Mike Tyson's Punch-Out!! FAQ
Copyrighted by Nintendo 1987
Written By: Brian P. Sulpher
Version 5.0
E-Mail: briansulpher@hotmail.com
I dedicate this walkthrough to all of the huge Mike Tyson fans out there who
still play this gem of a game. I appreciate how all of you know these games
gave origin to the nextgen consoles, and that you have mastered a tough
game. So Daniel T, Redtom, AboveAverage "Eric", Martin Charlebois, and the
rest of the players out there, I salute you for your hard work, and I thank
you for the contributions you have made to this guide with your strategies!
I dedicate this to my girlfriend Jennifer Dixon. I hope you still love me
as much as you do now, when we get our new place together. I will always
respect you, even if you are wrong about my games (which you usually are).
Also, for Cougar. I miss you, and I hope you are living it up in the
afterlife as you did in this world. You will always be in my memories, and
you will never be forgotten.
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Version 1.0
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-Submitted FAQ on August 1st, 2003
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Version 1.1
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-Submitted FAQ on August 21st, 2002
-Bald Bull (first time) strategy updated
-One new Game Genie code (at bottom of list)
-King Hippo Bio updated
-Thank You section updated
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Version 1.4
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-Submitted FAQ on August 28th, 2002
-Improved Bald Bull strategy (second time strategy)
-News on Bald Bull (first time)
-Soda Popinski Counter Punch Update
-King Hippo Fast Strategy Update
-Slight grammar editing
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Version 1.6
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-Submitted FAQ September 10th, 2002
-Have the new strategy for Soda Popinski in here
-Von Kaiser fast strategies section updated
-Bald Bull (second time) patterns and counter punches sections updated.
-grammatical/spelling corrections
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Version 1.7
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-Submitted FAQ on September 29th, 2002
-Faster Super Macho Man Strategy
-Cavsta proofreading
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Version 2.1
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-Submitted FAQ on November 7th, 2002
-Updated Controls Section
-Bald Bull (first time) faster strategies updated
-Piston Honda (second time) faster strategies updated
-Bald Bull (second time) faster strategies updated
-Don Flamenco (second time) Punches updated
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Version 2.5
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-Submitted FAQ on November 12th, 2002
-Mr. Sandman faster strategy update! (Round One Victory)
-Don Flamenco (second time) Counter Punch update
-Don Flamenco (second time) Patterns update
-Soda Popinski Counter Punches update
-Von Kaiser Strategy update
-Added Challenges Section
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Version 2.7
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-Submitted FAQ on February 13th, 2003
-Added new section on Little Mac being knocked down
-Changed Dream Fight ASCII to look better
-Added Chrome Virus to Thank You section for his Soda Popinski contributions
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Version 3.0
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-Submitted FAQ on April 30th, 2003
-Reformatted and fixed multiple errors
-Updated World Records
-Added new information for Piston Honda (second time)
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Version 4.0
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-Submitted FAQ on June 3rd, 2003
-Added Von Kaiser Strategy [the Blitzkreig]
-Added Piston Honda (first time) Strategy [TKO to Tokyo]
-Added Great Tiger Strategy [Turban Tantrum]
-Added Piston Honda (second time Strategey [The Kamikaze Knockout]
-Added Bald Bull (second time) Strategy [Turkish Massacre]
-Added Don Flamenco (second time) Strategy [Beyond All Limits]
-Added Mr. Sandman Strategy [The Philly Sleeper]
-Updated World Records Section
-Will be updating again with SMM inproved time
-Changed around the format slightly
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Version 5.0
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-Submitted FAQ on November 19th, 2003
-Did some reformatting
-Added Piston Honda (first time) Strategy [Eyebrow Attitude]
-Added Great Tiger Strategy [Tiger Tamer]
-Added Bald Bull (first time) Strategy [Barber Clear Cut]
-Added Bald Bull (second time) Strategy [Seeing Red]
-Added Super Macho Man Strategy [Macho Madness]
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Table of Contents-----------------------------------------------------------
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1) Introduction
2) Controls
3) Terminology
4) Little Mac Bio
5) Opponent Bios
6) Opponent Losing Stats
7) Minor Circuit Strategies
8) Major Circuit Strategies
9) World Circuit Strategies
10)The Dream Fight
11)Passwords
12)Game Genie Codes
13)Knockdown Stats
14)Challenges
15)Oddities Of The Game
16)Thank You
17)Final Word
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Introduction----------------------------------------------------------------
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1) Mike Tyson's Punch Out!! was released in 1987 for the Nintendo
Entertainment System. It quickly became very popular for it's outrageous
characters, great difficulty challenge, and the underdog story of the
main character, Little Mac. This walkthrough is going to give an
in-depth look at every fighter in the game, and a few secrets to boot.
----------------------------------------------------------------------------
Controls--------------------------------------------------------------------
----------------------------------------------------------------------------
2) This section is going to review all of the basic controls, and then an
extra section to review special techniques.
D-Pad : This controls where and how Little Mac moves. Pressing LEFT or
RIGHT will cause Little Mac to dodge in the direction pressed.
Holding DOWN will cause Little Mac to put his hands on his head
and try to block the incoming punch. Pressing DOWN twice in rapid
succession will cause Little Mac to duck. Pressing UP allows
Little Mac to have punches to be thrown at the head of opponents.
A Button: Pressing this button will cause Little Mac to throw a
right-handed body blow, or (when UP is pressed along with the A
Button) a right jab.
B Button: Pressing this button will cause Little Mac to throw a left-handed
body blow, or (when UP is pressed along with the "B" button) a
left jab.
START : Used to start the fight and rounds. It is also used in the game
when Little Mac has a Star (which allows him to throw an
uppercut).
SELECT : When this is pressed in between rounds, it will regain some of
Little Mac's energy. If this is used when Little Mac has yet to
be hit at all, he will lose energy!
o--------------------o
| Special Techniques |
o--------------------o
Quick Dodge : The quick-dodge technique is a must for anyone to be any
good at MTPO!! This is when a player presses LEFT or
RIGHT to dodge out of the way of a punch, but by
pressing the opposite direction of the direction dodged
will cause Little Mac to come back to a ready punching
position. When this technique is used properly, it
allows the player to land more punches in a shorter
amount of time (only on certain boxers).
Counter Punch : This is when Little Mac throws a punch that will hit the
opponent as they try to hit him. This will often yield a
star, or at the very least cause some extra damage (for
surprising you opponent).
Proper Punch : Sometimes an opponent will receive more damage depending
on which hand you punch them with. The general rule is if
a right-handed punch is thrown at you, answer with a
left-handed punch. The same hold true for a left-handed
punch thrown at you, answer with a right-handed punch.
Opponent Tip Offs: This requires you to watch your opponent for a tell all
flinch, flash, sound, or movement to indicate what type
of punch, and when it is about to come. These will be
outlined in the Minor, Major, and World Circuit
Strategies sections.
Late Punch : If Little Mac lands a punch very late on an opponent
after they punch (or after they are stunned for a bit),
they opponent will take a little extra damage, and/or
may even yield a star.
Gutters : These are caused by hold UP, and when your opponent
raises their guard you stop holding UP and you throw a
body blow before they can shift their guard. This is a
great way on some opponents to get extra stars to make
your fight end much faster!
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Terminology-----------------------------------------------------------------
----------------------------------------------------------------------------
3) This section is going to review what the different boxing terms are used
in this guide. These will you to better understand each in-depth look at
each opponent.
Jab : A punch to the face.
Body Blow: A punch to the abdomen.
Hook : A punch designed to catch an opponent in the head.
Uppercut : A punch designed to hit the bottom of the chin.
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Little Mac's Bio------------------------------------------------------------
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4) This section will give you the lowdown on your character Little Mac. His
Rank and Record are dependent on where you are in the game.
o------------o
| Little Mac |
o------------o
Origin: Bronx, New York, U.S.A.
Age : 17
Weight: 107 lbs.
Little Mac is a scrapper that is on a mission to prove that size and
strength are not the most important things in a boxer, but heart! Being
somewhere between 3.5 to 5 feet in height, he does very well to have
courage facing guys who appear to be double his height! It may take more
of his punches to knock the opponents down than theirs do to him, Little
Mac never loses heart, and proceeds to kick some ass!
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Opponent Bios---------------------------------------------------------------
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5) This section is going to list the bio for each fighter.
o-----------o
| Glass Joe |
o-----------o
Rank : #2 on Minor Circuit
Record: 1-99 (1 KO)
Origin: Paris, France
Age : 38
Weight: 110 lbs.
Trash Talk: "This is my last match! I'm too old for fighting!"
"Make it quick... I want to retire!"
"Do I have time to take a nap before the fight?"
"Watch the jaw!! don't hit my jaw!"
Interesting Side Note: Opened a boxing school after he retired, and it gave
way to Gabby Jay's one win (Ko'ed Glass Joe), so he
entered professional boxing (Super Punch-Out!!).
o------------o
| Von Kaiser |
o------------o
Rank : #1 on Minor Circuit
Record: 23-13 (10 KO)
Origin: Berlin, Germany
Age : 42
Weight: 144
Trash Talk: "Surrender! Or I will conquer you!"
"I will teach you a lesson. You will fall down!"
"I was a boxing teacher...at the military academy!"
Interesting Side Note: Von Kaiser can not take a star uppercut whenever he
is stunned. He will laugh, but quickly hit the
canvas in a jarring collision.
o--------------o
| Piston Honda |
o--------------o
Rank : Minor Circuit Champion, #5 on World Circuit
Record: 26-1 (18 KO), 26-2 (18 KO)
Origin: Tokyo, Japan
Age : 28
Weight: 174 lbs.
Trash Talk: "Where is the NHK TV camera? Hello, Tokyo!"
"I'll give you a TKO from Tokyo!"
"You should wear a helmet when you fight me!"
"Sushi, Kamikaze, Fujiyama, Nipponichi..."
"I still remember our first fight. Now I'm gonna make you pay
back, Banzai!!" (second fight only)
Interesting Side Note: Donates his winnings to help his neighborhood where
he grew up.
o--------------o
| Don Flamenco |
o--------------o
Rank : #3 on Major Circuit, #2 on World Circuit
Record: 22-3 (9 KO), 22-4 (9 KO)
Origin: Madrid, Spain
Age : 23
Weight: 152 lbs.
Trash Talk: "People like my hair. don't mess my hair!"
"Hey! Mr. Referee Mario. I like your hair!"
"I'm a beautiful fighter. I have such a style!"
"Carmen my love...I dance so sweet for you!"
"Flamenco strikes back!! Return of Don!" (second fight only)
Interesting Side Note: Seems to have a thing for Mario and his girl Carmen.
Okay, this is really more of a disturbing side note,
but it seemed like a good idea at the time. He is
the most improved fighter of the three repeat
fighters in this game.
o------------o
| King Hippo |
o------------o
Rank : #2 on Major Circuit
Record: 18-9 (18 KO)
Origin: Hippo Island, South Pacific
Age : ??
Weight: ???
Trash Talk: "Do you like my new trunks? They are size XXX Large! Ha Ha Ha!"
"I feel like eating. After I win, lets go to lunch! Ha Ha Ha!"
