches after blocking low and vice versa or such counters won't work, quick/long dodge - left dodge then press up/hold dodge, attack move buffering/prepping by holding the button while the opponent is getting up), most patterns (for various special moves you just have to try different dodge/block moves while watching the patterns over and over to see what works unless you check a guide since you can't really tell by from the animation, nick's second phase), kinda hard to read various moves as well as when an opponent is out of reach at times (the lower camera compared to the prequel also makes it harder), knowing which moves you need to dodge instead of block and which ones you can only dodge by ducking+exactly how to counter specials, the game in general is more about memorization than reaction time)
Enemy moves sometimes take priority over yours when it looks like you have an opening (vs masked muscle before he spits for example, clown's backhand punch - can interrupt a rapid punch combo, narcis prince's circular dance before his combo - looks like he's in reach but nope, can't hit rick or nick right after dodging their fist disabling moves)
Sometimes uneven difficulty (cheap moves like Piston's hurricane rush combo that you have to just keep blocking or dodging until it stops, easier bald bull, spit attack is OP, aran's punch combo, clown's juggling move, hoy quarlow's 10 hit stick combos - hard to tell which one he'll do, rick's weakening slam move sometimes not dodgeable?+invincibility during his windup move before stomp attack, rick and nick's fist disabling moves, nick's third phase (post 1m mark))
So-so instrumentation and no remix of the prequel's theme
So-so attempts at humour via the dialogue
No difficulty options (each circuit/cup is harder instead and the last one is quite tough which means you have to become really good at the game to see the credits, using the right strategy and executing it well makes for an easier game overall as some opponents won't perform their hardest moves)
Power up mode doesn't come into play that much (would've been better if it increased faster with certain tactics and let you override certain enemy moves)
Notes:
-Fully charging the meter at the bottom lets you do knockout punches - hit the opponent and don't get hit to charge it (goes back down if you get hit)
-Knocking your opponent out with a super/KO punch gives better results