Mike Tyson's Punch-Out!! FAQ Copyrighted by Nintendo 1987 Written By: Brian P. Sulpher Version 6.0 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, Matt Turk, KingdomCarts, Adelkit, 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 lady Jessica Thompson. I know I wrote this years before we ever met, but you continue to show patience with my video game interests, listening to me prattle on about things you don't know about or even care to know about. You are great, and I love you very much! 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. If you enjoy this FAQ and want to give back, you can click the Donate button by my author name above, and send some money my way (via Paypal). I have no set amount or minimum, so feel free to donate as little as you like (this is simply a from the bottom of your heart deal). Thanks for your consideration, now on with the FAQ! ----------- Version 1.0 ----------- -Submitted FAQ on August 1st, 2003 ----------- 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 Strategy [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 improved 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] ----------- Version 6.0 ----------- -Submitted FAQ on December 30th, 2009 -Did some reformatting -This one is going to be a doozy update! Long overdue by 6 years, I have added in the following information: *A missed quote from Von Kaiser [Glenn Willey] *Added in the newly revealed tell for stopping the first Bald Bull's Bull Charge *Better explanation of the Clock Stop Glitch (or CS Glitch) [Matt Turk] *Added in the ways to perform the Clock Stop Glitch [Matt Turk] *New Fastest Strategy for Von Kaiser [Matt Turk] *New Fastest Strategy for Piston Honda (minor Circuit) [Matt Turk] *New Fastest Strategy for Don Flamenco (Major Circuit) [Matt Turk] *New Fastest Strategy for Great Tiger [Matt Turk] *New Fastest Strategy for Bald Bull (Major Circuit) [Matt Turk] *New Fastest Strategy for Piston Honda (World Circuit) [Matt Turk] *New Fastest Strategy for Soda Popinski [Matt Turk] *New Fastest Strategy for Bald Bull (World Circuit) [Kingdom Carts] *New Fastest Strategy for Mr. Sandman [Matt Turk] *New Fastest Strategy for Super Macho Man [Matt Turk] ---------------------------------------------------------------------------- ------------------------------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! Clock Stop Glitch: Commonly referred to as the "CS Glitch", the clock can be stopped through special techniques versus certain opponents. The clock can be restarted at any time, so if you desire the clock to remain stopped, avoid the following occurrences: -Throw multiple punches in a row to an opponent. If you try to throw a set of punches at a stunned opponent, the clock will restart, so use single punches, like Late Punches and Gutters, will keep the clock stopped while damaging an opponent. -Star Uppercuts that connect will start the clock if the opponent does not fall. A dodged Star Uppercut will not restart the clock however. -If either Little Mac or an opponent fall to the mat, the clock resumes movement once the fight resumes. See the Clock Stop Glitch section following this one for specifics on how to utilize this move, as it is a crucial move for getting lower times on some boxers. ~~~~~~~~~~~~~~~~ ~~~~ Method One ~~~~ ~~~~~~~~~~~~~~~~ Works Against..: Super Macho Man, Soda Popinski Super Macho Man: He has two punches that can be used against him to stop the clock; the Spin Punch and the Super Spin Punch. For the Spin Punch, dodge it with a Quick Dodge, firing two jabs into his face, the second of which should be a faster punch, signaling you to pause for a second, followed by throwing a Late Punch to get a Star and freeze the clock. If you are too early (ie the stun punches continue) or too late (ie he blocks the punch), then the clock will not freeze. For the Super Spin Punch, the idea os the same, but instead of throwing two jabs after dodging the punch, throw one jab and pause, followed by a Late Punch. If a Star is obtained, the clock stops, but if not, then the clock will continue moving. Soda Popinski..: He has one punch that can be used against him to stop the clock; Uppercuts. Quick Dodge any Uppercut by Soda Popinski, then throw a single jab to stun him, followed by pausing to deliver a Late Punch. If a Star is obtained, the clock will stop. However, if the punch is too early (ie the stun punches continue), too late (ie he blocks the punch), or the punch lands but no Star is obtained, then the clock will continue moving. ~~~~~~~~~~~~~~~~ ~~~~ Method Two ~~~~ ~~~~~~~~~~~~~~~~ Works Against: Don Flamenco (both fights), Glass Joe Glass Joe....: He has one punch that can be used against him to stop the clock; Right Hooks. This strategy only works on NSTC versions of Punch-Out (ie North America). When Joe throws the Right Hook, Quick Dodge it and throw a jab at his face to stun him, followed by delaying and then using a Late Punch to stop the clock. If the punch is too early, the stun combination will continue, and the clock will continue to move. This strategy only works on PAL versions of Punch-Out (ie European). When Joe throws the Right Hook, Quick Dodge it and throw a jab at his face, which will stun him and it will be delivered in a fast manner. Follow this up by throwing a body blow (which will be blocked), followed by immediately landing a jab into Glass Joe's face to stop the clock. Don Flamenco.: He has one punch that can be used against him to stop the clock; Large Right Cross. Anytime Don throws one of the Large Right Cross punches, the clock stop can be performed. When he throws a Large Right Cross, use a Quick Dodge, followed by throwing a jab to the face to get the fast punches started. As soon as they are moving, throw a body blow (which is blocked), followed by throwing a jab to initiate another Large Right Cross, which leads to a stopped clock. ---------------------------------------------------------------------------- ---------------------------------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!" "Your punch is soft... just like your heart!" 