"I have my weakness. But I won't tell you! Ha Ha Ha!"
"Ha Ha Ha! I'm the king! Ha Ha Ha!"
Interesting Side Note: He is the only opponent that can not be TKO'ed. He
carries too much weight, which keeps him on the mat
after a single knockdown. He is also the only fighter
to get involved in the Captain N TV Show of the
1980's. He also holds the esteemed title of being the
only fighter to NEVER give stars up!
o-------------o
| Great Tiger |
o-------------o
Rank : #1 on Major Circuit
Record: 24-5 (3 KO)
Origin: Bombay, India
Age : 29
Weight: 132 lbs.
Trash Talk: "A kitten is no match for a tiger!"
"So a pussycat wants to fight a tiger?"
"Beware of my tiger punch!"
"I have purred long enough! Now hear me roar!"
Interesting Side Note: He is the only one of two opponents that can not be
KO'ed.
o-----------o
| Bald Bull |
o-----------o
Rank : Major Circuit Champion, #3 on World Circuit
Record: 34-4 (29 KO), 34-5 (29 KO)
Origin: Istanbul, Turkey
Age : 36
Weight: 298 lbs.
Trash Talk: "This time I'm gonna charge right over you."
my fave---->"My Barber didn't know when to quit... Do you?"
quote "Hey! Little Mac! Maybe Doc should throw you a towel!"
"Doc can't help you now. Will you beg me for help?"
"Zip your lip, Doc! Little Mac is mine now!"
Interesting Side Note: The heaviest guy in the game, but he moves as
nimbly as any animal. Also, during the second
fight, he can only be taken down when he uses
his infamous Bull Charge, or when you use a
star uppercut. He is also the only boxer in the
game to be able to get up at a count of 9 (second
fight only). The first time you fight him, he can
not be KO’ed, so he is the other fighter along with
Great Tiger to hold this esteemed record. However,
he hold the distinction of being the only fighter
that you have to take down with a TKO because he is
unbeatable by decision.
o---------------o
| Soda Popinski |
o---------------o
Rank : #4 on World Circuit
Record: 33-2 (24 KO)
Origin: Moscow, U.S.S.R. (this was made when Soviet Union existed!)
Age : 35
Weight: 237 lbs.
Trash Talk: "After you lose, we'll drink to your health! Ha, ha, ha!"
"Would you like some punch to drink? Ha, ha, ha!"
"I drink to prepare for a fight. Tonight I am very prepared!"
"I'm going to make you feel punch drunk!"
"I can't drive, so I'm gonna walk all over you!"
Interesting Side Note: His original name was Vodka Drunkenski, but Nintendo
decided to change it because it was a little too
offensive. He still retained his drunk references,
but it is even funnier because soda inhalation makes
the above absurd.
o-------------o
| Mr. Sandman |
o-------------o
Rank : #1 on World Circuit
Record: 27-2 (21 KO)
Origin: Philadelphia, Pennsylvania. U.S.A.
Age : 31
Weight: 284 lbs.
Trash Talk: "Hey! Mac Baby... Say Goodnight!"
"Welcome to dreamland baby!"
"I think you're gonna have a nightmare tonight!"
"Bedtime for Little Mac!"
Interesting Side Notes: For the Arcade game this game was based on, Mr.
Sandman was the original W.V.B.A. Champion.
o-----------------o
| Super Macho Man |
o-----------------o
Rank : World Circuit Champion
Record: 35-0 (29 KO)
Origin: Hollywood, California, U.S.A.
Age : 27
Weight: 242 lbs.
Trash Talk: "I work on my tan harder than I'll have to work on you!"
"I don't smoke... But tonight I'm gonna smoke you!"
"My Super Spin Punch is totally tough!"
"My body is just so totally cool!"
Interesting Side Note: He is the World Circuit Champion in both this game,
and Super Punch-Out!!
o------------o
| Mike Tyson |
o------------o
Rank : Dynamite Kid
Record: 31-0 (27 KO)
Origin: Catskill, New York, U.S.A.
Age : 21
Weight: 220 lbs.
Trash Talk: "Hey! Is this kid a joke? Where's the real challenger?"
"You think the speed of your fingers can match the strength of
my fists?"
"Your experience doesn't match mine. Go home and practice!"
"They say I can't lose. I say you can't win!"
"Great fighting !! You were tough, Mac! I never seen such finger
speed before." (after you beat him)
Interesting Side Note: He was replaced in 1990 by Mr. Dream as the final
opponent, which was due to the contract for his name
expiring, and he lost to Buster Douglas. No longer
being the champ, and the contract had ended soon
after, Nintendo decided it was time to cut relations.
It was NOT because of the rape charge as most think.
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Opponents Losing Stats------------------------------------------------------
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6)This section is going to review how many knockdowns you need to KO your
opponent, fastest time to win (and whether it is KO or TKO), and how many
points are required to win in decision.
o-----------o
| Glass Joe |
o-----------o
KO Knockdown #: 5.
TKO : 0.42.00 R1.
Decision : 5,000 points is minimum requirement.
o------------o
| Von Kaiser |
o------------o
KO Knockdown #: 3.
TKO : 0.37.48 R1.
Decision : 8,000 points is minimum requirement.
o---------------------------o
| Piston Honda (first time) |
o---------------------------o
KO Knockdown #: 4.
TKO : 0.46.97 R1.
Decision : Can not win by decision.
o---------------------------o
| Don Flamenco (first time) |
o---------------------------o
KO Knockdown #: 2.
KO : 0.14.61 R1.
Decision : 10,000 points is minimum requirement.
o------------o
| King Hippo |
o------------o
KO Knockdown #: 1.
KO : 0.37.82 R1.
Decision : Can not win by decision.
o-------------o
| Great Tiger |
o-------------o
KO Knockdown #: impossible to KO.
TKO : 0.49.25 R1.
Decision : 10,000 points is minimum requirement.
o------------------------o
| Bald Bull (first time) |
o------------------------o
KO Knockdown #: impossible to KO.
TKO : 1.02.42 R1.
Decision : Can not win by decision.
o----------------------------o
| Piston Honda (second time) |
o----------------------------o
KO Knockdown #: 1.
TKO : 0.56.00 R1
Decision : 3,000 points is minimum requirement.
o---------------o
| Soda Popinski |
o---------------o
KO Knockdown #: 5.
TKO : 0.50.25 R1.
Decision : 10,000 points is minimum requirement.
o-------------------------o
| Bald Bull (second time) |
o-------------------------o
KO Knockdown #: 5.
TKO : 1.31.82 R1.
Decision : 7,000 points is required minimum.
o----------------------------o
| Don Flamenco (second time) |
o----------------------------o
KO Knockdown #: 5.
TKO : 1.21.25 R1.
Decision : 5,000 points is required minimum.
o-------------o
| Mr. Sandman |
o-------------o
KO Knockdown #: 6.
TKO : 2.38.61 R1.
Decision : Can not win by decision.
o-----------------o
| Super Macho Man |
o-----------------o
KO Knockdown #: 4.
TKO : 1.13.82 R1 R1.
Decision : Can not win by decision.
o------------o
| Mike Tyson |
o------------o
KO Knockdown #: 6.
TKO: 2.22.99 R1.
Decision: 5,000 points is required minimum.
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Minor Circuit Strategies----------------------------------------------------
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7) This section is going to review all of the boxers on the Minor Circuit.
It will list heart number, all of the punches these opponents use, combos
of punches that are used, general tactics, counter punches, and fast
winning strategies. Please note the various fast strategies are ordered
from fastest to slowest, fastest usually requiring some luck in the
opponent's movements (this will be listed as often as possible).
o-----------o
| Glass Joe |
o-----------o
Hearts: 20
Punches: i) The Taunt Hook is when he hops back, taps his chest and taunts
you verbally, and then charges back to throw a right hook.
ii) The Right Hook is when Glass Joe throws a right hook.
iii) The rarest of his punches is the Left Jab, often thrown in
randomly.
Patterns: i) He throws mostly right hooks.
ii) Sometimes will do a three right hook, one left jab.
General Tactics: i) For the Taunt Hook, try to jab Glass Joe in the face as
he hops down. This might knock Glass Joe down
regardless of his energy. If he does not fall, be ready
to doge the upcoming hook that is part of this punch.
He will throw these at the following times: 40 seconds
into R1, 30 seconds into R2, 30 seconds into R3.
ii) Dodge the Right Hook, and punch him in the face/stomach
to stun him. Joe throws these throughout the whole
match after the first Taunt Hook is thrown.
iii) Dodge the Left Jab, and punch him in the face/stomach to
stun him. Joe throws these throughout R2 and R3 after
the R2 30 second Taunt Punch.
Counter Punches: i) You can left jab Glass Joe in the face as he wind up for
the Right Hook, sometimes yielding a star.
ii) You can hit a left body blow to counter a Left Jab,
sometimes yielding a star.
Fast Strategies: i) The easiest way to win is to jab Glass Joe in the face
when he attempts the Taunt Hook at 40 seconds of R1. If
he is knocked down, he will get up at 1, or not get up
at all.
ii) If he gets up at 1, then just punch him till you get a
star, and use it on him. If it connects he will fall
(see oddities section for details) no matter what his
energy is at, he will get up at 1 (if you are untouched
at this point only), so get another star, uppercut him,
and he will be TKO'ed quickly.
o------------o
| Von Kaiser |
o------------o
Hearts: 20
Punches: i) Left Jab is when Von Kaiser shakes his head, then throw a left
jab.
ii) Right Uppercut is after he is knocked down, he will throw this
punch.
Patterns: i) Throws all jabs till the next combo.
ii) After being knocked down, he will throw two right uppercuts.
He will then quickly return to all left jabs.
General Tactics: i) Dodge his jabs, and jab him in the face to stun him.
This is his most commonly used punch.
ii) dodge his uppercuts, and then punch him in the
face/stomach to stun him.
Counter Punches: i) You can land a body blow on Von Kaiser between when he
uses the head shake, and his left jab. This will often
yield a star.
ii) For his right uppercuts, land a left body blow to get a
star from him as he is crouching to throw the punch.
Fast Strategies: i) Throw a left jab immediately at his face, then dodge his
following initial punch, counter with 5 jabs. Do not
stop jabbing, but continue to deliver two left jabs
(this gives you a star). Dodge the next jab, stun him,
and then throw your star uppercut (he will make an odd
face). He will get up at a count of one. When the fight
resumes, counter the two Uppercuts he will attempt AS
SOON AS POSSIBLE (meaning he is JUST starting his crouch)
for two stars, but the second one will not always give
you the star (this means the strat fails for fastest
time). Now remember tht immediately after you get the
star from the second uppercut, immediately unleash it for
the knockdown (see oddities section for more details).
