North American Punch-Out!! Arcade flyer Series Release •: 1983 •: February 1984 •: July 1984, Mode(s) One player Upright @, @ 1.789772 Sound VLM5030 Speech Synthesizer Display,, (256×240 per screen), 60, 1025 colors on screen, 3072 Punch-Out!! ( パンチアウト!!, Panchi-Auto!!) is a by, originally released late. It was the first in a series of successful games, producing an arcade sequel known as, a spin-off of the series titled, a highly popular version for the originally known as, and for the.

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Game Maker Punch Out Arcade

The arcade game introduced recurring video games characters such as,,, and. It was the debut project at Nintendo for composer, who would later go on to write music in the and series. See also: In the game, the player assumes the role of a green-haired boxer (sometimes claimed to be from the NES versions ), known by three initials the player chooses when the game begins. During matches, the player's boxer is viewed from behind as a so the opponents can be seen. The player must time his punches, dodges and blocks in order to defeat the opposing boxer.

Hints are given as to the opponents next move by subtle eye changes (the whites of the eyes flash yellow), but the player must ultimately predict what moves the opponent will make and react appropriately. Once the player defeats the last opponent, the opponents repeat with increased difficulty. The player has one 3-minute round to score a knockout and will automatically lose if time runs out. A fighter who is knocked down three times in one round will be unable to rise, leading to a knockout. In the event the player loses, the computer controlled victor will taunt the player and the corner man for the player will try to entice the player to play again ('Come on, stand up and fight!'

) via the game's distinctive. Players are only allowed one continue per play through. Like many games made during the, there is no actual ending and the game continuously loops until the player loses. The game is a modified upright, and was unusual in that it requires two video monitors, one atop the other, for the game's display. The top monitor is used to display statistics and fighter portraits, while the bottom one is the main game display (similar to Nintendo's Multi-Screen titles and the ) with the gameplay and (representing stamina) for each fighter. Apart from this, the game is more or a less a standard upright. The game has a and three buttons.

Two buttons control left and right punches, one for each arm (denoted by 'Left!' , or 'Right!' When hitting the head, or 'body blow!' When hitting the body with either arm). A large button on the console allows the player to deliver a powerful or right hook, but only when the 'KO' meter on the display is completely full. The meter increases when the player successfully lands a punch, decreases when the opponent lands one, and drops to zero when the player is knocked down. Once the meter is full, the corner man's digitized speech encourages the player to either 'Put him away!'

Or 'Knock him out!' An arcade patron playing the arcade version of Punch-Out!!

From the Integrated Research & Development Division was the lead developer, and designed the characters. It was released in the first quarter of 1984 when was making several coin-operated arcade machines. Nintendo had an excessive number of video monitors after the success of the, basing the purchases on the estimate for the demand for arcade games. They were offered a proposition to make an arcade game that used two monitors. They chose to make a boxing game, which utilized the ability to zoom in and out of an object. This was a feature more commonly found in games that involve flying such as flight simulators, but the developers chose boxing because they thought it would be a different way to use it. Miyamoto and Takeda discussed an earlier arcade game created by Takeda: EVR RACE, a horse racing game from 1975, which used a video tape.

It was a mechanical game, and was hard to maintain after it was released and had many breakdowns. While they were developing Punch-Out!!, laserdisc-based games were considered to be the next major advancement in the arcade industry. However, the maintenance requirement would be very large if they released laserdisc-based games worldwide. Despite this, domestic sales people wanted something like laserdisc, so they tried to find if it could be done with semiconductors.

Miyamoto explained that that's why they were interested in microchips that could perform zooming and show pictures at a similar size as a laserdisc. However, he called it a 'rascal of a project', explaining that when he made, he had to animate each rolling barrel pixel by pixel.

When he asked if they could use processing on the hardware side to rotate the image, they said 'it's not impossible', changing from 'it can't be done.' He stated that a lot of new things were being created, but most of it was still under development. They told Miyamoto that they could zoom in or rotate the image, but not both at once. They were planning on using the new microchips as well as the two monitors, considering lining them up side by side and making a big racing game, but it was not powerful enough to accomplish this, only able to expand one of the images.

Takeda stated that if they could only expand one image, it could be a person. This eventually allowed it to become a boxing game, with one opponent, deciding that one monitor was good enough for a boxing game. They were stuck at that point, but thought that a boxing arena has big lights and banners hanging from the ceiling with things like 'World Heavyweight Title Match' written on them. The game would also feature several meters, so they thought it would be more fun to have two screens instead of one.,,, and all appear in the audience.

The game's title music, also heard in the arcade version of Super Punch-Out!! And the versions of Punch-Out!!, is actually the 'Gillette Look Sharp March'. This jingle, originally heard in radio and television commercials, was later used as the theme song to the, which aired boxing matches. Reception [ ]. This section needs expansion.

You can help. (October 2008) The arcade game was reviewed in the August 1984 issue of, published in July 1984. The magazine gave the game a positive review, describing it as a 'knock-out' and a 'fabulous boxing game'. The review also praised the as being 'great' and 'cartoon-style' and concluded that it is 'a very addictive game which is great fun to play.' Was later marked in the (KLOV) Top 100, as one of their top 100. They also listed it as the best for the year 1984. Legacy [ ] In, series protagonist appears as a playable fighter.

The character features a set of wireframe alternate costumes based on his appearance from the original arcade games. Little Mac also features a special mechanic based on the KO gauge from the arcade titles, which, once full, can usually let him instantly KO an opponent with a powerful uppercut. Re-releases, sequels, and spin-offs [ ] During the same year, an arcade sequel to Punch-Out!! Titled was developed and released by Nintendo, which has fewer, but tougher boxers to fight against. In, a spin-off called was developed and released in the arcades only in North America by the same company, which is based on.

In, the growing popularity of the (NES) caused the development and release of for the NES console to happen. Several elements, such as opponents and their names, were changed for this version. In particular, professional boxer was added as the game's to promote his success in becoming a champion.

In, when the contract licensing the use of Tyson's name in the console version expired, Nintendo replaced Tyson with an original character named, re-releasing it as Punch-Out!! Featuring Mr. Like Mike Tyson's Punch-Out!!, Punch-Out!!

Featuring Mr. Dream bore no further resemblance to the arcade version. During its release, the game called Boxing was re-released as Punch-Out!!, which used the front box art of the Mr. Dream version as its package art. Sometimes it was released with different cover art.

A title, was released in 1994. It was far more faithful to the arcade stand-up gameplay; however, it was not a direct port either. References [ ]. Retrieved 7 October 2014. • www.arcadeflyers.com, Daniel Hower, Eric Jacobson.. Archived from the original on 4 July 2012.

CS1 maint: BOT: original-url status unknown () •. Simulazione Calcolo Modello Unico 2013. The International Arcade Museum. Retrieved 5 Oct 2013.

Retrieved 2009-08-07. Bossy Verbs Game Ks107. External links [ ] Wikiquote has quotations related to: • at the • • at • at Curlie (based on ).