"On the other hand, however, there are people who still only use stone. How do they catch game and defend themselves from outsiders? Using only their strong jumping power and stone spheres. They use those skillfully to defend themselves. Here, we introduce two such people. It seems their names are Mario and Luigi. Will they ever learn about sophisticated culture?" These wry words from the game's manual point to the absurdity of Mario Bros., but also the predicament that Hudson Soft's version of the game found itself in. Spread over so many Japanese PC platforms in October 1984, it's a seemingly simplistic variation on the arcade original in a time of rapidly evolving competition from developers at Namco and elsewhere. What more can a few overburdened programmers crank it out before the window of success for this type of game disappears?

Punch Ball Mario Bros. is fun enough despite its platform limitations and unwillingness to go farther with its deviations from the source material; it's also a benchmark for the systems it got ported across. Hudson knew how to get the most from their partnership with Nintendo, bringing conversions like this everywhere it made sense. The weaker but cheaper PC-6001? Yep. The graphically powerful but expensive Sharp X1? Why of course! And it's fascinating to see how much the coders wrought from less powerful PC hardware vs. the best of the bunch, too. I was expecting major sprite and color clash going into the PC-6001mkII version, yet it felt hardly less clean and responsive to play than the Sharp PC varieties. (Considering the X1 has its own sprite-ing hardware, its stiff performance had me underwhelmed.) I expected Hudson to struggle with the FM-7's poor keyboard I/O, however, and that bore true.

See, there's a problem afflicting so many FM-7 games, at least the ones reliant on predictable inputs: the system doesn't fully poll keyboard inputs. This means you can tap anywhere on the numpad (or "tenkey") to move a direction and the game will act as if you're holding that down. But while that first input's still active, no further repeats of it are counted; this doesn't enable a soft autofire, basically. FM-7 keyboard play manages to wedge itself into the worst of both worlds, and I find action games for the system less pleasant for it. The only way to mitigate this is building up muscle memory, tapping a neutral key (ex. "5" on numpad) to reset your movement or switch to another constant action. This habit does help with other versions of Punch Ball Mario Bros., thankfully, since returning to neutral means conserving momentum and, thus, narrowly avoiding critters, fireballs, and other hazards. Sure, the other NEC and Sharp PCs don't suffer anything like the FM-7, but it's ultimately helpful to internalize these controls and work around the lag.

Judging ground and air momentum matters even more here than in Nintendo's game because your main trap-em-up mechanic is throwing a ball, not bumping enemies from below. It's a neat lil' twist on Mario Bros., incentivizing more tactical movement to line up shots and then recover your weapon afterward. The ever-present pipe in the middle provides a route back to the top-center of the action; dropping the stone below resets it atop the POW block. Since the space key fires at neutral and lets you jump when running, the player has to act more deliberately than ever. Your ability to fight at the ground level adds a feeling of empowerment missing in the arcade game, turning this into an action-platforming hybrid without any use for hammers or other power-ups. Where Miyamoto and co. saw their design as leaving players exposed to threats depending on the level layer they're on, Hudson figured their PC audience would be familiar enough with that paradigm to want something different…something aggressive. I could chew right through this game with extra practice, playing faster than the original generally allows.

Compared with Mario Bros. Special, this later port hews closer to what Nintendo must have expected from their new bedfellows, yet the game design comes out subtly different in a manner reflecting different hardware. Punch Ball Mario Bros. doesn't need to employ the myriad gimmicks of its cousin because it's already diverged from the jumping-first model. That's a problem because, as satisfying as it can be to chuck dodgeballs at turtles, the combat never gets any deeper or more explosive. In trying to find the balance between speed, quantity, and quality for their Famicom-to-PC schedule, Hudson ended up compromising most on ambition. Someone's going to accuse me of being unfair, given the obvious additions and reductions in these PC versions, but I just feel like the developers could have gone farther. Awkward co-op via a shared keyboard means these releases needed a lot to distinguish themselves from a trip to the local cabinet, as demonstrated by the excesses of Donkey Kong 3 and Super Mario Bros. Special. Everyone at the company knew that the future wasn't strict arcade adaptations, but remakes like what Nuts & Milk received when it jumped from PC to Famicom.

I won't hold that quality of spareness too hard against Punch Ball Mario Bros.. It's disappointing how slight in new content and mix-ups this version has, yet it still plays well within its constraints. Switching from bumpin' to ballin' no doubt circumvented the rendering and physics problems of the former on these PCs, and it's a small miracle that the end product looks and sounds this consistently everywhere you can run it. Producing this many multiplatform ports is never easy, even back in the bedroom coding era, so it's cool to witness Hudson working their magic in that regard. Most importantly, I think it's telling that Mario fans poo-poo the mid-'80s J-PC ports while conveniently ignoring this one to fixate on SMB1's misfire instead. PC users of the time had seen considerably worse efforts, even from Nintendo's original PC porting partner Westside. The Famicom had undeniable sprite-ing and scrolling advantages over contemporary PCs and Hudson still proved you could bring similar experiences to those machines largely intact. Arcade perfect wasn't the name of the day, but it's surprising and awesome when talented coders got close. Perhaps the worst I can say about this game is that no amount of fidelity would have elevated Mario Bros. beyond the system exclusives and genre revolutions to come.

Reviewed on Jan 28, 2024


2 Comments


2 months ago

Such a well-written review that you could use it as a showcase to go pro.

2 months ago

@Spinnerweb Thank you, though the most pro I aspire to rn would be a mention or two from Critical Distance for any well-sourced articles I write for my website (going up this year). Writing this felt like I was reaching a bit here and there; there's not a whole lot to say about Mario Bros. in any form, lol. I felt more comfortable reviewing Dynasty Warriors 2 or Sword of Kumdor.