To finish him off, quick dodge the first uppercut you see
and deliver your final star for the TKO!
ii) Throw a left jab immediately at his face, then dodge his
following initial punch, counter with 5 jabs. Do not
stop jabbing, but continue to deliver two left jabs
(this gives you a star). Dodge the next jab, stun him,
and then throw your star uppercut (he will make an odd
face). He will get up at a count of one. When the fight
resumes, give him a fast left face jab immediately to get
another star. Then dodge his Right Uppercut, and deliver
the star without stunning him first to see him fall (see
oddities section for more details). To finish him off,
once again give him a left jab when the fight resumes to
once again get a star (just like you did before the
previous knockdown). Then dodge his Right Uppercut, and
throw a left jab at his face to stun him, and just keep
punching until he falls as he has barely any energy left
after knockdown #2. This should finish him off at
0.38.00 to 40.00.00 R1.
iii) Quite simply, you just need to get a star, then stun
him, and then use your star (he will laugh, and he will
get floored). He will get up, counter his first
uppercut (for a star), then dodge the second one, stun
him, then throw your star uppercut. He will get up
again, so just repeat the method for the second
knockdown.
iv) Another fun little way to beat him quickly is to use an
alternating set of punches on him when he is stunned.
By using a left, right, left, right, left, right, etc.,
he will never get free of the beating, and he will fall
down.
o--------------o
| Piston Honda |
o--------------o
Hearts: 50
Punches: i) Left Jab is thrown to start into his punch routines. Tipped off
by him moving his eyebrows.
ii) Right Hook is thrown all the way through the fight.
iii) Right Uppercut is thrown in sets of two, when he crouches, you
know he is throwing this.
iv) The Banzai Attack is when Piston Honda steps back, hops to your
right, hops all the way across the ring to your left, hops back
to being directly above you, then charges to throw an altered
version of the hook in rapid succession (5 in number).
Patterns: i) He will throw two jabs in a row to start his punching sets
ii) He will throw up to three right hooks in a row.
iii) He will throw two uppercuts in a row, then reset to combo #1.
iv) After he has thrown his Banzai Attack at you (the 5 altered
hooks), he will follow with a right uppercut.
General Tactics: i) Dodge this, and then land a jab to stun him.
ii) Dodge the hook, then jab him in the face to stun him.
iii) Dodge this, then land a left punch on him to stun him.
iv) Hold DOWN to block his altered hook, jab him in the
face twice. Repeat this four more times, and then he
will move to the second part of combo iv).
Counter Punches: i) When he blinks (this indicates a Left Jab), use a jab
of your own, this yields a star.
ii) When he winds up, you can left jab him in the face to
earn yourself a star.
iii) You can throw a jab at his face he will block, then let
go of UP. As he drops his gloves, throw as many jabs at
his face at possible. This will earn you anywhere from
two to five stars (caps at 3)!
iv) His Banzai Attack can be countered by throwing a jab
into his face as he comes toward you. If done correctly
in this fight, he will fall down, but if done
incorrectly in this fight, he will block the punch, and
proceed with the altered hooks.
Fast Strategies: i) Use counter iii) to get three stars, and implement all
three stars immediately. Then use the same counter
method to get three more stars, but hold on to them and
wait for Piston Honda to throw a Right Uppercut
(otherwise the strategy will not work). Dodge the
uppercut, and stun him with a jab, and then jab him
eight more times, and then use a star (this should knock
him down). When Honda gets up at a count of one (see
oddities sections for more details), deliver a star to
knock Piston right back down to the canvas for a second
time. For the third and final knockdown, you must use
counter iii) once more to get a total of three stars.
Once you have done this, then throw all three of your
star uppercuts to win in under one minute.
ii) Use counter to get three stars, and implement all
three stars immediately (making sure #3 connects when he
is NOT throwing a Hook). Now use counter iii)
immediately to gain three more stars, followed by dodging
the ensuing Uppercut from Honda, which you throw two Jabs
at his face before throwing a Star uppercut to knock him
down. He returns at a 1 count, so hold START before the
fight resumes for knockdown #2. Honda will return, so
use counter iii) again for two stars (giving you three),
and then deliver all three to Honda. For this strategy
to work, you must land the second and third in this chain
as Honda is shaking his eyebrows (otherwsie not enough
damage will be delivered).
iii) Use counter iii) to get three stars, and implement all
three stars immediately (making sure #3 connects when he
is NOT throwing a Hook). Now use counter iii)
immediately to gain three more stars, followed by dodging
the ensuing Uppercut from Honda, which you throw two Jabs
at his face before throwing a Star uppercut to knock him
down. He returns at a 1 count, where mac should try to
throw an immediate Left Body Blow for a Star (if this
fails, then the strategy will not succeed perfectly).
You should then follow this punch up with a Star Uppercut
for the knockdown #2. After he returns (he must get up
at a count of 2 or 5 so his energy refills a little bit
less), throw your two remaining Stars, jab him when he
shakes his eyebrows for a new Star, and then throw that
Star for the TKO on the boy from Tokyo (can be done in
under 47 seconds).
With that, you have now risen to the rank of Minor Circuit Champion!!!
You had better not rest on your laurels just yet, because your quest to
be the best has only, truly began. You are a Champion, but you are also
only ranked as #4 on the Major Circuit! Is that good enough for you?!?
Oh hell no it is not good enough, so go take a run to toughen yourself up
for the rigors of the Major Circuit!!!
----------------------------------------------------------------------------
Major Circuit Strategies----------------------------------------------------
----------------------------------------------------------------------------
8) This section is going to review all of the boxers on the Major Circuit.
It will list heart number, all of the punches these opponents use, combos
of punches that are used, general tactics, counter punches, and fast
winning strategies.P lease note the various fast strategies are ordered
from fastest to slowest, fastest usually requiring some luck in the
opponent's movements (this will be listed as often as possible).
o--------------o
| Don Flamenco |
o--------------o
Hearts: 10
Punches: i) Large Right Cross is a viciously hard thrown punch (extremely
powerful).
ii) Right Mini-Hook is thrown only when you have run out of hearts.
Patterns: i) If he blocks a punch thrown at him, he will throw a Large Right
Cross.
ii) Don will throw Right Mini-Hooks whenever you run out of hearts,
and he will keep throwing them until you have avoided his
attacks enough to get some hearts back.
iii) He will keep taunting you to try and punch him if you stand
there.
General Tactics: i) Just dodge the Large Right Hook, and return a jab to
stun him.
ii) Dodge his Right Mini-Hooks, and then punch him to stun
him.
Counter Punches: i) After he gets up, you can give him a left body blow over
and over, you will get a star with each counter.
Fast strategies: i) The fastest strategy was developed by someone, and it
was rediscovered (check the Thank You section to see the
two names). How it works is to hold UP and B before the
bell rings. This will cause Little Mac to throw a jab
at Flamenco to force him to bring his Large Right Cross
into play. Dodge it, and then pause (takes practice!),
and at the last second hit him for a Late Punch star.
Immediately use the star, and Don Flamenco will fly to
the right side of the ring. He will get up at 6, and
dodge his Large Right Cross, use the quick dodge
technique, and start throwing jabs at his face until he
falls. If the quick dodge worked, Little Mac will start
throwing jabs at an incredible pace, and this slows the
clock (for some reason), which allows Little Mac to get
him down as fast as 13.97 seconds! He will be KO'ed,
and you have won in the fastest time for any boxer!
ii) A much more tried and true method of the 1st round KO is
to throw a punch so he will bring Large Right Cross, and
then dodge it. Then throw a left jab, followed by a
right jab, left, right, left right, left, right, etc.
until he falls down (usually around 35 to 40 seconds).
He will get up, and throw the Large Right Cross, so just
dodge and throw jabs to his face till he falls again.
Don Flamenco will once again be KO’ed, and you will win
in under 50 seconds.
iii) Yet another fast way to win is to just hit him to bait
him into a Large Right Cross, knock him down,
immediately throw a body blow when he gets up, dodge his
next attack, and throw an uppercut to knock him down.
If he manages to get up once more, just repeat the
process used for knockdown #2.
o------------o
| King Hippo |
o------------o
Hearts: 9
Punches: i) King Hippo throws his jabs with both hands.
ii) Opened Mouth Overhead Jabs are also thrown with both hands.
iii) Hopping Power Jab is when he hops, then throws an overhead jab
with immense power.
iv) Taunting Overhead Jab is a rapid mouth movement, followed by an
overhead jab.
Patterns: i) If you run out of hearts, he will throw three straight Open
Mouthed Jabs.
ii) He will throw the Taunting Overhead Jab at the beginning of
round 2 and round 3.
General Tactics: i) When he opens his mouth, throw a jab to get him to drop
his shorts, and then proceed to punch the bandage on his
big fat belly.
ii) Dodge his jabs, because you can not punch him at all on
these.
Counter Punches: i) There are no known counter punches known for this
opponent.
Fast Strategies: i) The only way to quickly beat him is to have King Hippo
open his mouth on each of his first four punches.
ii) If you manage to crank his open mouth just as it opens
up, you will get to punch him in the belly nine times
instead of eight. If you manage this on all three of
first open-mouthed punches, you will knock him down on
the fourth blow to the mouth.
o-------------o
| Great Tiger |
o-------------o
Hearts: 77
Punches: i) Flash Jab occurs when his Ruby flashes, and he throws a jab.
ii) He uses both hands for Uppercuts.
iii) His best attack is the Tiger Punch. This is when he steps back,
and quickly spins around till he moves around in a big circle,
rapidly throwing jabs at you.
Patterns: i) He will do the Flash Jab for the first minute of Round 1.
ii) He will do the alternating hands Uppercuts from 1:00 till 2:30
round 1.
iii) At 2:30 round 1, start of round 2, 1:30 of round 2, 2:30 of
round 2, start of round 3, 1:30 of round 3, and 2:30 of round 3
he will do his Tiger Punch.
iv) If you survive his Tiger Punch, and he recovers from being
dizzy, he will hop back to do another round of Tiger punches.
He will quit after two Tiger Punches though.
v) He will do Flash Jabs between the first Tiger Punch of round 2,
and the one minute mark of round 2.
General Tactics: i) Dodge the Flash Jab, and then land one jab.
ii) Dodge the Uppercuts, and then jab him in the face to
stun him.
iii) Hold down to block his Tiger Punch, and after he hits
you, hold down again. He will hit you five times, and
then he will get dizzy, so jab him to knock him to the
mat.
Counter Punches: i) On a Flash Jab, throw a fast jab when the Ruby starts to
flash, and you will get a star if it makes contact.
ii) Throw a left body blow for a right Uppercut, and a right
body blow for a Left uppercut. This will yield a star
if done correctly.
iii) After forcing Great Tiger to throw a jab while he is in
his defensive stance (flashing ruby portion of the
fight), dodge his jab and throw a late Right Body Blow
to get a Star (hard to time but inifitely useful once you
do).
Fast Strategies: i) using Cuunter iii), get Little Mac three stars (takes
practice to master, so only attmpet this once you are good
at counter iii)). Now throw two straight Star uppercuts,
wait just a moment, and then throw a Right jab to catch
great Tiger while his jewel is flashing to get a second
Star. Throw a Star uppercut immediately, throw a right
jab at his face, and then counter his jab with a late
right Body blow for a second star. Now you should throw a
jab to knock great Tiger down. Now he will return at 1,
Star uppercut for a knockdown, he will return at 1, so
Star uppercut for the third knockdown and the TKO.
ii) Wait till Great Tiger is ABOUT TO flash his jewel, jab at
him, dodge his counter, and then late punch for a Star.
Now throw a jab at the flashing jewel (this will be close
together) for another star, and then deliver both Stars.
