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FAQ/Walkthrough by ASchultz

Version: 1.5.0 | Updated: 08/22/04

Punch-Out!!(arcade) FAQ version 1.5.0
copyright 2004 by Andrew Schultz schultza@earthlink.net

Please do not reproduce this FAQ for profit without my prior consent. 
However, if you write a polite e-mail to me referring to me(and this FAQ) by 
name, then I will probably say OK. But if I ignore you that means no--and I 
am bad about answering e-mail. Sorry.

**** AD SPACE: ****
My home page: http://www.geocities.com/SoHo/Exhibit/2762 

**** Note: this FAQ only covers the first time through. I'm clueless about 
the second. I can't even beat Glass Joe. But I'm sure about the initial 
challenges. I'm sort of fishing for advice on later stuff with this guide but 
it should still be useful.

================================

            OUTLINE

  1. INTRODUCTION

  2. CONTROLS AND METERS AND GENERAL STRATEGIES

    2-1. CONTROLS

    2-2. METERS

    2-3. GENERAL STRATEGIES

  3. POINTS

  4. OPPONENTS

    4-1. GLASS JOE

    4-2. PISTON HURRICANE

    4-3. BALD BULL

    4-4. KID QUICK

    4-5. PIZZA PASTA

    4-6. MR. SANDMAN

    4-7. THE NEXT GENERATION

    4-8. THE FINAL RECURRING NIGHTMARE

  5. VERSIONS

  6. CREDITS

================================

  1. INTRODUCTION

  Punch-Out!! decidedly deserves the two exclamation points in its title. 
It's a great game for its time and still nice to plow through today. Some of 
the hit-and-dodge maneuvers may be too simple, but the different opponents--
all caricatures of stereotypes--and what almost feels like a dance after a 
bit make this a pleasant game to play. Yes, even after you've lost, when 
opponents come up to the screen and taunt you in heinous magnification, with 
the announcer to back you up("Stand up and fight!") I played this game a lot 
when I was younger, although I watched first, trying to glimpse and imitate 
special strategies. Opponents had seemingly irrefutible attacks, and they 
were all so lovably grouchy that I just wanted to meet them, and they could 
knock me down a few times before I got the hang of them.

  The path to the championship goes through six fighters, each with different 
weaknesses and special attacks. Once you defeat them, you go to a blue-gloves 
circuit where everyone's incredibly tough and I am clueless. So I am only 
covering the first wave. Here are your opponents:

Glass Joe, 112 pounds, Paris, France
Piston Hurricane, 176 pounds, Havana, Cuba
Bald Bull, 298 pounds, Istanbul, Turkey
Kid Quick, 210 pounds, Bronx, New York
Pizza Pasta, 235 pounds, Napoli, Italy
Mr. Sandman, 312 pounds, Philadelpia, PA

  They get bigger and faster as they go on, and the basic strategy against 
bad guys is to goad them into a punch and then let fly with a few of your 
own, 
well timed and well placed. I wish there would be a bit more closing off one 
strategy once it works too well, but at the same time there's still 
opportunity to sneak in a surprise punch here or there, and not throwing any 
body blows at all may put you in hot water after two knockdowns. For the most 
part, you just have to overemphasize what works, though.

    After winning the first six fights you have two championship circuits 
that get a bit harder. You can't lead punches. You have to respond, and 
quickly. Your opponents' eyes also don't turn yellow so you can't anticipate 
things easily that way. You have to watch body language. Sadly some of the 
later levels force you to find something quickly and then slow the game down. 
You have to wait to get in a punch or take bad chances while both sides are 
dancing around. Which dampens the excitement and creates a real possibility 
you'll sit around and not do much and lose after three minutes, which is not 
so fun. Figuring out what to do is exciting, though, and it's fun to rip 
through the first course. The second and third circuits are subtly different.

  Note: I'll refer to "right" as a punch throughout the game. Keep in mind 
that an opponent's right is on the left of the screen, at your fighter's 
left. So his "right" punch and yours are the opposite. It's how it's done in 
real boxing I guess.

  2. CONTROLS AND METERS AND GENERAL STRATEGIES

    2-1. CONTROLS

  You have four basic types of punches in Punch-Out!!--the jab, left and 
right, and the body blow, left and right. A successful punch will get your KO 
meter up. Once the meter reaches left to the KO sign, it will flash, and you 
have the option of the hook and the uppercut. There's only one direction to 
throw a hook or an uppercut, and these punches have a separate button--it 
appears your fighter is right handed, so he comes with a right.

  Moving your guard up or down determines if you throw a jab or a body blow. 
Moving and throwing a punch together doesn't change things. Sometimes this is 
tricky because you need to move your guard just before you punch, which is 
possible and works decreasingly well as rounds go on. Sometimes you'll get 
jammed a bit, too, trying to punch where you want. The solution is to move 
the joystick the other way before moving your fists where you want them. Then 
throw the punch.

  For MAME controls,

CTRL = left
ALT = right
SPACE = knockout blow = game start/restart
UP/DOWN = guard up/down
LEFT/RIGHT = duck left or right

  You can also restart a game once if you get knocked out. In Super Punch-
Out!! your fighter has a few bandages on him but they didn't think of that 
cool detail yet here.