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 and how many points are required to win in decision (if at all possible for either possibility). o-----------o | Glass Joe | o-----------o KO Knockdown #: 5. Decision......: 5,000 points is minimum requirement. o------------o | Von Kaiser | o------------o KO Knockdown #: 3. Decision......: 8,000 points is minimum requirement. o---------------------------o | Piston Honda (first time) | o---------------------------o KO Knockdown #: 4. Decision......: Can not win by decision. o---------------------------o | Don Flamenco (first time) | o---------------------------o KO Knockdown #: 2. Decision : 10,000 points is minimum requirement. o------------o | King Hippo | o------------o KO Knockdown #: 1. Decision.....: Can not win by decision. o-------------o | Great Tiger | o-------------o KO Knockdown #: impossible to KO. Decision......: 10,000 points is minimum requirement. o------------------------o | Bald Bull (first time) | o------------------------o KO Knockdown #: impossible to KO. Decision......: Can not win by decision. o----------------------------o | Piston Honda (second time) | o----------------------------o KO Knockdown #: 1. Decision......: 3,000 points is minimum requirement. o---------------o | Soda Popinski | o---------------o KO Knockdown #: 5. Decision......: 10,000 points is minimum requirement. o-------------------------o | Bald Bull (second time) | o-------------------------o KO Knockdown #: 5. Decision......: 7,000 points is required minimum. o----------------------------o | Don Flamenco (second time) | o----------------------------o KO Knockdown #: 5. Decision......: 5,000 points is required minimum. o-------------o | Mr. Sandman | o-------------o KO Knockdown #: 6. Decision......: Can not win by decision. o-----------------o | Super Macho Man | o-----------------o KO Knockdown #: 4. Decision......: Can not win by decision. o------------o | Mike Tyson | o------------o KO Knockdown #: 6. 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, followed by holding up to raise his guard. Throw a Body Blow, then follow that with a Gutter, which leads into another hold up to raise his guard, body blow, Gutter Punch while holding Up immediately after. Left body blow again, then deliver a right-hand Gutter, which will produce a Star. Dodge his Left Jab, stun him with a Left Jab, and then use a Star Uppercut to send him to the canvas. Throw a left body blow as soon as the fight resumes for a Star (his guard will still be raised), then deliver a Left Body Blow to counter his Right Uppercut to get a second Star. Immediately throw a Star Uppercut to smash him down, as he got up at 1 on the previous knockdown (see oddities section for more details). Quick Dodge his Right Uppercut and immediately throw the last Star Uppercut, which will take out his remaining energy, getting the TKO! ii) Throw a left jab immediately at his face, then dodge the following 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 that 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! iii) 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. iv) 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. v) Another fun little way to beat him quickly is to use an alternating set of body blows 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. Repeat as necessary to send him back to the canvas. 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 punch. 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) This strategy must happen exactly as described or it will fail. If it deviates at all, the advice given will no longer work as displayed. Use Gutter Punches (one left first, then two rights) to get 3 Stars from the body blows, followed by using the first Star to hit Piston as he starts to wiggle his eyebrows. Pause for a slight moment before getting off the second Star Uppercut, which must land on the tail end of the second eyebrow shake pattern for maximum damage. This is followed up by his throwing a Right Hook, so Quick Dodge and jab him to stun him, followed by using the third Star Uppercut. Now repeat the one left/two right Gutter Punches for two Stars, throwing the first Star Uppercut immediately (he must not make any move to throw a punch, or it will fail to do enough damage to knock him down), making sure to keep holding UP to keep his guard raised. Since he gets up at 1, immediately deliver the lone remaining Star Uppercut for a knockdown (see oddities sections for details). This is the most random portion of the fight, so be fairly warned. First of all, Piston has to come back with his lowest energy level possible (usually when he gets up at 2 or 5). His guard is raised, but wait for him to drop it, immediately throwing two left jabs to get two Stars, followed by using the first Star to hit Piston as he starts to wiggle his eyebrows. Pause for a slight moment before getting off the second Star Uppercut, which must land on the tail end of the second eyebrow shake pattern for maximum damage. Piston will have a sliver of energy left, so you can either use a Gutter Punch for a sure knockdown, or risk an immediate random jab in the hopes it connect for a slightly faster time, as Piston goes down for the TKO! ii) 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. iii) 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 (otherwise not enough damage will be delivered). iv) 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. 