Now pause for a second before throwing a jab to get him
to counter with his own jab, which you will late punch
for a Star. Then punch his flashing jewel for another
Star, which you will use immediately. Now pause for a
second before throwing a jab to get him to counter with
his own jab, which you will late punch for a Star. Then
punch his flashing jewel for another Star, followed by a
jab to make him throw his own counter jab, which you
dodge and just punch him down on. Now he will return at
1, Star uppercut for a knockdown, he will return at 1, so
Star uppercut for the third knockdown and the TKO.
iii) At the beginning of round 1 watch he Ruby and counter
punch as it flashes to get a star, and immediately throw
the star uppercut. Once again wait for the Ruby flash,
and then counter for a star, then use the star. Do this
until he has hit the mat, which will cause the great
magician to get up at a count of 1. Once more wait for
the Ruby flash, counter for a star, but this time, wait
for another Ruby flash, counter for another star, then
use a star. He will fall to the mat, and once again
rise at a count of one. As soon as the fight resumes,
just throw the star you have left to get him down for
the third and final time (he will be TKO'ed). This is
possible to do in under one minute.
iv) An alternate strategy to this that can still finish Great
Tiger off in under two minutes is to throw a jab at his
face, which will cause him to throw a jab. Block his
jab (by holding down), and immediately throw five jabs
at his face. Follow with another jab to get him
to jab, block it, and hit him five times in the face.
Continue this till he falls around one minute in. You
should be able to do the above strategy one more time,
and then at one minute in, he will switch to alternating
hands Uppercuts (he always will begin with his right,
then go to his left, right, left, etc.). You must
counter the first three for stars, then dodge the next
Uppercut, stun him by jabbing him once, and use a star.
Do this two more times, and he will fall around one
minute and thirty seconds. When he gets up, once again
counter his Uppercuts with body blows to get three
stars, and then do the dodge, stun, and star routine to
TKO him in under 2:00 R1.
o-----------o
| Bald Bull |
o-----------o
Hearts: 15
Punches: i) Rolling Jabs are fast moving hands to a quick left straight arm.
ii) The Right Hook is a very common punch.
iii) The Deep Right Uppercut does a fairly large amount of damage.
iv) The Bull Charge is his trademark, and if he touches you with it,
you will fall regardless of your energy! He hops three times,
and on landing on the fourth hop, throws a power right hand
uppercut.
Patterns: i) He always opens with Rolling Jabs.
ii) He will throw his Right Hooks in sets of three.
iii) He will usually throw at least two (up to six) Deep Right
Uppercuts in succession.
iv) He will use the Bull Charge at 2:00 of round 1, 2:30 of round
1, 1:30 of round 2, 2:30 of round 2, 1:00 round 3, and at 2:30
of round 3.
General Tactics: i) Dodge his Rolling Jab, and jab him in the face.
ii) Dodge the Right Hook, and jab him in the face to stun
him.
iii) Dodge the Deep Right Uppercut, and jab him in the face
to stun him.
iv) As you hear and/or see the third hop of the Bull Charge,
throw a body blow to stop the charge. This will knock
Bald Bull down.
Counter Punches: i) Throw a jab as he is rolling his hands for the Rolling
Jabs. This will sometimes yield a star.
ii) If you throw a left jab to Bald Bull's face as he winds
the Right Hook, you will sometimes get a star.
Fast Strategies: i) Counter his first two Rolling Jabs (the second yields a
star), and immediately use it. Then counter the next
Rolling Jab for a star, use it. Repeat this till he has
just a portion of energy left, pause, and then throw a
Left Jab for the knockdown at 0:17 (takes practice to get
0:17). As soon as the fight ensues, throw a Left Jab for
a Star (do not hold it before, but apply right after the
fight continues), then pause for a moment (such little
time), and throw a Left Jab to Bald Bull's unprotected
face for a Star (now you have 3). Now throw a Star
uppercut immediately, followed by dodging a Right Hook,
throwing a Star Uppercut without stunning (quick dodge
his Right Hook to allow this to work), and then repeat
the quick dodge on the next Right Hook and throw another
unstunned Star uppercut. Now Bald Bull MUST enter into
his Rolling Jab combo (if not, strategy fails), which is
where Little Mac will counter all three Rolling Jabs for
Stars (if he refuses to give all three, strategy fails).
Now dodge his next Right Hook and throw a Left Jab to
knock the Turkish Giant to the mat. if his energy only
refills to just past the second dot from full, this next
bit will work. Throw a Star uppercut immediately (hold
START before fight continues), then counter his next
Right Hook by intercepting it for a Star (now have 3).
Dodge his next Right Hook, throw an unstunned Star
uppercut , throw a second Star uppercut to intercept the
next Right Hook, and then quick dodge his Deep Right
Uppercut and throw an unstunned Star uppercut (you must
be extremely fast in doing this or it misses) to get the
TKO around (or even under) the 1:00 mark.
ii) Counter his first two Rolling Jabs (the second yields a
star), and immediately use it. Then counter the next
Rolling Jab for a star, use it. Repeat this till he
fall around 0:17 or 0:18 of R1. When he returns, jab
him immediately for another star, then counter his Hook
for another star (you should now have three in reserve).
Now follow this movement with two straight Star
uppercuts, and then dodge and counter his Uppercuts (he
will do three for optimum time). He should have fallen
after the Uppercuts (around 0:50 R1), and he will return
to do battle once more. When he returns, you must wait
about half a second to throw your last star (this will
hit him as he attempts a Hook), and then counter his
next Hook for a star. Then you must dodge and return
punches on his ensuing Uppercuts. If you have done all
of this correctly, you have your TKO around 1:20:00 of
Round One.
iii) This strategy is somewhat similar, but it will
drastically reduce your fight time. Counter his first
two Rolling Jabs (the second yields a star), and
immediately use it. Then counter the next Rolling Jab
for a star, use it. Repeat this till he has only a
sliver of energy left, and then counter his next Rolling
Jab with a left jab of your own to fall him around 0:17
or 0:18 of R1. When he returns, throw a left jab to
counter his Rolling Jabs, followed up by an immediate
star uppercut. Now counter his Right Hook with a left
jab for a star (twp total), and then dodge the next hook
to throw a star uppercut (DO NOT stun him), and then the
same on the next Right Hook. Next, you dodge his Deep
Right Uppercut, return face jabs, and then do the same
for the next one till he falls. When he returns to the
fight counter his first Right Hook for a star, dodge the
next one, star him without stunning him, and then
counter the next Right Hook for another star. Then, if
he throws a Deep Right Uppercut, dodge and throw your
star uppercut, and then quick-dodge the next Deep Right
Uppercut, which you follow up with the left jabs to take
him down for the count around 1:06. Keep in mind there
are variables in this start that can be improved upon,
possibly to the point of a under one minute TKO victory!
With that, you have now risen to the rank of Major Circuit Champion!!!
You had better not rest on your laurels just yet, because your quest to
be the best has only, truly began. You are a Champion, but you are also
only ranked as #6 on the World Circuit! Is that good enough for you?!?
Oh hell no it is not good enough, so go take a run to toughen yourself up
for the rigors of the World Circuit!!!
----------------------------------------------------------------------------
World Circuit Strategies----------------------------------------------------
----------------------------------------------------------------------------
9) This section is going to review all of the boxers on the World Circuit.
It will list heart number, all of the punches these opponents use, combos
of punches that are used, general tactics, counter punches, and fast
winning strategies. Please note the various fast strategies are ordered
from fastest to slowest, fastest usually requiring some luck in the
opponent's movements (this will be listed as often as possible).
o--------------o
| Piston Honda |
o--------------o
Hearts: 20
Punches: i) Triple Left Jabs are tipped by moving eyebrows.
ii) Right Uppercut are relatively common.
iii) The Jiving Uppercut is a variation of the Right Uppercut.
iv) The Banzai Attack returns, but this time Honda just steps back,
and automatically comes back in to use the altered Hooks.
v) Right Hooks only happen when you run out of hearts
Patterns: i) Piston will throw the Triple Left Jab, then follow with two
Right Uppercuts.
ii) Banzai Attacks occur at: 1:00 of round 1, 2:00 of round 1, 0:30
round 2, 2:00 of round 2, and 0:30 round 3.
General Tactics: i) Dodge each one, and jab him in the face after each one.
ii) Dodge Piston's most used punch, and punch him to stun
him.
iii) Wait till he shakes back and forth twice, then dodge so
the Jiving Uppercut will miss, and punch him to stun
him.
iv) Duck using DOWN to block his first Altered Hook, and jab
him in the face four times. Repeat till he stops this
attack (usually 4 or 5).
v) Dodge the Right Hooks to get your hearts back, and then
jab him to stun him.
Counter Punches: i) Throw a jab as he blinks the first time, and then
immediately throw two more jabs. After the first set of
the match, these will yield stars sometimes.
ii) For the Jiving Uppercut, throw a body blow somewhere
between shake one, and shake two. If you are early or
late, you will punch nothing.
iii) If you land a shot before he can throw his first punch on
a Banzai Attack, you will get a star, or he will fall
down.
Fast Strategies: i) Start by doing four of these counters in a row (hold UP
till his gloves raise, let go of UP and then land a body
blow). The fourth one gave you a star, use it
immediately, then do another Gutter for another star
which you should unload to hit Piston as he starts his
Triple Left Jabs (does extra damage if he is throwing the
first jab, which you need to it to happen). Now throw two
jabs to counter his two remaining jabs (first gives a star
automatically, the second will not), followed by dodging
the ensuing Uppercut, jabbing him once and then throwing
the lone star for the knockdown (between 0:30 and 0:33).
Now start by raising his guard, gutter him for a star, and
then use use it. Now perform three more Gutters in a row,
REQUIRING you to get three stars (you do not always get
all three, ad all three are rquired for this to work).
Pause for a second before unleashing a star uppercut to
catch him as he starts the Triple Jab Combo, followed by
two jabs to the face to send him down (the first jab should
give a star). He will return at 1, so throw the star
uppercut immediately. If you met all the requirements
above, this will connect for the TKO.
ii) Start by doing four of these counters in a row (hold UP
till his gloves raise, let go of UP and then land a body
blow). The fourth one gave you a star, use it
immediately, then do another Gutter for another star
which you should unload to hit Piston as he starts his
Triple Left Jabs (does extra damage if he is throwing the
first jab, which you need to it to happen). Now throw two
jabs to counter his two remaining jabs (both give stars to
Little Mac), followed by dodging the ensuing Uppercut,
jabbing him once and then throwing one of the stars
(leaving one for the knockdown (between 0:30 and 0:33).
Now start the fihgt again by throwing yuor star uppercut
immediately, following by performing four straight gutters
(three of which MUST give stars for this strategy to work).
