Power Punch II

Developer: Beam Software    Publisher: American Softworks    Release: 06/92    Genre: Sports

For those of us that grew up on the NES Mike Tyson’s Punch-Out is legendary. The combination of colorful characters and expert mechanics that demand precision make it one of the best boxing games of all time. But it would take more than half a decade for it to officially receive a follow-up on the SNES. However there was one title that was almost a sequel that few remember. That is with good reason. There were good intentions behind Power Punch II but that means nothing when the final product is this bad.

Mark Tyler is the undisputed heavyweight champion of the world with an unbeatable 31-0 win record. But with all of his accomplishments there is no one left to challenge him. On the night of his most recent victory he declares there is no one that can stop him. Unbeknownst to Tyler and his manager the broadcast is picked up by the Intergalactic Boxing Federation who accepts his challenge. Now Tyler begins his intergalactic journey to become the best in the universe!

From the game’s box art alone it is obvious this was supposed to be the sequel to Punch-Out. But rather than controlling Little Mac you would get to be Iron Mike himself, an exciting proposition. Contracts were signed, the game was developed but unfortunately mike Tyson’s legal troubles derailed the game’s production. Beam Software would make a few edits but the license is still blatantly obvious. It is just as well that the game does not bear the Punch-Out name as it would have been an embarrassment to that title’s legacy. Even if Power Punch II had nothing to do with Punch-Out at any point it would still be disappointing. You do not see a game fail this hard on so many levels that often.

The intergalactic menagerie of aliens is suitably weird as befits the game’s premise. You have cyborgs, human/bird hybrids, a skeletal biker, and even a guy with tank treads for legs. Unfortunately they are devoid of character. Outside of a brief paragraph of back story you learn nothing about them. Looks can only get you so far. It is not long before the game begins palette swapping characters or they return for a rematch. There are thirteen bouts but only seven unique fighters which is lame.

Power Punch II gets in to the weeds when it comes to boxing and it adds flavor to the game I will admit. The training ships that crop up before certain matches will allow you to boost your power, stamina, and speed by hitting the gloves in combination multiple times in succession. The results are instantly tangible; one might say too tangible to the game’s detriment. Rounds only last one minute and the game keeps track of the number of punches thrown as well as landed in addition to knockdowns. These are important as they will determine who wins if it comes down to a decision.

These features make the game well rounded. The problem is the gameplay in general is terrible. The viewpoint is the same as Punch-Out and mechanically the games are almost identical. But the devil is in the details. The hit detection is awful as your punches miss frequently. You can freely move to the left and right of the ring which is part of it but the detection issues are still present when the fighters are lined up. Your opponent’s have few attacks and their patterns are simple and repetitive. Often times their patterns and behavior drag out each match which makes them boring. Punch-Out is instantly readable and responsive which is why it remains fun to this day. Power Punch II is what happens when you copy the look but not the underlying mechanics.

I previously mentioned training results feeling too tangible. That is because the game is impossible if you do not attain some level of skill at training. Without it you will never beat even the first opponent as your lack of strength means it could take ten minutes to knock him down once. Meanwhile without stamina you will go down in seconds. The training looks simple but the timing requires near perfect precision. It is fun if you get the rhythm down but the amount of time it takes to do so does not feel satisfying. If you do manage it however the stat bonuses will allow you to literally massacre your opponents in less than twenty seconds. I wish they had balanced this portion of the game better as the underlying idea is sound but the execution is lacking. As it is Power Punch II is a chore to play.

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Even though Punch-Out was a 1987 release it remains one of the NES best technical achievements with its large sprites and great animation. Power Punch II fails to meet that standard despite being a late 1992 release. The graphics are mediocre for the NES era. While the alien boxers are colorful and imaginative the animations are stiff. They exhibit little of the personality that makes Nintendo’s game great. Compared to the vibrant and expressive visuals of Punch-Out this is a significant step down. The sound design is equally underwhelming. The music is generic and forgettable, while sound effects lack impact. Punches do not feel satisfying and in a boxing game that is a large part of the game’s appeal.

I like the concept of an intergalactic boxing tournament. Punch-Out was already over the top with its cast of characters so where do you go next, especially on the NES? Outside of I don’t know, fighting animals which would be stupid outer space is the next best thing. It had potential but the game does not do much with it. Sure the cast of aliens is suitably weird. But there is minimal narrative to engage players, and the lack of character makes the experience feel hollow. The story exists as a thin excuse for fighting increasingly bizarre aliens. The game wastes its cool premise.

In Closing

While the concept of Power Punch II is intriguing, its execution is severely lacking. Clunky controls, repetitive gameplay, and subpar presentation make it a frustrating and forgettable experience. Fans of boxing games will find the dodgy hit detection and over the top difficulty frustrating. Fans of Punch-Out will likely be disappointed, as this game fails to live up to its legacy. That leaves a game that has nothing to offer anyone.

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