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 | 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) Hold B to force Don to throw a Large Right Cross, which should be dodged, followed by throwing one punch (this has to be delivered with the fast animation) to stun him. Immediately throw a body blow, and then a jab (both of which will be blocked), which will stop the clock. After dodging his Large Right Cross, stun him, and then throw a Late Punch for a Star (if you are too early on this, the clock will resume moving, but if you are too late, the clock remains frozen for another shot). As soon as you have the Star, unleash the Uppercut for the knockdown! 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 11.97 seconds! He will be KO'ed, and you have won in the fastest time for any boxer! ii) Hold UP and B before the bell rings to 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! iii) 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. iv) Yet another fast way to win is to just hit him to bait him into a Large Right Cross attacks, knocking him down however you like. When he returns, 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 last punch of third set. 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 infinitely useful once you do). ~~~~~~~~~~~~~~~~~~~~~ ~~~~ Fast Strategies ~~~~ ~~~~~~~~~~~~~~~~~~~~~ i) Using Counter iii) (though instead of a body blow, make it a jab) three times to get three stars (note that the jab is far less reliable for connecting than the body blow counter, but it is required for this strategy to work). Immediately throw two straight Star Uppercuts, followed by jabbing, dodging the counter, and then throwing a late jab for another Star. Wait for about 3 seconds and throw a jab into the flashing gem from Great Tiger, and then wait another 3 seconds, throwing a Star Uppercut that must land at the start of a gem flash from Great Tiger, getting the knockdown. If he fails to fall, then your Star Uppercut landed too late. Now he will return at 1, so use a Star Uppercut for a knockdown. Now he will return at 1, so use a Star Uppercut for knockdown and the TKO. ii) Using Counter iii), get Little Mac three stars (takes practice to master, so only attempt 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, so use a Star Uppercut for a knockdown. Now he will return at 1, so use a Star Uppercut for knockdown and the TKO. iii) 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, so use a Star Uppercut for a knockdown. Now he will return at 1, so use a Star Uppercut for knockdown and the TKO. iv) At the beginning of round 1 watch the 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. v) 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 counter jab. Block his jab (by holding down), and immediately throw five jabs at his face (he will be stunned during this). Follow with another jab to get him to jab, block it, and hit him five times in the face. Continue this until 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 right/left 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. An alternative to this is to watch the crowd near the top right corner of the ring, and as soon as you see a camera flash, throw the body blow to knock down Bald Bull. ~~~~~~~~~~~~~~~~~~~~~ ~~~~ 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) This strategy is random and requires massive amounts of luck, so be warned. Counter his first two Rolling Jabs for Stars (you CAN NOT HOLD UP between the two Jabs or else it will fail, and even then, the second Star is only about 50% likely to occur), immediately followed by a Star Uppercut. Immediately jab for another Star, and then delay slightly before jabbing on the next Rolling Jab for a 50% Star (again, DO NOT hold UP between the jabs or he will block). Immediately hit him with a Star Uppercut, then another jab to get a Star, and then immediately unleash another Star Uppercut to get the knockdown at 0:18 (if it is at 0:19 or later, the rest of the strategy will not work). Bald Bull has to start with another Rolling Jab pattern for this to work, so jab him for another Star (50% chance). Hold Up as you get that Star, raising Bull's guard, followed immediately by a Star Uppercut, and then wait for his guard to drop and immediately jab him for another Star. Now Quick Dodge his Right Hook, delivering a Star Uppercut while Bull is unstunned, then counter the next Right Hook with a left jab for a Star, and then immediately let a Star Uppercut fly to catch him in the face. If he continues with the Right Hooks at this point, the strategy fails, but if he pauses, wait about 3 seconds and let fly with a Star Uppercut to catch him at the start of the Triple Rolling Jabs combo for the second knockdown. If he fails to fall, the timing of the Star Uppercut was off and the strategy fails. Wait for the first Right Hook to start, countering it for a Star, and then Quick Dodge the next Right Hook and throw a Star Uppercut to get him while unstunned. Immediately throw another Star Uppercut, intercepting another Right Hook (unless he pauses, in which case he dodges and the strateg fails), followed by dodging the Right Uppercut, stunning him with a jab, and delivering a Late Punch for a Star. Now Mac just needs to Quick Dodge the next Punch and deliver an unstunned Star Uppercut for the TKO! 