Next you pause for a second before unleashing a star
uppercut to catch him as he starts the Triple Jab Combo,
followed by two jabs to the face to send him down (the
first jab should give a star). He will return at 1, so
throw the star uppercut immediately. If you met all the
requirements above, this will connect for the TKO.
iii) This strategy will get you the win with a TKO in under
one minute (before the Banzai Attack!). This also
requires you to do the raise his guard/body blow him so
practice this first. Start by doing four of these in a
row (hold UP till his gloves raise, let go of UP and
then land a body blow). The fourth one gave you a star,
use it immediately, then do another Gutter for another
star which you should unload to hit Piston as he starts
his Triple Left Jabs (does extra damage if he is
throwing the first jab). Be sure to counter the next
two jabs with left jabs to get two stars, dodge his
Right Uppercut, stun him, and then throw a star uppercut
to knock him down. He will return, so throw your
remaining star uppercut immediately, then do gutters to
get three stars, and then throw your star uppercut just
as he starts his Triple Jab set, and then counter the
remaining two Jabs of his with two of yours to knock him
down around 0:52! He will return at a count of ONE (see
oddities section for more details), so use a gutter
immediately for a star, and then use it immediately. If
he takes it, he will fall down for the TKO around 0:59!
iv) For an assured KO, just knock him down on his Banzai
Attack at the 1:00 mark (the fastest time is 1.01.99).
Contrary to popular belief, you can have damage on
Little Mac, and this will still work.
o---------------o
| Soda Popinski |
o---------------o
Punches: i) Left Hooks are a routine starter punch.
ii) Uppercuts are insanely powerful, and are thrown often.
iii) Right Jabs are thrown at random intervals.
iv) Drunken Dance Jabs have three consecutive jabs thrown.
Patterns: i) He always opens with back to back Left Hooks.
ii) In round 1, he always throws punches in pairs (Uppercuts, Left
Hooks).
iii) If you run out of hearts, Soda will use the Drunken Dance Jabs.
General Tactics: i) Dodge out of the way of the Left Hook, and jab to stun
him.
ii) Dodge the Uppercuts, and jab him in the face to stun
him.
iii) Dodge his Right Jabs, and jab him in the face to stun
him.
iv) Dodge the first jab of the Drunken Dance Jabs, jab him
in the face to stun him, and punch two more times. Then
repeat two more times.
Counter Punches: i) This is possibly the coolest Counter Punch in the whole
game; his Uppercuts can be stopped, and to get a star.
When you know an uppercut is coming, hold DOWN until
Soda Popinski stops in mid-punch with an odd look on his
face. At this point land a body blow to sometimes (most
of the time) get a star.
ii) Sometimes during the Drunken Dance Jabs, you can throw a
body blow just before one of his Right Jabs are thrown.
iii) When he attempts to throw a Left Hook, you can use a
right jab to his face, which will sometimes yield a star.
iv) Dodge any of Soda's punches in the first half of Round
one, and then throw a late body blow with your right to
sometimes win a star.
Fast Strategies: i) Wait till you see movement from the big Russian, and
throw two consecutive body blows to counteract his Left
Hooks, then duck down so he gets confused on the ensuing
Uppercut (if he throws it), get the star, throw a quick
body blow to stop his next Uppercut, and then throw the
star uppercut of your own to send the big Russian down
to the canvas. When he returns, throw two consecutive
body blows to counteract his Left Hooks, then duck down
so he gets confused on the ensuing Uppercut (if he
throws it), get the star (if he yields one), throw a
quick body blow to stop his next Uppercut, and then
throw the star uppercut of your own to send the big
Russian down to the canvas. He will come back again,
counter his Left Hooks with two left jabs (you will
likely earn a star), go into a ducking position to
confuse Soad Popinski, body blow him, body blow
immediately to stop the next Uppercut, and then throw a
star uppercut to get the third and final knockdown for
the time around 0:49.50 to 0:53.00!
ii) Wait till you see movement from the big Russian, and
throw two consecutive jabs at his face. Then, duck down
so he gets confused on the ensuing Uppercut (if he
throws it), get the star, dodge the next Uppercut, and
throw the a Star Uppercut to floor him. Now, he will
return, so once more wait for some movement, throw two
jabs at his face, and go into your duck mode. He will
be confused on the following Uppercut (this depends on
him actually throwing it), get your star, and then dodge
his next Uppercut and use your Star to fire back an
uppercut of your own to floor him again. When he
returns for the final time, we once again wait for some
movement from him, throw two jabs at his face, and go
into a ducking position. If he starts an Uppercut, he
will get confused, get your Star, dodge the next
Uppercut, and proceed to lay him out with a Star
Uppercut of your own. Once you master this strategy
(and get the luck of him doing what you want), you too
will be a proud owner of a less than one minute into R1
TKO!
o-----------o
| Bald Bull |
o-----------o
Hearts: 15
Punches: i) Rolling Jabs are used sparingly.
ii) Right Hooks are commonly used.
iii) Right Uppercuts are used fairly often, and they pack a lot of
power.
iv) Counter Jabs happen when he blocks a punch of yours, and he
immediately fires a Left Jab right back.
v) The Bull Charge returns once more.
vi) The Ear Rub happens periodically.
Patterns: i) Throws Rolling Jabs in sets of two (can be repeated many times
though).
ii) Right Hooks lead into Right Uppercuts (both of which usually
number from 2 till 4).
iii) Bald Bull will use his world famous Bull Charge at the
following times: 2:00 round 1, 0:30 round 2, 2:00 of round 2,
0:30 round 3, and 2:00 of round 3.
iv) Whenever Little Mac or Bald Bull get up from a knockdown, Bald
Bull will always dot he Ear Rub (giving you a free star each
time).
v) If Bald Bull does an Ear Rub between knockdowns, he will often
follow up with three Rolling Jabs.
General Tactics: i) Dodge the Rolling Jabs, and jab him in the face.
ii) Dodge the Right Hooks, and jam him to stun him.
iii) Dodge the Right Uppercuts, and jab him to stun him.
iv) If Bald Bull throws his Counter Jab, then you dodge it,
and jab him in the face.
v) deliver a body blow between the third and final hop (the
punch hop) to knock him down on his Bull Charge.
Counter Punches: i) The Ear Rub punch is a counter. See above section for
details.
ii) Bull Charge counter is listed above.
iii) Although it is rare, you can occasionally counter a
Rolling Jab with a jab of your own. However, my success
rate on this has been very small percentage wise, but if
successful at the start of the fight, it can lead to a
much faster bout with the crazed Bull of Turkey.
iv) Here is a great way to get stars off of Bald Bull early
on when he throws a Rolling Jab, dodge it, and then
throw a right body blow. If this is timed correctly
(practice is needed to get this right) you will receive
a star!
Fast Strategies: i) Immediately throw a jab to his face for a Star (rare to
happen as he blocks a lot, thus making the fight
useless), followed by dodging the next Rolling Jab to
late body blow for a star (counter iv)). Next Mac must
dodge the next Rolling Jab and respond with a Jab, then a
Star Uppercut to hit Bald Bull during his Ear Rub, and
then throw a Jab to make Bald Bull throw a jab that Mac
will dodge and then throw a late right body blow for a
Star. Dodge the Right Hook, stun him with a Jab, throw a
Star uppercut, and then dodge the next Right Hook and
throw two Jabs before throwing your final Star uppercut
to get the knockdown at 0:34-0:35. Immediately throw a
Body Blow during the Ear Rub, immediately followed by a
Left jab to Bald Bull for a Star (if he blocks, strategy
fails). Next are two Right Hooks, both of which have to
be quick dodged and throw an unstunned Star uppercut
(timing must be dead on). Now hope he throws a Right
Hook (if not, strategy fails), dodge it, Late Punch (a
jab) for a Star, and then dodge his next Right Hook,
stun him, and then throw the Star Uppercut for knockdown
#2. Immediately throw a Body Blow during the Ear Rub,
immediately followed by a Left jab to Bald Bull for a
Star (if he blocks, strategy fails). Next are two Right
Hooks, both of which have to be dodged, stunned with a
single Jab, and then throw a Star uppercut on both for
the TKO (if really fast, you will get a sub 1:30 time!).
ii) Immediately throw a jab to his face for a Star (rare to
happen as he blocks a lot, thus making the fight
useless), followed by dodging the next Rolling Jab to
late body blow for a star. Now dodge the next one and
jab the face, followed immediately by a star uppercut to
Bald Bull during his Ear Rub. Now dodge the Rolling Jab
and late body blow for a star, followed by a RIght Hook
(not the Ear Rub or the startegy fails), which you
should dodge before jabbimg once and throwing a star.
Next is another Right Hook to dodge, which you use two
jabs and then throw another star uppercut to knock the
Bull to the mat. After he returns, punch immediately for
a star, and then dodge the next two Right Hooks on both
of which you late punch for a star from each (three
total). Provided he does not Ear Rub (that ruins it),
he will throw a Right Hook, so dodge jab, and then star
uppercut. Immediately quick-dodge to avoid the Uppercut
he throws and you must throw a star uppercut without
stunning him to really hurt him. Repeat the quick dodge
the Uppercut and star uppercut for knockdown #2. Throw
a punch immediately for a star from the Ear Rub, and then
throw a jab to get Bald Bull to counter with a Jab (dodge
and late body blow for a star). Now dodge the next two
Right Hooks he throws, jabbing once and then star
uppercutting him on each one for the victory.
iii) This strategy requires you to me more aggressive at the
beginning. Start by dodging the first Rolling Jab, and
then use counter iv) to get a star (a late right body
blow), and then do the same thing on Rolling Jab #2.
Next, he must enter the Ear Rubbing motion so you can
throw a star uppercut (leaving you one star). Dodge the
ensuing Rolling Jab, and then right body blow for
another star (two total). Now he will throw a Right
Hook, so dodge, stun and start uppercut before repeating
the same thing on the next Right Hook for the first
knockdown. After he returns, punch him during the Ear
Rub to get a star (one total), then dodge the ensuing
Uppercut, stun him, and unload your star. Then you must
dodge the next Uppercut, punch him to stun him, and then
use a late punch on him during the stun to get a star
(one total). Now you must dodge again, stun, and then
use a late punch for a star before dodging the next one
which you stun him and then star him again. Now he has
little stamina left, so dodge, late punch for star, and
then dodge, stun and star (or just star if you feel
lucky because if you are too slow, he will wallop you
with a vicious Uppercut). After he returns, hit him
immediately during the Ear Rub for a star, then dodge
the following punch, stun him, and then star uppercut
him. Dodge the next punch, throw a late punch for a
star, and then dodge the next punch, stun him, and then
star uppercut for the TKO in under 1:40! Keep in mind
that this is extremely hard to do because of the timing
involved, as well as the randomness of the punches
thrown by BB2 (he can change the pattern at any time,
causing the strategy to not work any longer). For a
slightly faster start to this strat, check out the info
below.
iv) He starts off with the set of four Rolling Jabs, so just
dodge and punch. Then he will do an Ear Rub, so be
ready after the fourth Rolling Jab to immediately punch
him for a star. Then, dodge his next Right Hook, and
use a late punch to get a star (you now have two
stars). Next, dodge the next punch, stun him, and star
him. Next, dodge the Right Hook, use a late punch for
a star (now have two once more). Then dodge the next
two Right Uppercuts, stun him after each one, and then
star him after each one to knock him down. When he
comes back, immediately hit him (he is doing an Ear
Rub), and then dodge the Right Hook, use a late punch
for a star, and then dodge his Right Hook, stun him,
and star him. Next he will throw another Right Hook, so
late punch him for another star. Then just dodge his
Right Uppercut, stun him, star him, and then do the
exact same for the next Right Uppercut. When he gets up
once more, punch him immediately again (he is Ear
Rubbing), and then dodge the Right Hook, and late punch
him for a star. Next, dodge the Right Hook, stun him,
and star him. If this does not knock him down, then
dodge the next punch, stun him, and star him for the
final knockdown.
o--------------o
| Don Flamenco |
o--------------o
Hearts: 15
Punches: i) Left Jab is powerful, and thrown often.
ii) Right Mini-Hook is thrown less frequently than the jab, but has
a lot of power as well.
iii) Large Right Cross is only thrown when he is in defensive mode,
and when you get up from a knockdown. These punches take an
incredible amount of stamina away. He will also throw these
occasionally when he has blocked a furry of your punches when he
is in attacking mode.