  Sometimes your boxer won't do what you want him to. You'll try to get him 
to avoid his opponent's punch and he won't do it in time. It's not your 
reflexes. Your opponents are faster than your guy on later levels. So even 
when you telegraph a move or do it in advance your guy won't get it in time. 
Also note that sometimes you stun your opponent and he's just sitting there. 
Well, it can happen to you too. Basically it seems that anything you can do 
to your opponents, they can do back, although they have a few extra special 
moves for you to avoid. Fortunately, they have ruts and patterns you can 
always crack as well.

  On the other hand you can anticipate what to do next. Throw a punch before 
you're set, or duck before a punch is finished. Your fighter will do that. It 
can mean the difference between a successful punch and a blocked one. But be 
sure you know how your opponent reacts or you will be a sitting duck for him.

  Note that on MAME the graphics often don't seem to be refreshed if you use 
save states(and you probably will the first time through unless you use the 
awesomely funny cheats.) That is because the game only refreshes the sprites 
it knows has changed. So if you skip from a fight with Bald Bull to Glass 
Joe, Bald Bull will still be in the upper left because there's been no 
instruction to change the fight. The graphics stay the same. Also the timer 
and score may seem out of date. You may have the wrong number of minutes 
because the game hasn't changed that yet. This is a big deal if going from 
:59 to 1:06. Basically what I've done is to make save states 1-6 at the 
beginning of the first circuit and a-i at the advanced circuit(9 fights 
there) and then I can play whomever I want at whatever difficulty.

    2-2. METERS

  Hooks and uppercuts may be the most powerful of shots, but they have 
drawbacks. First, if you land a hook or uppercut, it seems to reduce your 
ability for an early knockout. The computer seems to keep an internal meter 
of this. If you have a way to win with continual jabs, do so. It means a 
higher bonus, and also you'll have one less chance to deal with an opponent 
you must successfully duck/block before you can safely punch him again.

  You gain one arrow on the KO box for ducking a punch, two for an initial 
punch connected, and five for a punch in a combo that connects. It doesn't 
all come out at once so it's possible you may have to wait a half-second to 
throw that uppercut you wanted to. 25 arrows equal a full meter, i.e. KO 
potential. I believe the game keeps track of arrows past the KO in case you 
get a lot of punches blocked, but when you're hit you always lose KO 
capability.

  So you can get a few arrows on the knockout meter if you avoid a body blow. 
Also if a punch of yours is blocked, you lose knockout meter points, and 
whenever you're hit, you lose KO status instantly. This isn't always 
terrible. For Pizza Pasta and Mr. Sandman, you can only hit them with a 
knockout punch once, and Kid Quick and Bald Bull will usually hit you right 
back once you miss them. Glass Joe and Piston Hurricane just duck. Until the 
second round, when only Glass Joe ducks. When the KO lights up again, you can 
and should get another free shot in. There's also a knockout meter you aren't 
shown--one that states if you'll KO your opponent. It seems to go down if you 
use a hook or uppercut unless your opponent is totally dazed when you hit 
him. KO shots are more useful than jabs at the end of the combination but may 
cause an opponent to wake up a bit.

  After each subsequent knockdown the person who gets up has successively 
less maximum health. He can add to this by punching his opponent, which gives 
him some wind back. How much health you have when you get up depends on how 
many jabs you got hit with. But it also depends on the fight #--the later, 
the less favorable for you.

  Your opponents seem to have a knockout meter as well, with the difference 
being the computer sometimes gives them a boost after they've been knocked 
down. If this happens--you're getting slugged when stuff that worked very 
well before doesn't now--keep your fists up and duck when your opponent 
crouches for a body blow. Eventually you'll be able to get back down to 
business.

  You don't recharge health with time, but your opponents do. Also, your KO 
meter empties if you are knocked out. When a contestant gets up from a 
knockdown he regains 1/2 of his energy, then 1/4 the next time.

  If you must watch the clock, remember that it takes fewer hits between 
successive knockdowns, so knocking your opponent down for the first time at 
1:30 is no cause for panic.

  The crowd noise also acts as an impromptu meter. The more combinations you 
get, the louder it is. Even if no punches have connected for a while, if 
someone's almost had it, there'll be a clear murmur.

    2-3. GENERAL STRATEGIES

  Opponents usually wind up for body blows and sort of make a dinking 
movement for jabs. So you usually want to have your guard up, to defend 
against the quickest hits, and duck against the slower ones. You can also 
throw a punch when you come out of a ducking move, and in fact you need to do 
so. And if it ever seems like your opponent is too fast for you, stop 
sparring and try to duck him. The computer is doing this on purpose. Your 
opponent is in knockout mode. He seems to have an internal meter of his own 
in fact and sometimes you just need to duck when he starts whaling away. But 
the computer cheats for him internally.

  Watch out also for the yellows of your opponents' eyes. That means they are 
about to throw a punch. Depending on if they crouch, you can tell what sort 
of blow it will be. Leaning back--body blow. Duck. Staying there--jab. 
Ducking indiscriminately leaves you open, so you need to avoid doing so until 
your opponent's eyes light up.