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 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 (you 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. iii) 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 until 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. iv) 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 of round 2, 2:00 of round 2, and 0:30 of 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, and Piston will throw the punch with you having a very small chance of avoiding damage. 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) This strategy depends on some nasty tough timing and luck, so keep that in mind if you attempt it. Start with a left-hand Gutter, followed by a tap UP + B to deliver a left jab (holding UP will get it blocked). Wait for a half second and do another tap UP + B to land another shot (this will get blocked frequently, as there is only a tiny window of opportunity for this to hit), and then do yet another tap UP + B immediately to land a shot for a Star. Hold UP to raise Honda's guard, and then deliver the Star Uppercut, followed by a jab as Honda lowers his guard, obtaining another Star, then repeat to try and get another Star (50% chance it happens). Now use the Star Uppercut (it must land right in the middle of the eyebrow shake to do maximum damage), and then follow with three straight jabs against his Triple Left Jabs combo, the first giving a Star 100% of the time, the second one giving a Star 50% of the time (and you need this one), and the third one knocks Piston Honda to the mat. The amount of energy Honda gets back here is somewhat random, so take note of it, and if it is around the third dot on the stamina bar, then you can still follow this strategy. Hold UP to raise the guard of Piston Honda, using a Star Uppercut as soon as he does so, remembering to hold UP through out said Star Uppercut. Wait for Piston Honda to lower his guard, jabbing him for a Star, then use the tap UP + B to get another Star (50% chance of occurring), and then pause for a moment before landing a Star Uppercut in the middle of the eyebrow shake for maximum damage. Now immediately throw two straight jabs, one getting a Star, and the second one knocking Honda to the mat. He will return at 1, so throw the Star Uppercut immediately. If you met all the requirements above, this will connect for the TKO. You need to have 3 Stars in reserve for Piston to actually take the unstunned uppercut if he gets up at a 1 count. ii) Start by doing four Gutters. 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 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). Start by raising his guard, gutter him for a star, and then use it. Perform three more Gutters in a row, REQUIRING you to get three stars (you do not always get all three, ad all three are required 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. You need to have 3 Stars in reserve for Piston to actually take the unstunned uppercut if he gets up at a 1 count. iii) 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 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 fight again by throwing your 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. You need to have 3 Stars in reserve for Piston to actually take the unstunned uppercut if he gets up at a 1 count. 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 provided Little Mac has not been knocked down yet. o---------------o | Soda Popinski | o---------------o Hearts: 8 ~~~~~~~~~~~~~ ~~~~ 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 you can get a star in the process. 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) If Soda delays at all during this strategy, then it will fail. This is a very tough strategy to pull off. Throw a body blow right away to block the first Left Hook from Soda, followed by throwing a right jab to counter his Left Jab for a Star. Press DOWN twice in a row to duck, and if Soda crouches down just as Mac stands back up, the timing will be right to deliver a body blow, immediately followed by holding DOWN, which will produce a Star 50% of the time. Now stop Soda's second Uppercut by throwing a body blow to block it, and then throw the Star Uppercut to knock him down to the mat. Immediately throw two body blows to stop the two Left Hooks from Soda, followed by performing the duck dodge/body blow/duck/body blow block to set up the Star Uppercut for the second knockdown. Counter his first Left Hook with a right jab, followed by a body blow to stop the second Left Hook. Now repeat the duck dodge/body blow/duck/body blow block to set up the Star Uppercut for the TKO! ii) 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 Soda 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! iii) 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 of round 1, 0:30 of round 2, 2:00 of round 2, 0:30 of 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) This is a non-luck based strategy for Bald Bull, so this is a great place to start in your mastery of the Turkish Bull! Dodge the Rolling Jab, use a right body blow Late Punch to get a Star, and then repeat on the second Rolling Jab. Immediately let fly with a Star Uppercut to hit him during his Ear Rub, followed by throwing a jab that Bull blocks, dodging the counter Bull throws, and then throw a Late Punch right body blow for a Star. Immediately repeat the same jab/dodge/Late Punch for a Star pattern, then you just need to dodge a Right Hook, jab stun the big guy, and then throw a Star Uppercut. Repeat this pattern to get the knockdown. Immediately let fly with a Star Uppercut to hit him during his Ear Rub, followed by doing two in a row of the jab/dodge/Late Punch for a Star pattern. Now use the dodge the Right Hook, jab stun, and Star Uppercut twice in a row for the second knockdown. Immediately jab Bald Bull for a Star from his Ear Rub, followed by performing one jab/dodge/Late Punch for a Star pattern. Now use the dodge the Right Hook, jab stun, and Star Uppercut twice in a row for the TKO! 