Patterns: i) For the first 90 seconds of round 1, Don will throw three Left
Jabs, and then a Right Mini-Hook. If he gets you with the
first Left Jab, he will follow up with a Right Mini-Hook.
ii) For the second half of round 1, and the first two minutes of
round 2, Don Flamenco will fight in his defensive mode.
iii) After Little Mac returns from a knockdown, Don Flamenco will
throw a Large Right Cross to start the fight once more.
General Tactics: i) Dodge the Left Jab, and jab to stun him.
ii) Dodge the Right Mini-Hook, and punch him to stun him.
iii) Dodge the Large Right Cross, and jab him to stun him.
Counter Punches: i) You can land a body blow as he starts to throw his Left
Jab. Don will give stars sometimes as a result.
ii) The Right Mini-Hook can be countered with a left jab.
This will also gives star periodically (more rare than
the Left Jab counter however).
iii) When Don has entered into his defensive mode, and you
have antagonized him into throwing his Large Right
Cross, you dodge as usual, but instead try to use a
Late Punch (the window of opportunity is really small)
to get a star. This is the same as when you fought him
the first time, but the star will not one hit knock him
down.
iv) After you are knocked down, and you then get up to fight
again, Don will throw a Large Right Cross that can be
countered with a left body blow from you. He will try
to throw more of them, but you can keep countering with
the left body blow before he quits. You will receive
the odd star from this, but most punches will not do so.
Fast Strategies: i) Don starts with a Left Jab, so Counter with a body blow
to get a star. He will then use a Right Mini-Hook,
which you counter with a left jab to get another star.
Next, he will use a Left Jab, but dodge, stun, and star
him. After an extremely slight pause, Counter with a
body blow, and then another (both must give a star),
and then dodge the Right Mini-Hook, stun him with a
jab, and then star him. Dodge his ensuing Left Jab, and
jab him four times (if he does not fall down, Counter
the next Left Jab with a body blow to get him down). He
will return with a Left Jab, so dodge it, jab him three
times in the face, and then use a star (you should have
one). Then Counter his next two Left Jabs with body
blows, and then dodge the Right Mini-Hook, jab him to
stun him, and then knock him down with a star. He will
get up, and you should Counter his last Left Jab with a
body blow for a star, and he will start his defensive
mode of fighting (he will taunt you to punch him, and he
may throw the Large Right Cross). Get him to punch at
you, dodge the Large Right Cross, and stun him with a
jab, throw a couple more jabs, and then use your last
star to TKO him (if he does not fall, then bait him into
punching, dodge, and then jab him till he falls). This
strategy requires a lot of practice, because, more than
any other strategy here, it requires almost exclusive
Countering the whole way through. Get the counters down
first, then try this strategy. The more stars you
receive, the faster he goes down (as low as 1:20 of
Round One!).
o-------------o
| Mr. Sandman |
o-------------o
Hearts: 40
Punches: i) Rolling Jabs have a lot of power, but are rare.
ii) The Hooks are the most common punch.
iii) The Right Uppercut is extremely rare, and only appears in round
2 and round 3.
iv) The Dreamland Express is three straight vicious Uppercuts that
can get you out cold on the mat before you know what hit you.
v) If he blocks a punch of yours, Sandman will throw a Counter Jab.
Patterns: i) The first minute is dedicated to the very mean Rolling Jabs.
ii) At the 90 second mark of round 1, 1:00 of round 2, and 1:30 of
round 3, Mr. Sandman will use the Dreamland Express.
iii) Whenever Little Mac, or Mr. Sandman gets up in round one (post
1:30), round 2 or round 3, the Dreamland Express will come
barreling towards poor Little Mac.
iv) Often the Dreamland Express will make an appearance to try to
decimate you if Sandman is close to falling again (in round 2
and 3 only).
General Tactics: i) Dodge the Rolling Jabs, and jab Sandman in the face.
ii) Dodge the Hooks, jab him in the face to stun him, and
then throw three body blows.
iii) Dodge the rare Right Uppercuts, jab to stun him, and
then throw body blows.
iv) Dodge the three consecutive Uppercuts of the Dreamland
Express, and then jab to stun him, and throw body blows.
v) Dodge his Counter Jab, and jab him.
Counter Punches: i) This is an odd sort of counter, but it is essential for
a first Round TKO. Dodge a punch (other than a jab),
stun him, throw a body blow, and then wait momentarily
before throwing another body blow. If done correctly,
the stun will end with that punch. This has been dubbed
the Nightmare Pattern by Redtom (the inventor of the
punching counter combo), so that is how it will be
referred to.
ii) Not really useful, but this is a counter nonetheless.
Throw a jab at Mr. Sandman's head to cause him to dodge
and throw a Hook of his own. Dodge that Hook, wait
momentarily, and then throw a body blow to cause some
damage. It does NOT work when it is an unaggravated
punch.
Fast Strategies: i) An odd strategy that will be the weirdest one to date.
Start off by getting hit by his Rolling Jab, dodge and
hit the next two, get hit, and then dodge the next one to
punch him to enter a pause in his punches. Now you need
to get hit by his Rolling Jab, dodge and hit the next
two, get hit, and then dodge the next one to punch him to
send him into a pause. DOdge his final Rolling jab and
jab him before throwing a jab to make him dodge and throw
a counter hook. Dodge it, jab, and thenuse two body blows
before delaying to land a late punch body blow. Now enter
the regular Nightmare Pattern (throw jab, dodge counter
hook, jab face, bod blow, and then delay to throw late
body blow for more damage). Sandman should go down around
1:26, so you can do ONE Nightmare pattern before Sandman
starts the Dreamland Express up, so dodge it and land your
punches. Then you need to do the Nightmare pattern to get
him down around 2:09. Start off by immediately throwing a
jab to make Sandman counter with a RIght Hook, WHICH YOU
WILL TAKE to be knocked down (get up around 3 or so).
Sandman will start into his delay for his Dreamland
Express, so dodge and do the punching counters (hopefully
he waits 3 seconds before throwing instead of 8). Next
up is a nightmare pattern, which leaves a sliver of
energy, so throw a body blow, dodge the counter Jab, and
jab Sandman for the knockdown! Please note that he needs
to get up with the minimal amouint of energy left for the
above to work (you will need some additional nightmare
patterns otherwise).
ii) This has just been discovered in November of 2002, and
it has shaken the MTPO world up quite a bit. To get your
very own NSTC Round One TKO of the man from Philly, just
read on!
Dodge his Rolling Jabs for the first fifty seconds, and
jab after each one (you will face eleven of these). Now
you should throw a jab as early as 0:50 on the clock,
causing Sandman to dodge and return fire with a Hook (he
throws with the same hand as your attempted jab). You
should dodge the Hook, jab his face to stun him, throw a
body blow, and then (most important part) is to pause
momentarily before throwing another body blow. The
second body blow was properly timed if it knocked Mr.
Sandman out of his stun. Repeat these steps till he
falls somewhere between 1:27 to 1:32.
What time he fell will now be important because it will
influence your actions. If he fell during 1:27 or
sometimes on 1:28, you can land another one of the
patterns described before Mr. Sandman will enter his
Dreamland Express set-up (dodge three times, jab his
face, and then 15 body blow him). After that, just
repeat the Nightmare pattern for knockdown numbers two
and three to get your TKO in Round One (around 2:50, but
can go lower that that).
If he fell during 1:28 (sometimes) or later (up to 1:31
for TKO to still have a chance of working), you just
need to go on with the Nightmare pattern for knockdown
number two, hope he gets up with his energy bar more
depleted than his best recovery (it varies form fight to
fight), and then use the Nightmare pattern to once again
get him down for knockdown number three, and your Round
One TKO!
iii) Dodge his Rolling Jabs for the first fifty seconds, and
jab after each one. Then, dodge his first Hook, jab to
stun him, then throw three body blows. Throw another
body blow immediately, and then dodge his Counter, to
which you jab his face. then repeat the body blow/dodge
Counter Punch/jab till 1:30 of round 1. Dodge the three
Uppercuts of the Dreamland Express, and jab him to stun
him, followed by the usual body blows. He will fall,
and when he returns, just do the body blow/ Counter
Punch/jab till he falls again. He will rise, and do the
same combo till the end of round 1. In round 2, start
the same strategy till he falls. He will use the
Dreamland Express, so dodge, jab to stun, and body blow.
If he is still on his feet, dodge his Hook, stun him,
and body blow till he falls. He will rise, do the
Dreamland Express (so deal with it as you know how), and
he should fall again. He will rise once more and once
again go to the Dreamland Express so dodge, stun, and
body blow him to a TKO. This should be done in under
two minutes in round 2. Keep in mind on a Dreamland
Express that if one of the Uppercuts touches you, you
will be unable to stun him (he will dodge).
o-----------------o
| Super Macho Man |
o-----------------o
Hearts: 15
Punches: i) Right Hook is one of two regular punches Super Macho Man throws.
ii) Uppercuts is the other regular punch Super Macho Man throws.
iii) He will occasionally insert a Spin Punch to liven things up.
iv) After he is knocked down, he returns with a Super Spin Punch.
Patterns: i) He will always use his Super Spin Punch whenever you have
knocked Super Macho Man down.
ii) Otherwise, he has no actual patterns that are easy to identify.
General Tactics: i) Dodge the Right Hook, and jab him to stun him.
ii) Dodge the Uppercuts, and jab him in the face to stun
him.
iii) Wait for him to start to move, then dodge, and then jab
him to stun him.
iv) Wait for him to wind up, dodge as he starts to deliver
the punch, and dodge each successive Spin until he stops
moving. Then you can jab to stun him.
Counter Punches: i) Whenever he stands there getting ready to use a Spin
Punch, throw a jab at his face, let go of UP for a
moment. Then throw another jab to get a star. This
can be done a total of five times if you are really
fast.
ii) A similar method can also get you a single star while
he prepares to do his Super Spin Punch. You can
usually do no more because he will go back into his
wind-up for the punch. Occasionally he will allow more
punches to be landed, but it is rare.
iii) Use Gutters while he stands there doing nothing
repeatedly for mutliple Stars (most prominent during his
set-up for the Super Spin Punch).
Fast Strategies: i) Star by performing a Right Body Blow Gutter, dodge his
next punch, throw three Left Jabs, and then throw a late
Right Body Blow for a Star (this is called a Crisscross
Crusher). Now dodge his next punch, use a proper punch
jab to stun him, followed by a late punch jab for a Star.