  Random punching works OK in the first two rounds, but of course doing the 
same thing indiscriminately won't work when your opponent starts to block. 
Generally you want to provoke your opponent into an attack you know you can 
avoid.

  While you may feel clever being able to smack your opponent around with 
many different punches, you might just want to hone in on his weakness 
mercilessly instead.

  You can leave yourself open with a punch, and so does your opponent. In 
fact, you should block after throwing a punch if you don't want to throw 
another.. To avoid a combination, never punch without a purpose, and to get 
one of your own, learn how the opponent can be made to throw an obvious and 
avoidable punch.

  If a KO punch doesn't work(i.e. Glass Joe begins to duck,) give up and get 
back to jabbing.

  There are generally four count lengths before opponents get up: 3, 5, 7 and 
10. How long the count is shows roughly how close you were to an absolute 
knockout.

  Also, note the announcer saying "Come on! Come on!" means your opponent is 
about to bust out his signature move.

  And the spoiler...when in doubt, lead with the right, duck if he responds, 
and throw a bunch of left jabs before you're fully back to where you were.

--------Just for fun--------

  To watch an opponent go flying, note if he is in the left or right 
corner(rope on left or right side comes at you) and hit him with that hand. 
He'll go flying into the opposite corner of the hand you hit him with. It 
doesn't really matter where you drop him but some guys can really hit the 
floor with flair.

  3. POINTS

500 points for any punch that knocks an enemy down, otherwise:
40 points for the first punch
80/200 for the next ones in combo[2x as much damage]
300 points for a hook
500 points for uppercut
[hook is better than an uppercut. It seems to do 2-2.5 as much damage as a 
combo punch and uppercut does 1.5-2. The main difference seems to be that the 
uppercut is tougher to execute. Don't worry about more points.]
135 points per second are taken off your bonus. You start with 30000. So 5700 
is your minimum, barring a knockdown or two which would bring you down to 
3270 minimum(18 seconds on the canvas.) You lose bonus when you're knocked 
down but not when your opponent is down, and you don't lose time when 
someone's on the canvas.

Unless you can land a punch every second you probably want a knockdown as 
quickly as possible to maximize points.

The default high score list reads as follows:

       1.  NOA 88700
       2.  QCB 87700
       3.  DIC 86700
       4.  BBS 85700
       5.  DBY 84700
       6.  MCE 83700
       7.  QBQ 82700
       8.  BBC 81700
       9.  DTB 80700
       10. BIC 79700

11. SBM 78700 31. PIZ 58700
12. CQU 77700 32. GIH 57700
13. MBE 76700 33. HHG 56700
14. ABB 75700 34. HPG 55700
15. CBC 74700 35. QIH 54700
16. LCS 73700 36. IFX 53700
17. BQX 72700 37. MMQ 52700
18. KEA 71700 38. BZN 51700
19. AAD 70700 39. ASJ 50700
20. OFA 69700 40. XMW 49700
21. AAA 68700 41. NCL 48000
22. DBO 67700 42. QCB 47800
23. VDB 66700 43. DIC 47600
24. PGI 65700 44. BBS 47400
25. NNL 64700 45. DBV 47200
26. OQF 63700 46. MCE 47000
27. BVC 62700 47. QBQ 46800
28. RAA 61700 48. BBC 46600
29. EQA 60700 49. DTB 46400
30. OGV 59700 50. BIC 46200

  Basically you need to get to Bald Bull--and quickly--to get in the top 50 
with the scorelist un-reset. I calculate about 25000 per level for a good 
player in the first circuit, topping at 28000. 15000 is good on the next 
circuit with tops of 20000 maybe. So four wins should vault you to the head 
of the class--assuming anyone who can beat Kid Quick can win the easy rounds 
very early too. And they knock down Piston Hurricane ASAP.

  If you place with your first game and go for a rematch, your first-game 
score is deleted. The initials for your score are of course what you picked 
at the start of your game.

  4. OPPONENTS

    4-1. GLASS JOE

  Glass Joe is truly the easiest of the opponents. You can come out swinging 
and mix up punches a bit and eventually he'll go down, i.e. when he blocks 
down, go up, and vice versa. But his fighting strategy is so simplistic that 
you should be able to nail him without getting hit AND on the first 
knockdown. He generally keeps his hands up and then punches up with a right 
jab or two, which he follows with a heinously telegraphed left body blow. You 
can hit him with a few jabs after that, but when he dances around and starts 
moving his hands you can take a few shots too. A few small flurries should 
knock him down. You don't even need the KO punches, although you can get four 
or five in without penalty. Using too many before the final blow or two may 
force you to knock him down more than once. Lots of times he'll just sit 
there looking stunned as you ring him up. And that's when you can jab.

  Glass Joe's "move" consists of running at you and not doing much. You can't 
knock him down, but he's not going to hurt you either. You can go for a body 
blow after his first hop forward when he does this. But in general it's best 
to keep your guard up because he will either let his down or try for a low 
punch. Either one lets you smash him with a right jab.

  Glass Joe runs at you at 2:15, if he's actually able to last that long. I 
find that if you just let him try to punch you twice, and you're able to 
duck, then you can hit him with a left-bunch of rights-KO to finish the combo 
and take about 30 seconds to do him in(my best--2:32.) Beginning players may 
want to try other ways to get behind his defense just to get an idea of how 
Punch-Out works. Eventually Glass Joe just doesn't keep his guard up. The 
trickiest thing he does is to telegraph a right body blow without a few 
starting jabs.