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 (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, the 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!). iii) 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 strategy fails), which you should dodge before jabbing 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. iv) 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. Now 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! v) 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, getting the second knockdown. 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 Uppercut 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 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) This is perhaps the second worst luck based strategy fight (right behind Don Flamenco on the World Circuit), so this will take a ton of attempts to get it to work. Be patient and keep at it! Before the fight starts, hold SELECT to reduce Mac's stamina bar by half. For the first 50 seconds, Mac has 11 punches to face, with three possible outcomes: Mac dodges and hits back, Mac gets hit, and Mac blocks the punch and does a Late Punch to do extra damage. With that in mind, here is the opening 11 Rolling Jabs and how to deal with them: 1 - Take the hit, 2 - dodge and jab, 3 - dodge and jab, 4 - block and Late Punch, 5 - dodge and jab, slight pause, 6 - block and Late Punch, 7 - dodge and jab, 8 - dodge and jab, 9 - block and Late Punch, 10 - dodge and jab, slight pause, 11 - block and Late Punch. Throw a jab as soon as the clock hits 0:50, which Sandman will dodge, followed by his throwing a Hook. Dodge the Hook, stun him, and then perform a Late Punch (right body blow) to deliver maximum damage. Perform three more Nightmares, followed by a Nightmare that has the stun, one body blow, and then one more right body blow Late Punch for the knockdown. Sandman must be returning to the fight between 1:17-1:19 for this to work. Perform two of the long Nightmare patterns, followed by Sandman entering into his Dreamland Express, so he will pause for 5, 7, or 9 seconds (you want the 5 second pause). At the 1:34-1:35 mark, perform a Quick Dodge to avoid his first uppercut, and then repeat the Quick Dodge two more times, but immediately throw a left jab, followed by EIGHTEEN left body blows (usually is 13, so if he stops early you have not stunned him quickly enough), and then throw the right body blow Late Punch to get the knockdown (assuming you timed everything correctly). As soon as Sandman gets back into the fight, throw a body blow, throw another body blow that will hit Sandman as he hits Little Mac, and then repeat that pattern one more time to get Mac knocked to the mat. Sandman must not knock down Mac before the clock reads 1:59, or else he will not cooperate in the next phase. Sandman can return with varying degrees of energy remaining in his stamina bar, so hope he gets up at 3 or 5, as those numbers usually yield the lesser energy gain needed for this strategy to work. Sandman leads with the Dreamland Express, so once again he delays for 5, 7, or 9 seconds (and you want the shortest delay possible), meaning that you need to anticipate the 5 second delay, perform the trio of Quick Dodges, followed by the left jab, EIGHTEEN left body blows, and then the right body blow Late Punch to get the third and final knockdown! ii) 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 (after the 50 second mark) to make him dodge and throw a counter hook. Dodge it, jab, and then use 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, body blow, and then delay to throw late body blow for more damage) to get the first knockdown. 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 seconds). 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 amount of energy left for the above to work (you will need some additional nightmare patterns otherwise). iii) 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 number two and three to get your TKO in Round One (around 2:50, but you 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! iv) 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 to send him to the mat. 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 multiple Stars (most prominent during his set-up for the Super Spin Punch). ~~~~~~~~~~~~~~~~~~~~~ ~~~~ Fast Strategies ~~~~ ~~~~~~~~~~~~~~~~~~~~~ i) This strategy heavily depends on the Clock Stop Glitch and some luck in Super Macho Man throwing right punches at the right time. Start out by waiting for movement from Macho, throwing a body blow to stop the incoming punch (forces Macho to block). The next four punches must all be Uppercuts, and Mac will use four body blows (one for each one) to interrupt Macho, forcing him to block instead of finishing the punches. Now you have to hope Macho pauses to perform a Spin Punch, if not the time will be slower. Dodge the Spin Punch, stunning Macho Man (a single jab occurrence requires the punch being delivered after a slight delay), and then Late Punch to end the stun