Repeat the previous sentence for your third Star, dodge
and stun on his next punch, followed by a Star uppercut.
Next dodge his Uppercut (must be this punch), Star him,
and then he will enter into his Spin Punch set-up (has to
be this punch), so get off five fast Gutters to knock him
to the mat. When he returns, you will need to deliver
three Gutters (if not, strategy fails), and then dodge his
Super Spin Punch until he stops, which is when you must
deliver a Star uppercut into the spine in his neck. Now
you need to watch him to see him drop his guard, so throw
a Jab to get a Star, followed by dodging his next punch,
stun him with a Jab, and then throw the Star uppercut to
knock him downagain (two Stars left). Now you need to
deliver both Star uppercuts AND then do a Gutter BEFORE he
backs up to deliver his Super Spin Punch (failing to do so
kills chance for fastest time). Now you need to dodge his
Super Spin Punches and throw your remaining Star uppercut
into the back of Macho's head again to knock him down
again for the TKO around 1:10-1:14). Keep in mind that the
Star uppercut after the Super Spin Punches need to be
flawlessly timed.
ii) For this pattern to work Super Macho Man has to begin
with two right crosses. You dodge the Right Hooks, and
throw jabs to stun him. Then he will throw an uppercut,
and you must use a Late Punch to get a star. Then dodge
the next uppercut, stun him with a jab, and use the
star. Then do the late punch on the next uppercut, and
then once more with the dodge, stun, star uppercut.
Super should then go into his Spin Punch stance, so use
the counter described above to get your stars filled up.
Then dodge the Spin Punch, and use eight jabs, and then
a star. If he is still standing, then just dodge and
punch till he falls. When he returns, use Counter
method #2, and then throw a star, if it hits, throw one
more, then dodge the Super Spin Punch. Give him nine
jabs, and then yet another (your last) star uppercut.
This might floor him, but if it does not, then dodge
and punch till he goes down again. He will return, and
once again use Counter #2 to get a star, and then dodge
his Super Spin Punch. Use nine jabs, and then use your
only star. Then it is the simple matter of dodge and
punch till he falls again for the TKO. With a bit of
practice, you can do this strategy in less than 2:00 in
round 1.
iii) This one can get you a time right around 1:20, but it is
very specific to a certain pattern of Super Macho Man.
To start, hold UP so Macho Man will raise his gloves,
and you must quickly body blow him for a star. Dodge
his Right Hook, and hit him with four straight jabs.
Next, dodge the following punch, and use a Late Punch to
get another star. Dodge the next punch, jab him once,
and use a star. Follow this with a late punch on the
following punch, and then dodge the next, one jab, and
then use a star. He should then go into his stand still
Spin Punch prelude, throw a star Uppercut, and then
throw a jab, and then you must land a two jab combo on
his face for two stars (between the two punches let go
of UP, and then reapply for jab number two). Quickly
follow this up with the jab (which gets blocked), and
give him a body blow for another star. Now you will
wait for him to throw his Spin Punch, dodge it, throw
one right jab, two left jabs, and then a Star Uppercut
for the first knockdown around 0:46 to 0:50. When he
returns, throw a jab at his face just as he drops his
gloves (for a star of course). Immediately throw two
Star Uppercuts (if this does not work, then the pattern
is not the correct one). He will step back for his
Super Spin Punch, dodge it (the fewer rotations, the
better your time), and give him eight left jabs,
followed by a Star (he will have a slight sliver of
energy left). Just as he drops his gloves, jab him
quickly for knockdown #2 at 1:01 to 1:05. He will
return to his Super Spin Punch prelude, and you have to
get a perfectly timed jab for a Star (or if he blocks
it, just throw a body blow for a Star). Then hope he
steps back, dodge the Super Spin Punch, land one left
jab, and then 7 eight jabs, and then a star uppercut.
Finally, hit him with a left jab just as he drops his
guard for a star, and immediately throw the Uppercut to
get the TKO (if he throws an Uppercut, you will fail).
This start is extremely dependent upon time, but so are
other strats found in this FAQ.
iv) Another strategy to get an easier TKO in round 2 is to
drain almost all of his stamina, except for a small
sliver. Then just dodge until the round ends. In round
2, use the above information to get the three knockdowns
needed for the TKO.
With that, you have now risen to the rank of World Circuit Champion!!!
Even though you are the champ, there is still one man you have yet to
face in the ring. That man is a vicious killer in the ring. He is a
terror, with only his fists needed to wreak havoc. This opponent has
challenged you to step up, and this bout can only be named one thing...
__________ __ __ __________
| | | | | | | |
|___ ___| | | | | | _______|
| | | | | | | |
| | | |____| | | |_____
| | | | | |
| | | ____ | | _____|
| | | | | | | |
| | | | | | | |_______
| | | | | | | |
|__| |__| |__| |__________|
_______ _________ __________ __________ ___ ___
| \ | | | | | | | \ / |
| ___ \ | ____ | | _______| | ____ | | \ / |
| | \ \ | | | | | | | | | | | \ / |
| | \ \ | |____| | | |_____ | |____| | | |\ \/ /| |
| | \ \ | | | | | | | | \ / | |
| | / / | ___| | _____| | ____ | | | \ / | |
| | / / | |\ \ | | | | | | | | \/ | |
| |___/ / | | \ \ | |_______ | | | | | | | |
| / | | \ \ | | | | | | | | | |
|_______/ |__| \__\ |__________| |__| |__| |__| |__|
__________ __________ __________ __ __ __________ __ __
| | | | | | | | | | | | | | | |
| _______| |___ ___| | ____ | | | | | |___ ___| | | | |
| | | | | | |__| | | | | | | | | | |
| |____ | | | | | |____| | | | | | | |
| | | | | | ______ | | | | | | | |
| ____| | | | | | | | ____ | | | | | | |
| | | | | | |_ _| | | | | | | |__| |__|
| | ___| |___ | |____| | | | | | | | __ __
| | | | | | | | | | | | | | | |
|__| |__________| |__________| |__| |__| |__| |__| |__|
LADIES
AND
GENTLEMEN!
KID DYNAMITE,
MIKE TYSON!
10)This section is going to review the final opponent of the game. He is
the Dynamite Kid, undefeated as the youngest heavyweight champion of all
time! Here he is, Iron Mike Tyson!! If you want to know his KO strategy,
then check out my walkthrough on this feat on this site. The URL is the
following:
http://db.gamefaqs.com/console/nes/file/mike_tysons_punch_out_mike.txt
o------------o
| Mike Tyson |
o------------o
Hearts: 15
Punches: i) Dynamite Punches are one hit knockdowns for you.
ii) Blinking Hook is a very commonly used punch.
iii) Explosive Jabs pack some power, but are very rare.
iv) Dynamic Hooks are altered hooks thrown rapidly. Tipped off by
rapid blinking with Tyson just standing there.
v) Throws both left and right handed Uppercuts.
Patterns: i) The first 90 seconds are all Dynamite Punches. He always opens
with a left, right left set of these. If he throws two
consecutive lefts, then you know he will follow with two rights
(one after the other), and then a left, followed, by a right,
then a left.
ii) The Blinking Hooks are thrown for last 90 seconds of round 1
(usually in sets of three rights lefts).
iii) Tyson will always start Round 2 with 5 sets of Explosive Jabs
(which are thrown in sets of 2).
iv) In round, if Mike throws a right handed Uppercut, he will
automatically follow with a left handed Uppercut.
v) At 1:30 of round 2, 2:30 of round 2, and 1:30 of round 3 he will
blink, and then throw the Dynamic Hooks.
General Tactics: i) Dodge the Dynamite Punches, and then jab to stun him.
Use Proper Punches to do more damage.
ii) Dodge this strange looking punch, and then jab to stun
Tyson.
iii) Dodge out of the way, or hold DOWN to block most of the
damage on the Explosive Jabs.
iv) Hold DOWN to block the first Hook, then throw four jabs
to his face, then repeat this until he stops this
tactic.
v) Dodge these, and jab him to stun him. Use Proper Punches
to do more damage.
Counter Punches: i) The only counter punch available during the Tyson fight
is to punch him when he is blinking. This gives a star,
or it will knock him down.
Fast Strategies: i) For the first 1:30 Tyson does his Dynamite Punches. You
need to use proper punching to cause maximum damage.
Use the Quick Dodge technique to get out and back in
quickly, and then throw a jab to stun Tyson. After the
stunning punch, you have to wait just a little so you
can use the Late Punch technique to cause a little extra
damage. When you wait too long, Tyson will block the
punch, but too early will cause the regular damage. If
you have done this correctly, he should fall for the
first time around 1:05 (reportedly as early as 0:58).
When Tyson returns, you should land another three Late
Punches on Dynamite Punches, but he will switch to the
Blinking Hooks at 1:30 R1. Now you need to use Late
Punches as well, but with the twist of just landing one
and one punch only. He will take a lot of damage from
this (as opposed to two jabs). If you do well, he
should go down around 2:05 or less. Keep in mind that
this strategy is EXTREMELY difficult, and should only be
attempted by a real Tyson pro. On your attempt to get
the third knockdown you can use more of the two punch
on his blinking hooks, and get the TKO, or you can try
to use the Late Punch for an earlier time. Either way,
getting the first two knockdowns is the toughest part,
but with practice this will get you a round 1 TKO.
ii) Another good strategy is to get Tyson's stamina almost
gone in round 1, then do not knock him down. Then in
round 2, knock him down right away, and then work two
more knockdowns in for a rapid TKO.
----------------------------------------------------------------------------
Passwords-------------------------------------------------------------------
----------------------------------------------------------------------------
11)This section will list a few passwords from the game. These are typical
passwords that are used all of the time, and a few bonus ones as well.
o------------------------o
| Start on Major Circuit |
o------------------------o
005 737 5423
You begin at Don Flamenco with a 3-0 record (3 KO).
o------------------------o
| Start on World Circuit |
o------------------------o
777 807 3454
You begin at Piston Honda with a 7-0 record (7 KO).
o--------------------------o
| Start at Super Macho Man |
o--------------------------o
267 853 7538
You begin at Super Macho Man with a 13-0 record (13 KO).
o---------------------o
| Start at Mike Tyson |
o---------------------o
007 373 5963
You begin at Mike Tyson with a 0-2 record (0 KO).
o--------------------------------o
| Start at Another World Circuit |
o--------------------------------o
135 792 4680 (hold SELECT, and press A and B together)
This will open a mode of play where you begin at King Hippo who is ranked #8
on "Another World Circuit". You will then fight in order: Great Tiger, Bald
Bull, Piston Honda, Soda Popinski, Don Flamenco, Mr. Sandman, Super Macho
Man, and finally "Iron" Mike Tyson. If you lose to anyone, then you are
forced to retire automatically (no second chances), so be on your toes
Little Mac!
o-------------o
| Busy Signal |
o-------------o
800 422 2602
This was Nintendo's hotline to help out gamers, so this was there own little
inside joke they inserted into the game.
o--------------o
| View Credits |
o--------------o
106 113 0120 (hold SELECT, and press A and B together)
This will let you see the credits without ever having to lace up the gloves,
step into the ring, and beat your opponents to earn your way there (BOOOOO).