    4-2. PISTON HURRICANE

  Piston Hurricane is a good deal tougher. After playing this game many times 
I in fact find him the one most likely to defeat me if I'm not paying 
attention. He has a wicked rapid-punch sequence which is hard to defend. The 
higher note means a punch up, the lower note means a punch down, and I've 
seen people struggle to move up and down based on the notes and succeed. 
Usually it alternates but sometimes you get two of one, two of the other, 
etc. Vigorous bread and butter strategies should be enough to beat him(punch 
low until he blocks, then go upstairs, then down) but since there's an easy 
way to deflect his flurry of punches, why not?

  Piston Hurricane runs at you at 2:30, 2:00, 1:30 and 1:00. His punching 
combos get progressively weaker and shorter although he always pauses for the 
haymaker at the end. Fortunately the way to get to him is to punch after he 
lands from the first jump. That will knock him down. If you mistime things 
you may still be able to get a few body blows in and even stop him if you 
alternate and throw the next before the last is finished. But if this fails 
you'll need to learn to duck. If you can't master the up/down, then you can 
just duck right after blocking a punch(your body won't turn white) and keep 
ducking 'til he's done. This allows you to block every other punch and duck 
the rest. But no matter how often he hits you, don't breathe too deeply when 
he pauses. He's about to throw a haymaker with his right hand. So duck one 
last time. You should have a chance to smack him back a few times in the face 
after this. But with experience you should learn when he's about to jump at 
you. He jumps back quickly but when you hear the announcer say "Come on! Come 
on!" watch for the first hop and slug him in the gut before he gets close.

  If Piston Hurricane goes with a body blow at any other time, duck and 
respond with body blows of your own. This is important because a left or 
right jab will over-reach him. It may take one time or two to move your fists 
down but he will try several of these over-reaches across and your second or 
third should connect.

  As for the normal course of fighting I like to come out with my guard up 
and quickly switch to body blows. Alternate left/right/left/right and then 
pull up to attack his head, then pull quickly down when he blocks. It's 
possible to sit around and let him punch you, as he'll start with the left 
and then throw an awkward right. Duck this and then hit him with body blows--
a left or right jab will overreach him. Basically if you time his approach 
right and spread out the up/down punches, you should be ok. A blocked up/down 
punch often lets you in for a body blow.

  I've also found throwing a body blow as Piston Hurricane gets up is 
effective too. But sometimes I don't need to. I'm able to knock him down in 
thirty seconds just nailing him with body blows and switching to jabs when he 
blocks--for one punch. The knockout punches don't really come in handy here 
if you're going for speed, but if the fight drags on, use them when 
necessary. Eventually you should be able to gauge his jumps and not worry 
about keeping an eye on the clock.

  Still, his defense is pretty lousy and often he'll leave himself open to a 
jab when he crouches to throw a big punch. There are lots of ways to beat 
him, and once you get control of the flurry of punches he is much less of a 
threat.

    4-3. BALD BULL

  Bald Bull gives you a big chance to go up early on him. His defensive 
stance is dubious, a caricature of the general dancing around you see in 
boxing. He'll bob his head and move his hands up and down, and when he does 
this you can jab him either way. You might not be able to get several shots 
in at once, but if you wait a half-pace between them it can be very 
effective.

  Of course when he gets that stunned look you can just flat out clobber him. 
He also telegraphs his body blows, and avoiding them and jabbing is very 
effective. You can usually get 2-3 jabs in afterwards.

  But the best way to knock Bald Bull down is when he jumps at you, at 2:40 
and 2:15 left. After he lands the second time, fire a left or right jab--body 
blows don't seem to work. There's a nice window of time here. Err on the side 
AFTER he lands, if you must. He'll go spinning and then crash to the canvas. 
You only get two shots at this, and if you're timid, you can duck his big 
punch and get in one jab, but that'll be it.

  Once Bald Bull has been knocked down twice, you can lead with the right, 
duck his wind-up body blows, and nail him with a bunch of jabs. He may get on 
a roll where you throw a jab and he lambastes you. In that case have your 
guard up and wait for him to jab. Then you can fight back: right, duck, more 
jabs 'til he gets ready, duck, jab, repeat, knockdown. I've won in a minute 
with a bit of luck after the second knockdown.

  Bald Bull requires a lot of patience to defeat without the trick of 
smacking him as he runs up. I take at least two minutes. I also would advise 
ducking a lot until the second knockdown; clobbering him with a hook to start 
off his second trip off the canvas shortens the odds considerably. With his 
episodes of jumping at you, I've gotten it so he goes down after your second 
knock down. The key is not to throw any punches that aren't sure to connect, 
except when you paste him after a body blow. And always to hit him when he 
moves his fists up and down. He usually goes in for a body blow after the 
second, which makes things predictable. I usually land a hook before his 
second run up.

  I've even made him miss one jump because I was battering him so heavily. If 
you time your punches for when he lets his guard down, you can get the 
flashing KO and knock him out pretty swiftly.