and stop the Clock. Use only Late Punches, Gutters, or intercept Counters from here on to keep the clock stopped (see the Clock Stop Glitch details in the Special techniques portion of the Controls section). When Super Macho Man returns, wait for him to back up for the Super Spin Punch (again hoping he moves back quickly), and dodge his spins, throwing the stun jab after a slight delay, and then Late Punching to stop the Clock. The usual Clock Stop Glitch rules apply. Repeat the above phase to get the third and final knockdown for the TKO. ii) This strategy depends on a lot of luck in Super Macho Man throwing the right punches at the right time. Deliver a Gutter at the start of the fight, then perform a tap UP + B to intercept Macho as he is beginning to kneel to perform an Uppercut (his first five punch set-ups have to be Uppercuts for the following to work). Next up is a Gutter to stop an Uppercut, then a tap UP + B to get a Star, and then stop the next three Uppercuts by throwing body blows, which force Macho to block. Macho should now enter his Spin Punch delay, so deliver a Gutter for a Star (50% chance), then a tap UP + B jab for another Star (50% chance), and then tap UP and press START (release START after the punch begins) to throw a Star Uppercut that will cause more damage because Macho will drop his guard from his face just before the punch connects (these are dubbed Spin Sucker Uppercuts). Deliver a Gutter for a Star (50% chance), then a tap UP + B jab for another Star (50% chance), followed by delivering two more Spin Sucker Uppercuts to bring Macho's energy down to a sliver left, at which point a Gutter will drop Macho to the mat. Note that not all the Stars are required, but you need to have 1 or 2 Stars in reserve at this point. Super Macho Man will begin the setup for the Super Spin Punch, and you need him to delay for 10 seconds, not the shorter 5 seconds. Perform a tap UP + B for a Star, followed by performing a Spin Sucker Uppercut. Now deliver a Gutter for a Star (50% chance), then a tap UP + B jab for another Star (50% chance), and then another Gutter for a Star (50% chance) before Super Macho Man backs up to begin his Super Spin Punch. This is the toughest part of the strategy, as you will need to deliver a Star Uppercut right after his last spin, as the punch needs to connect sooner rather than later to do enough damage to drop Macho to the mat. The suggested method for trying to do this is to dodge each rotation as late as possible, listening to the sound of each punch, as the final one will sound different from the rest (more of a "weeeee" sound). Perform a Spin Sucker Uppercut as soon as the fight resumes (just note his guard appears to not change, so the only way to gauge if it was effective is to sneak a peak at his stamina bar), and then you have to wait for him to back up to start his Super Spin Punch (hope it is the shorter set-up this time). Once again you need to deliver the Star Uppercut right after he stops spinning, and if you are successful, Macho will drop down to the mat, getting Little Mac the TKO. iii) 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, the 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 down again (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 the 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. iv) 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. Perform a 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. Dodge the Spin Punch, and use eight jabs, and then use 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. v) 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 strategies found in this FAQ. vi) 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, one left). iii) Tyson will always start Round 2 with 5 sets of Explosive Jabs (which are thrown in sets of 2). iv) In round 2, 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 to four 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, and 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 fight 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 immediately. ---------------------------------------------------------------------------- ----------------------------------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 | o---------------o Challenge: 3/10 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 | o-----------o Challenge: 5.5/10 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! | o-----------------o Challenge: 9/10 From start to finish, play through the game undefeated with the special Black-Out Game Genie code [YATZEY]. o--------------o | Go Untouched | o--------------o Challenge: 9/10 From start to finish, try to beat the game without getting hit by a single opponent! o------------o | Round Two? | o------------o Challenge: 9.5/10 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 KO’ed). 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). ---------------------------------------------------------------------------- -----------------------------------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. - For the massive update on December 30th, 2009 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 April of 2002 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. As for the hardest strategies to be found in this FAQ... they are for the experienced veterans at the game. Those that have mastered the basics, those who can whip all the opponents, and those who are interested enough to try and become absolute masters over this wonderful game! Good Luck to all who play!!! This is the Mike Tyson KO King signing off!!