While the majority of us nostalgia-heads remember Punch-Out!! most from its brief association with Mike Tyson, this humble little series has an interesting history outside of its noteworthiness as an all-time NES classic. On this episode of Retronauts, join Bob Mackey, Jeremy Parish, Chris Antista, and Dave Rudden as the crew explores the entire Punch-Out!! series, from its roots as a wannabe Laserdisc game to its current status as a means of beating up whimsical ethnic stereotypes.
It’s a bird! It’s a plane! It’s… some guy riding the subway! On this episode of Retronauts Micro, join Bob Mackey, Chris Antista, Henry Gilbert, and special guest Chris Baker as the crew dissects two of the earliest (and worst) superhero games the NES has to offer: Superman and The Uncanny X-Men.
Five years after making his hosting debut in Retronauts Live episode 17, Bob returns to the topic of the Super Nintendo to find out if there’s anything new to say. Thankfully, a half-decade later, we’re all a little older, and a little wiser–but mostly a little older. On this celebration of the SNES’ 25th birthday, Jeremy Parish, Ray Barnholt, and Capcom’s Tim Turi tag along to sing the praises of Nintendo’s wonderful 16-bit console.
I just wanted to drop a little note—which I also dropped on our SimCity episode—that today marks my fifth anniversary as a Retronauts host: My first time in the podcast captain’s chair was on August 4, 2011 with our SNES 20th anniversary show. (Well, we recorded it a few days before that, but whatever.) It’s weird to think that, just a few shows into my run, I mentioned Retronauts had just reached its fifth year of existence—I never could have dreamed that I’d be with the podcast another five years after that. At a particularly bleak and demoralizing time for 1UP, Retronauts was the one stable, fulfilling part of my work life, and it also kept me going during an unfortunately long and depressing period of unemployment. And even if USgamer, Talking Simpsons, and other projects having me spread pretty thin these days, I always find the time to pour as much research and production into my episodes of Retronauts as humanly possible—and I really think these past few years of shows have been the best we’ve ever done.
In the past, I used to think being self-effacing was a good, humanizing look, but the truth is people can always see through this sort of transparent facade. So I’ve learned to be proud of what I’ve done over the years, because when you’re on a career path as relatively unprofitable as writing in podcasting, all you really have is what you’ve made—and the meaningful comments and feedback from people who enjoy it. And since this little blog post is on the verge of getting a little self-indulgent, I want to close by thanking all of you for giving me a chance and sticking with the show for all of these years, and Jeremy, for trusting me enough to turn Retronauts over to a guy with very little podcasting experience. We’re about to celebrate our tenth anniversary in October, and I can’t wait to see where the show will go next. Hopefully you’ll still be with us!
In an era of high scores and game overs, Bay Area developer Will Wright’s fascination with urban planning led to an experience completely unique to our medium: a video game with no win state. On this episode of Retronauts, join Bob Mackey, Jeremy Parish, Mikel Reparaz, and Kat Bailey as the crew traces the history of SimCity from its brilliant roots to its unfortunate decline, and ponder just how much product Will Wright’s cartoon avatar needs to keep his green afro so bouncy and manageable.