    4-4. KID QUICK

  Kid Quick doesn't have a big move, but he does seem to be able to zap you 
and you're not sure why. He also has a favorite trap he likes to fall into. 
If you start hitting him up with a right, he will eventually counter with a 
right body blow of his own. Duck left, and before you're back standing, throw 
a left. Then another. Throw a right and often he gets in a cycle where you 
can keep doing this until he's knocked down. You can shorten things slightly 
by throwing a hook at your first chance and making your final combo left-
left-HOOK. I find it's very rare that he breaks out of his reflexive lashing 
out.

  Again, if you find he's too quick for you in this after the second 
knockdown, keep your guard up and be prepared to duck any unprovoked body 
blows, but don't duck until then. Remember--don't duck/punch 'til you see the 
yellows of their eyes.

  But with correct play Kid Quick can be very quick--to hit the canvas for 
good. I've tried regular sparring with him and it's not easy, but once I 
found his weakness I found him to be almost as easy as Glass Joe. I've 
polished him off in just over thirty seconds, too.

    4-5. PIZZA PASTA

  This guy lets you beat him up early, but he can come back with a vengeance 
to nail you if you're not careful. At 2:26 or 1:56, after you've thrown the 
next punch, he clenches with you. You need to hold the controls right and 
when he misses with his big punch, you can jab him left and right. There's no 
way I can find to knock him down early. Even not hitting him for the first 
half minute, so you can build up KO power jabbing him as he is stunned, 
doesn't help--note that he is completely stunned and you can really batter 
him after he clenches and mis-punches, even using KO punches for extra 
points. The only way to wake him up seems to be to wait around or throw a 
body blow, which really isn't very sensible. After two of these knockdowns, 
the potential challenge begins.

  But until then you have a nice way to keep him busy. The same formula for 
Kid Quick works for Pizza Pasta, although the price for failure is more 
obvious. It may take a few right jabs to provoke a body blow, but once you 
do, 
right-duck-left-left works to keep him occupied before he grabs you. You can 
also sit around and wait before the first two clenches as he tends to get up 
after a three-count regardless of what you do.

  Yet some times he may wind up going off on you after his knockdown. If, 
after the second knockdown, you throw a right and can't duck his response, 
sit there until you block some jabs from him. Then try again. If he throws a 
right body blow before you can do so, you will be able to duck and proceed as 
before. Remember you have three tries to get one more knockdown, but on the 
third you may want to wait for him to punch as one punch will send you down.

  Throwing a hook to greet Pizza Pasta as he gets up the second time is not a 
bad choice. It's a powerful shot, and if he hits you back, well, he would 
have done so anyway at your first jab. A success here makes things a bit 
easier, and to do this you should hit him continually with left and right 
jabs when he's stunned, after he grabs you and throws his big punch. If you 
want a few more points, hit him with an uppercut/hook while he's stunned, but 
then the hook may be totally inoperative.

  Another problem I've had in fighting Pizza Pasta is that he starts to block 
your left jabs after the right-duck-left-left. I find that I like to go with 
body blows and going back to right jabs after that. It's a sort of 
overextension like Piston Hurricane's and the same remedy seems to work here. 
Remember there's a lot of room for error here--three knockdowns, although on 
the last one he can sock you with one punch--so don't get too panicky if he 
hits you once. Just whale on him after he jabs and throws a body blow.

  Pizza Pasta also likes to throw three quick jabs, and the fourth one 
connects. So beware of that move. He may also do the same with three quick 
body blows. He'll crouch slightly before that but it won't be a huge duck. 
Basically if he starts throwing short punches that connect, switch the way 
you block.

  I can't find a way to beat Pizza Pasta super-quickly, because when he grabs 
you, he brings the KO counter down to halfway. Various combinations of hooks, 
uppercuts and jabs don't seem to knock him out conclusively enough. Mixing 
things up with a few body blows seems to work well. 1:30 is a very good time, 
though.

  And now having said that I'm pleased to announce I've found a way to sock 
Pizza Pasta in just over one minute. It involves knocking him down before his 
second clench. This requires a bit of luck so I can't place it in the main 
strategy, but basically you need to proceed as usual but when the KO button 
flashes hit him with a right hook. Usually this will be just after the second 
punch in one of your combinations. Continue throwing punches at him and it's 
possible he might not be baited once. In that case throw another left until 
he goes back to regular mode. Use a hook to smash him to the canvas after the 
clench and missed punch. Of course you need to preempt your punches and take 
a few chances in order to get this quick finisk but it's fun and worth it.

  Observations: I'm rarely able to knock him down in the first :34. He always 
seems to pause a bit once. Usually he'll reflexively punch back but sometimes 
he'll just sit there and you'll need to goad him again. Do so quickly. If he 
doesn't pause you can get him at 2:28 or so. But the important thing here is-
-you can gain TIME so that you can knock Pizza Pasta out before the 2:00 
mark. Then he will clench you and the second time out of the clench is the 
third knockdown--i.e. a TKO. In fact if you knock him out before the 1:56 
mark that will still actually save a bit of time as the clench, etc. take a 
bit of time.

