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.


-----------
Version 1.0
-----------

-Submitted FAQ on August 1st, 2003

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Version 1.1
-----------

-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

-----------
Version 1.4
-----------

-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

-----------
Version 1.6
-----------

-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

-----------
Version 1.7
-----------

-Submitted FAQ on September 29th, 2002
-Faster Super Macho Man Strategy
-Cavsta proofreading

-----------
Version 2.1
-----------

-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

-----------
Version 2.5
-----------

-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

-----------
Version 2.7
-----------

-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

-----------
Version 3.0
-----------

-Submitted FAQ on April 30th, 2003
-Reformatted and fixed multiple errors
-Updated World Records
-Added new information for Piston Honda (second time)

-----------
Version 4.0
-----------

-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

-----------
Version 5.0
-----------

-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-----------------------------------------------------------
----------------------------------------------------------------------------

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

----------------------------------------------------------------------------
Introduction----------------------------------------------------------------
----------------------------------------------------------------------------

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!

----------------------------------------------------------------------------
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.

----------------------------------------------------------------------------
Little Mac's Bio------------------------------------------------------------
----------------------------------------------------------------------------

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!

----------------------------------------------------------------------------
Opponent Bios---------------------------------------------------------------
----------------------------------------------------------------------------

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.


----------------------------------------------------------------------------
Opponents Losing Stats------------------------------------------------------
----------------------------------------------------------------------------

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.

----------------------------------------------------------------------------
Minor Circuit Strategies----------------------------------------------------
----------------------------------------------------------------------------

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).

----------------------------------------------------------------------------
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.

----------------------------------------------------------------------------
KnockDown Stats-------------------------------------------------------------
----------------------------------------------------------------------------

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.

----------------------------------------------------------------------------
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!

----------------------------------------------------------------------------
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!*

----------------------------------------------------------------------------
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!