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Game Genie Codes------------------------------------------------------------
----------------------------------------------------------------------------
12)This section will list a few Game Genie codes for your amusement. If you
have any Game Genie Codes you wish to add to this list (and they are of
some value), then just e-mail me at briansulpher@hotmail.com. I have yet
to test a few of them, but I have seen them in action before (thanks to
Daniel T's generosity of sending a tape full of cool MTPO!! stuff).
These are the cream of the crop, so enjoy.
YATZEY - Mike Tyson's Black-Out!! Causes the entire game to be blacked out
with a few exceptions of whenever you opponent flashes, you get
hit, etc.
OKLOSS - The controversial KO! code.
OXOULU - Ultimate KO! code.
KOAUTO - Opponents change colour and nearly all can be easily KO'd!
YOZEAK - The classic code.
TZLOSS - Instant TKO code.
KOOUTO - Changes opponent's fighting technique. Cause opponents to
deviate form their usual patterns.
EANALL - Phantom punch knockdown.
APGENP - Stars are more common.
STTZZZ - Classic colour.
PTTZZZ - Game Boy colours. Black and greys.
OGTZZZ - Blue colour. Big time blue tint on the game.
PGTZZZ - Green colour. Big time green tint on the game.
OLTZZZ - Purple colour. Big time purple tint on the game.
SAYZEY - The Marios.
TYOULU - Eliminates TKO rules for most fights.
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KnockDown Stats-------------------------------------------------------------
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13) This section will look at some knock down stats, for both the opposition
and Little Mac.
o---------------------o
| Opponent Knockdowns |
o---------------------o
-Opponents can get up on any number in this game, with the exception of 7.
For some reason, the opposition will avoid getting up on this number.
-When an opponent gets up on the 1 count, a star uppercut will immediately
knock them down regardless of their remaining energy.
-Only one opponent can get up on the count of 9, and that is the second
match with Bald Bull. He will always get up on 9, unless he is KOed.
o-----------------------o
| Little Mac Knockdowns |
o-----------------------o
-Little Mac will regain more energy when he has been dominating the fight,
rather than taking a beating. It stands to reason he would be feeling
better after making his opponent fall a few times instead of going down
first.
-Little mac is TKOed if he falls three times in a round, and he can not
return to a ifhgt after five knockdowns. However, he will rarely return to
the fight after four knockdowns unless he ahs dealt a fair amount of damage
to his opponents.
-Little Mac will regain all of his energy if you time your return to the
fight when Mario has counted to 9. This is dangerous as you could wait too
long, and if an opponent lands a powerful punch, you may return to the mat
almost immediatly.
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Challenges------------------------------------------------------------------
----------------------------------------------------------------------------
13) This section will list a few challenges for you great Mike Tyson
Punch-Out players out there to try to test your skills at this game once
you feel you have done it all.
o---------------o
| Go Undefeated | (3/10 challenge)
o---------------o
From start to finish, go fight your way past your fourteen fights so you
finish with a 14-0 record with 14 KO's!
o-----------o
| Fast Game | (5.5/10)
o-----------o
From start to finish, try to beat the game under 25 minutes. This is not an
extremely low time, but few can go under it. See if you belong with the
group.
o-----------------o
| Black-Out Game! | (9/10)
o-----------------o
From start to finish, play through the game undefeated with the special
Black-Out Game Genie code [YATZEY].
o--------------o
| Go Untouched | (9/10)
o--------------o
From start to finish, try to beat the game without getting hit by a single
opponent!
o------------o
| Round Two? | (9.5/10)
o------------o
From start to finish, try to beat each opponent in the first round! If you
have ONE fight enter round two, then you lose!
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Oddities Of The Game--------------------------------------------------------
----------------------------------------------------------------------------
14)There are neat little quirks in this game that have always caught the
interest of people. This section is going to list a few of those.
a) Mario is the referee in Mike Tyson's Punch-Out!! My guess would be
Nintendo just wanted to get their popular poster boy into this game so
people would think "Hey, Mario is in this! I think I will buy it".
Another Mario theory is that he is such a good guy that he will be
totally impartial, and thus there will be no questionable reffing
(fast counting, bad decisions).
b) Another Mario tidbit is in the newspaper after you beat Super Macho Man.
A little headline at the bottom states "Daddy, Come Back Home!". This
has lead to a widely debated topic of just what exactly this means. Most
take this to mean Mario has at least one child at home, and they miss him
because he has been away reffing W.V.B.A. contender ranking matches.
c) This game could never be made in today's politically correct world. This
game has an incredible amount of stereotypes, and is a very Pro U.S.A.
game. From Glass Joe, all the way to Mike Tyson himself, stereotypes and
Pro Americanism reign supreme. Glass Joe, Von Kaiser, Piston Honda, Don
Flamenco, King Hippo, Great Tiger, Bald Bull, and Soda Popinski are very
racist caricatures of their countries of origin. Then the Pro
Americanism comes into play with the top three boxers in the game being
from the U.S.A., they are very tough, and are all huge, scary boxers to
face. Also, Little Mac is from U.S.A as well, so after a bit of
practice, the top FOUR boxers in the game are from America!
d) Great Tiger is one of two opponents that can not be KO’ed. Bald Bull
(first time) is the other boxer to hold this distinction.
e) King Hippo is the only opponent that can not be TKO'ed. The reason for
this is he is unable to get up after being knocked down.
f) All of that ring, but you and your opponent are quite content to just box
in a central location!
g) Mario has a rather large speech impediment in this game to the point that
he quacks like a duck! He will count each number as a quack, and when the
fight ends, it is a "Knockout" or "Technical Knock Out" quacked in a
super quick sentence. He has come a long way in the speech department
(Super Mario 64).
h) If an opponent gets up at 1, hit them with a star uppercut, and they will
fall regardless of their energy.
i) No opponent can get up at the count of 9, except for Bald Bull (second
time) who always gets up at the count of 9 (except when Koed).
j) Many boxers share similarities in how they look, punch, and act. Here is
a list of boxers that are very similar to one another.
Don Flamenco-Glass Joe
----------------------
These guys have similar punches (right hook, left jab), they wear the
same white shorts, and they both fall in the same patterns.
Von Kaiser-Great Tiger
----------------------
These two share less similarities than the other guys here, but they both
wear pants and boots combo, both fall the same, and share punches (left
jab, right uppercut).
Soda Popinski-Super Macho Man
-----------------------------
Wear same trunks/boots, fall the same way, and use the same punches
(uppercuts, and hooks).
Mr. Sandman-Bald Bull
---------------------
Similar falling down, similar shorts, and same punches (rolling jabs,
right hooks).
Piston Honda-Mike Tyson
-----------------------
Similar outfit, same falling down, same punches (alternating altered
hooks, right uppercut, left jab).
k) Just when I think I have seen the best strategies out there, new ways to
win (often in a much faster time) are brought to light. I am sure that I
will be forced to update once more, just because you guys are just
insatiable in your appetites to lower your times!
*This was posted on November 7th, and not five days later I have to
update because Mr. Sandman falls in Round One on NSTC Carts! I am unsure
as to what is left to discover, but if you have ANYTHING I do not in this
guide, please let me know guys!*
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Thank You-------------------------------------------------------------------
----------------------------------------------------------------------------
15)This section is going to send out the big thank yous to all of the guys
on the MTPO!! board for any input they have given me. If I missed you
in this section please let me know, when, where, and why so I can
correct the mistake.
Daniel T - Man, I have to thank you for getting me interested again with
the KO Tyson Journal.
- For the Don Flamenco under 15 seconds strategy that he developed
after reading about Mr. Charlebois doing the 15 second victory.
- For the Super Macho Man fast TKO time he developed.
- For the Game Genie Codes he created.
- For his Don Flamenco (second time) strategy.
- For the Bald Bull (first time) strategy.
- For the Soda Popinski strategy.
RedTom - For the greatest MTPO!! website in the world.
- For all of the great info he contributed on the MTPO board.
- For hosting my KO Tyson Strategy Every Time.
- For Von Kaiser 0:38.99 R1 TKO time.
- For Soda Popinski star trick
- For the Great Tiger fast TKO strategy (under one minute).
- For the Mike Tyson TKO Round 1 Strategy.
- For the Soda Popinski strategy.
- For faster Bald Bull (first time) strategy.
- For helping on Bald Bull (second time) strategy.
- For Piston Honda (second time) under 1:00 TKO victory.
- For Mr. Sandman Round One TKO on NSTC carts! GO NIGHTMARE PATTERN!
- For Don Flamenco (second time) "Beyond All Limits" strategy.
- For his part on the "Macho Madness" Strategy on Super Macho Man.
Martin Charlebois - For first finding the Don Flamenco 15 second KO
strategy.
- For being the master back when the internet did not
really exist as it does now.
Above Average "Eric" - For fixing your sight up, and for ranking me #4 on
the top Mike Tyson's Punch-Out Players List!
- For helping on Bald Bull (second time) strategy.
- For helping on the Pisto Honda (second time) strategy
"The Kamikaze Knockout"
Matt Mr." Turk - For the Piston Honda (first time) improved strategy TWICE!
- For the Piston Honda (second time) "Kamikaze Knockout"
strategy
- For his part in the "Philly Sleeper" strategy on Mr.
Sandman.
- For the "Blitzkrieg" Von Kaiser strategy.
- For the "Tiger Tamer" Great Tiger strategy.
- For his part on the "Barber Clear Cut" strategy on Bald
Bull (first time).
- For the "Seeing Red" Bald Bull (second time) strategy.
- For his part on the "Macho Madness" Strategy on Super Macho
Man.
Jack "Dingus McGee" Wedge - For his part in the "Philly Sleeper" strategy on
Mr. Sandman.
- For his part on the "Barber Clear Cut" strategy
on Bald Bull (first time).
Chrome Virus - For helping people to learn that sub 50 seconds is possible
vs. Soda Poinski, and the resulting strategy to pull off such
a feat, dubbed the "Vodka Shock".
FatherB - For helping on Bald Bull (second time) strategy.
- For the "Turban Tantrum" strategy for Great Tiger.
Cavsta - For reading this long document over, and for his help with the
editing. You are a good pal, my Aussie friend!
Lobster Sauce - For hilarious Mario speech impediment bit in the Oddities
section.
The Whole MTPO!! Board - For making the board the success it is.
Nintendo - For making the best boxing game of all time. Also for making,
and continuing to make the best, most innovative games of all
time.
----------------------------------------------------------------------------
Final Word------------------------------------------------------------------
----------------------------------------------------------------------------
16)As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2003. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com and www.ign.com. You must ask for permission
before posting this (go ahead, I am very nice, and more than likely will
say yes).
If you liked it, hated it, have anything to add, then please E-mail me at
briansulpher@hotmail.com. You can also contact me through MSN messenger
through the same E-mail address.
This game has become my favorite by miles since this past April when I
joined the KO Quest against Tyson. I have become quite proficient at
this game since, and it still is enjoyable because the opponents can
still thump you (especially the later ones being so strong).
Do not give up against a seemingly impossible to beat opponent, but take
a break for a while. This will allow you to gather your concentration to
lay a beating on your nemesis.
Good Luck to all who play!!!
This is the Mike Tyson KO King signing off!!
currently with 337 KO's and counting!