  If Pizza Pasta does not pause, I'm able to knock him down in 2:02, only 
once out of the clench. Usually I settle for a knockdown at 1:58 and a 
knockout 10 seconds later although if I knock him down before 2:00 the second 
time I can get things done around 1:52. This all seems a bit random but it is 
possible to lay him low quickly. I just don't see a way to get him without 
three knockdowns, though. The clench is a stupid move on his part as he'd be 
tough without it when he switched to quick punches, but it does preclude a 
super quick knockout.

    4-6. MR. SANDMAN

  Mr. Sandman follows in the same vein as the other opponents, except he's a 
lot stronger, more accurate and nimble. There's no way to fake him out and 
get a punch in. Also, when he's knocked down, he can get back up with a 
vengeance. Basically you have to wait for an opening and then reach in there. 
He also manages to find unstoppable combinations you just have to duck before 
you can start hitting him. One combination works repeatedly, and I'll 
emphasize that.

  The key loop is to get in three lefts, a right, duck his haymaker, duck, 
and try again. Often he can be goaded into trying another haymaker. Throw a 
hook afterwards when you get to KO, but none more, unless he hits you and 
bumps you back below KO level. Your final punch you know will connect also 
works as a hook against him. Also remember, when you throw the punch, to do 
so before you're stationed. Otherwise he wil block it. He's very quick, if 
potentially predictable. You usually want to start this process with a right. 
It may take a couple of times before he swats at you, but once he does, you 
can get to him.

  Mr. Sandman also has other moves that leave him vulnerable. One of my 
favorites is when he gives two left body blows followed by a right haymaker 
you can duck and then start the standard pummeling. If you are quick you can 
catch him with a right as he comes in for a left body blow and then a couple 
more, but there are safer ways to do things. Hold your ground if his eyes 
yellow and he keeps his fists up. Be ready to duck if he crouches and smack 
him on the rebound.

  Sometimes you may have to let Mr. Sandman smack you once before starting 
things off. That just happens. Eventually after an initial right jab, before 
he's been knocked down, you'll be able to get close to him and whale away. 
Also, I duck indiscriminately after throwing a right. Sometimes he won't go 
in for it, but he almost never socks you on the rebound. Also sometimes he'll 
hit you with an uppercut and the best thing to do is duck that way as he 
often combos another one from the other side.

  The avergae time for knocking Mr. Sandman down, with some practice, is 
1:30. If he is playing extra stupid(i.e. I throw four punches, he throws the 
overextended one back) I can nail him at 2:23. And I rarely go below 1:00 
with efficient experienced play.

  On beating Mr. Sandman, your boxer turns around and becomes a real boxer, 
not just a mesh of green neon wiring, and he joyously jumps up and down with 
his WVBA belt that looks like an oversized fancy gold watch.

  "Ladies and gentlemen, we've got a new champion!"

    4-7. THE NEXT GENERATION

  I've had terrible trouble with all this. Your new opponents are all "top 
ranked" and fight like it. First of all, there's no yellows in their eyes, so 
you have to rely on body language. Second of all, the mistakes they make are 
either long winded or very minimal. So you need to be exact or you'll run out 
of time. At the same time you can't go throwing punches to provoke them as 
they often have unstoppable counters. It's important to learn when in a 
combination you can punch back. Also, if you're getting your butt kicked, 
then you may get knocked out after two trips to the canvas. The game can turn 
very quickly against you in this respect, since you get almost NO health when 
you come back up and your opponent gets a ton of it.

  As the round goes on, leading lefts are harshly punished against Glass Joe, 
Bald Bull and Mr. Sandman. So avoid them. In a combo, hit them with a left 
and then batter them with rights.

  Point totals are still the same, but gloves and shoes are blue. You're 
yellow mesh but still with red gloves and green hair. If you lose and make a 
rematch here or in the next fight sequence, your enemy is introduced as the 
champion of the world. You are the challenger. And at the end of the fight, 
you jump up and down with your regained belt.

  The order of fights is as follows:

Glass Joe
Piston Hurricane
Bald Bull
Pizza Pasta
Mr. Sandman

  Basically, Kid Quick, who had no special moves anyway, is gone. The next 
time through shakes things up a bit more and then repeats eternally:

Piston Hurricane
Bald Bull
Glass Joe
Mr. Sandman

      4-7-1. GLASS JOE

  Glass Joe here comes out very tough compared to his original reincarnation. 
He still looks like a drip but he can now punish you if you do something 
wrong. His moves aren't really more refined, but he can defend better after 
making them. You need to watch his signature move: left, left, right body 
blow. Duck pre-emptively and smack him with a left and then don't let up on 
the rights. I've gotten nine punch combinations. You can sometimes switch up 
to a body blow, but if you can batter him with a few shots after he misses 
you that's pretty good, and although there will be some awkward waiting 
around, eventually he'll take a shot at you. He may also bob his fists up and 
down, and that's a good time to jab him to. Use KO punches mercilessly once 
you have the ability. He may duck once, in which case you go back to jabbing.

  Once you knock him down though you can really start whaling away with an 
uppercut as he gets back up. The announcer will say "Come on! Come on!" and 
when he jumps at you(he doesn't actually DO anything after his run-up,) bash 
him with all the uppercuts you can throw. The hard part can be knocking him 
down once. After 1:20 or so he will come back with a vicious punch if you 
lead with a left, so don't. In fact, don't lead at all. He walks into a trap 
where you can batter him easily enough.

