Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Iwata Asks: Punch Out

Now Featuring a Multiplayer Mode

Iwata

Sorry for making you wait so long, Tanabe-san.

Tanabe

That's fine.

Iwata

You were responsible for the mission of resurrecting games made by Genyo Takeda, Nintendo's first game designer. Why did you do this project?

Tanabe

It all started from Next Level Games wanting to do this game.

Iwata

You made Mario Strikers Charged 16 with Canada's Next Level Games, right?

16 16 Mario Strikers Charged: A fighting/soccer game released in September, 2007 for the Wii console.

Tanabe

Right. After we finished Mario Strikers Charged, we discussed what we would do next. I had heard that they wanted to make a new version of one of Nintendo's properties, and since Punch-Out!! has been consistently popular in America, they said that they would really like to make a new version.

Miyamoto

NOA has been asking for a new version of Punch-Out!! for a long time as well.

Iwata

What was the first thing Takeda-san or Miyamoto-san said when you discussed this with them after returning to Japan?

Tanabe

First, I went to Miyamoto-san and he told me to go get permission from Takeda-san first.

Iwata

Because he originally made the game. What was Takeda-san's reaction?

Tanabe

I thought that I wanted to keep the development time short, so instead of thinking of a lot of new things, I just wanted to work with what was there. However, Takeda-san said, "Are you going to do anything new?"

Takeda

Punch-Out!! was originally an arcade game, so it has simple elements that are meant to show the customer the fun the game has to offer within three minutes. If everyone enjoyed the simplicity of the game, that would be fine, but when I first heard this, I wondered if that would be enough now.

Iwata

So you felt like "why do this now?"

Takeda

That's why I said, "You can change anything you want."

Iwata

Forget about the original, and do whatever you want. What did you think about this, Tanabe-san?

Tanabe

I didn't know what to do. (laughs)

Iwata

It's hard to know what to do when someone says to do whatever you want. (laughs)

Tanabe

At that point, I thoroughly played the NES version. I realized that the degree of completion in the original is very high, almost to the point where you don't need to add anything else. Unique opponents appear one after another and I thought the sensation of solving a puzzle by figuring out the timing of punches and the opportunities to strike, like when the opponent's eyes sparkle, was done really well.

Miyamoto

It was a new forerunner of memory game.

Takeda

I agree.

Miyamoto

The gameplay is a balance between memorizing the opponent's patterns and reflexes.

Takeda

The arcade version was over in three minutes, but I added the memorization elements so you could play longer on the NES version.

Tanabe

That's why I thought I would pattern the Wii version on the NES version. The game system didn't really need anything new. That's why beating opponents the first time through is almost the same as on the NES. The characters are the same and only one new character has been added.

Iwata

So people who played the NES version can easily fight if they remember the old way to beat the opponents.

Tanabe

Right. I think the first time through they can beat them easily. But the second time, it becomes much more difficult. Also, it is made so that beginners can get to the third person or so just by throwing punches.

Iwata

The graphics have changed a lot though.

Tanabe

We took the original design and made it into 3D and rendered it using toon shading. This really made the presentation stronger; especially the fighter introductions. For example, if it was Glass Joe…

Iwata

The weak-chinned French man. (laughs)

Tanabe

This was Next Level Game's idea, but the first thing that comes to mind when people say French is fashion. So we had him appear in an elegant manner while drinking coffee in front of the Arc de Triomphe and holding up French bread in front of the Eiffel Tower. Then, it switches to the boxing ring.

Wada

There aren't any French people like that!

Tanabe

Oh, yeah… (laughs)

Everyone

(laughter)

Tanabe

Then in the rematch with Glass Joe, he is wearing headgear.

Iwata

So you can't hit his weak chin. (laughs)

Tanabe

That's right. We use the Wii's improved display abilities to make the game even more visually appealing and fun, but…

Iwata

But?

Tanabe

I kept remembering what Takeda-san said.

Iwata

"Are you going to do something new?" The original creator's words have a certain weight don't they? (laughs)

Tanabe

They really do. That's why we decided to support the Wii Balance Board.

Miyamoto

Compatibility with the Wii Balance Board worked better than expected didn't it? Changing your balance could make your body move left or right, or duck.

Tanabe

It was an interesting sensation, but when the input gets severe…

Miyamoto

It might not fit in the sense of capturing Punch-Out!!, but I think it is successful in being interesting.

Tanabe

You can enjoy the feeling of actually boxing. I think I responded to Takeda-san's proposition of adding something new by supporting multiplayer.

Iwata

You can fight one on one.

Tanabe

Both players are Little Mac, but if you fill the meter all of the way, you can change into a giant Mac called Giga Mac.

Iwata

You change into a really large character.

Tanabe

When this happens, you get a situation where you fight against a larger character like in single player. But even more, the punches become very powerful and trying to survive that is fun. We added an element where you freeze when you throw a punch and your opponent dodges it. If your opponent hits you while you are frozen, their meter for turning into Giga Mac goes up, so it creates a situation where you want to avoid throwing meaningless punches. That's how these tactical elements were made.

Iwata

So more than a game of reflexes, it is a psychological game?

Tanabe

There are those elements. We were able to add elements for those who want to play the game at a deeper level. But, in the end, many times, once you get excited, the psychological match vanishes and it just turns into a brawl. (laughs)

Iwata

(laughs)

Tanabe

When we put in those specifications, the debug team was having a great time. We asked NOA to do the debugging and apparently every Friday, they had tournaments. There were tournament brackets hung up on the wall.

Iwata

Are they working or playing? (laughs)