  If you want to try to knock him down on the second count, then go with 
straight jabs to counter everything he does. You can throw one body blow 
after "come on! Come on!" to quicken things up a bit. Then one more dodge, 
left/rights should do for him. End with a hook if you wish. I've won in 2:18.

      4-7-2. PISTON HURRICANE

  The first thing to do with Piston Hurricane the second time around is to 
whack him twice with a right as he ducks to slug you. These are pretty much 
free shots. Then you can move up/down to try to get a few shots in. He pretty 
much just reacts.

  Piston Hurricane jumps at you at 2:30 and right after the first "C'mon"(err 
on the early side here as he may take a step back and require you to slug him 
again) you can slug him to knock him down to the canvas. If you don't time it 
right you have a long way to go and may be better off just getting knocked 
down to save the time, because Piston Hurricane can really take time off the 
clock. Also if he just hit you, you generally have to duck before you can 
start throwing punches again, and that includes even if you have a knockdown 
in between.

  On the bright side, he can be knocked out at the second turn as long as you 
only let yourself get hit once. The exchange generally is: you jab, he comes 
back with an overextended punch, you throw a left jab and a right jab, he 
overextends. If you're lucky he will give a wild uppercut which allows two 
punches. You can always poke him with a right jab if you'd like, too. 
Throwing a hook whenever you can is a good policy as well. You can wait 
around and see if he ducks for a left body blow as well while you wait--you 
get two free punches for that too.

  Another strategy is to let him hit you once you've gotten to KO and been 
able to use the hook. Then feint a bit, fill up the KO, and hit him with 
another hook. That will get his health down a bit quicker and avoid running 
out of time.

      4-7-3. BALD BULL

  Bald Bull gets a lot tougher after the first knockdown but there does seem 
to be a way to grind him down without too much trouble. He also only has one 
run-up--at 2:30. It's more difficult, too. Watch his shoes. He'll take one 
jump forward but the second won't always continue. As soon as you see him 
jump forward instead of back, throw a left jab. This will send him spinning 
down.

  His main weakness is that he bobs his fists up and down. Hit him with a 
right jab, wait a half second, and jab again for two hits. Bald Bull will 
probably come in with a body blow after that and if you can duck and go 
left/right that will work too. If it's before his first knockdown you can get 
two more jabs in and in fact it's possible to get a hook before his rush up.

  After that he becomes a tougher customer. Two or four jabs are often 
followed by a vicious uppercut at what seems to be a random delay. He'll 
still come with the bobbing fists, though, and when that happens you can get 
four shots in. Being hit isn't so bad as you can frequently get back up to KO 
strength and get a hook in. In fact sometimes if he just dances around you 
may want to throw a right just so he socks you and gets back to his normal 
routine. You do have to watch the clock a bit.

  I can win in 1:30 with good play. If you know his body blows are coming and 
can time the run down he's not that tough to defeat.

      4-7-4. PIZZA PASTA

  I've knocked Pizza Pasta out with two knockdowns(1:47) but it seemed to 
take perfect play--and a lucky anticipation of that flurry of punches. 
Basically it's luck to get that. You can get him into his little rut where he 
just punches wildly and you avoid him but you're more likely to have to 
perform a block, and you don't have that many chances. The first part of the 
fight is still terribly easy. Provoke him into a punch with a right and then 
go left-right. Throw a hook when you get KO capability(L-R-hook) and then go 
with left/hook until he clinches. After that paste him 'til he's down.

  Before the second knockdown you should be able to go right-duck-left-right-
etc. and knock him down a second time. If he does wise up before then, just 
check the next paragraph for what to do next. You've seen the basic idea 
before but I'll try to fill in a few details.

  Basically it's worth a chance to try to slug Pizza Pasta with a 
left/right/right/ Sometimes he'll duck after the second right and give a 
vicious uppercut but a lot of the time he will give away that he is about to 
hit you with a flurry of low punches by...getting hit with the second right. 
This can give you a big jump and as the flurry is more likely it's the 
strategy you should choose. Just remember to guard down right away and step 
out of the way at the end.

  Also if he seems to crouch a little--but not to either side--get ready for 
the flurry of punches. Guard down. You can even afford to get hit by the 
first one if you realize--a short quick punch that hits you is a body blow.

  However the best way to nail Pizza Pasta quickly is, once he punches 
across, to see if his fist is too far right of his body. If it is, try for a 
body blow. You probably won't succeed but he'll try again and this time it 
should connect. Once your body blow connects keep alternating hands until it 
doesn't. Pizza Pasta appears a bit vulnerable here and besides if you rely on 
ducking and the mistake he loved to make in the first go round you'll 
probably run out of time. Often he prefaces this cross-punch with two left 
jabs leaving him totally open, but you do have to be able to judge when he 
does a regular right cross you can take advantage of immediately(punch near 
your head, left jab) and one that might take some time(punch right of his 
head, use body blows.) The number of body blows you get is random but this is 
an important maneuver as otherwise you and he can get stuck in this a bit.

  One of the big problems with Pizza Pasta is that he'll get down to next to 
nothing and beat the stuffing out of you. You can't afford overconfidence or 
allowing 'just one hit.' Because you only get four or so. Remember he gives 
dual right jabs or none at all and then ducks.

  So hopefully it's arrividerci to Pizza Pasta(who I think looks like Paolo 
di Canio, late of West Ham, and who had a knockdown of his own for Sheffield 
Wednesday on a referee) and onto Mr. Sandman.

      4-7-5. MR. SANDMAN

  Mr. Sandman can still be taken down as he was the first time--if you're 
lucky. If you're not he'll start throwing impossible punches to counter your 
sallies. Here's how to take him out.

--the big one is if he starts to dance around and throw jabs every now and 
then. He'll just sit there and wait all day if you let him, so you need to 
find a chink in his armor. You need to throw a right before he throws the 
second of his punches. With your guard up, listen for the noise that says you 
blocked the first punch. Wait a half-second and throw a right jab. Then 
quickly throw two more. They can be hooks if you had the KO box to start, or 
you can throw a hook on at the end if you went KO during this combination. It 
may seem like it might take too much time, but a right-right-right-hook after 
the second knockdown should do for him. You also have to be quick with the 
punches, throwing the next before the previous connected, or you may not get 
them all in. He's quick to block.
--right body blow, right body blow, left uppercut. 3 left ducks, 3 punches as 
above. If he nails you at first he may not go through with the big punch, 
which is too bad.
--left uppercut, right uppercut, or reverse. Even if the first one hits you 
can duck the next and come back with 3 punches but 2 ducks/3 punches is 
optimal. If you see it coming, which is rare, you can get 3 punches, duck the 
second uppercut, and get 3 more punches in to get to KO status immediately. 
Sometimes Mr. Sandman adds a big uppercut to this, and that actually is not 
so bad. Because then you get another shot at him. If he seems to be winding 
way up above the belt, be ready to duck.

  I've found that if I get knocked down Mr Sandman may throw another punch 
right away when I get back up and there's no way to anticipate it. So I focus 
on getting him on the first knockdown. I can usually win with a minute left 
with correct play. I've used provocateur tactics before to get by him, and 
while they can work with save states(eventually he'll randomly walk into 
where you slug him L-R-R-R(blocked)-etc.) it's not a guaranteed way to win.

    4-8. THE FINAL RECURRING NIGHTMARE

      4-8-1. PISTON HURRICANE

  Piston Hurricane's very tricky to avoid here when he does his big run up, 
which you have to deflect for a realistic chance at winning. Again, watch the 
shoes, but he may rock back and forth several times before moving in. If you 
don't get the timing right it's not so bad because you don't have to KO him 
right away, and in fact I've come to grief trying to. This bit seems to be 
random the body blows because he moves so quickly, but with the right timing 
you can still knock him down anyway. The trick is to go with left jabs 
instead of a body blow--and a well timed jab can knock him down in one blow 
too. Here you just have to delay fractionally between left jabs once you two 
are clinched and you'll actually start hitting him with good effect. You can 
even knock him down. It's easier than learning to duck and if you do get hit, 
just wait and duck right after you are able to block a punch. Then whack him 
with lefts until he gives up.

  At the start you can pause, two quick rights, and punch right to provoke a 
wild uppercut where you can try left/right/right and of course duck when he 
blocks. You may even be able to get a hook in if you're lucky. Then comes the 
rush.

  Sadly this is the only time you can get a lot of punches in a row in. The 
rest of the time you will probably be concerned with trying to get him to put 
his guard down. To do this I generally just throw a right and sometimes he'll 
come with a straight-up uppercut. That allows a left/right and sometimes both 
punches connect for me. Eventually there's enough power for a hook but you 
can't really switch to body blows to catch him off guard unless he gets the 
one punch to the right of his own face--and sometimes he mixes it up with a 
straight up uppercut next anyway.

  Sometimes when he ducks and is about to throw a right body blow you can 
duck and hit him with a left/right/right/right but you do have to spar a lot 
with rights and this may give him a chance to nail you with something 
unhittable. Whatever you do though don't dawdle. There is progress to be made 
even if it is only a punch at a time and once you have the KO lit(and used) 
you can afford to take risks, as taking a punch brings you back to where you 
can throw another gratuitous uppercut. When jabbing don't throw another punch 
after you got blocked--this game sems to look for perfection this round.

  My best time is 0:48 left. And I think I've won with a few seconds left 
without knocking him out on the rush. So that is necessary. My timing for the 
rush punches goes hold-and-up-and-PUNCH repeatedly and if I get out of time I 
just duck and go back to the pugilism later. This is by far the toughest of 
all the fights.

      4-8-2. BALD BULL

  Bald Bull is probably the second-easiest of the last lot, the easiest being 
Glass Joe(of course.) He follows the same pattern he had before and as long 
as you don't get too greedy you should be able to ring him up early. Again he 
has a charge at 2:30 and again you need to wait and watch his shoes to see 
when they go forward after the first jump instead of rocking back. It may 
take a few times. When he bobs his fists, throw a right, wait a split second, 
and throw another right. His next move should be a body blow and you will 
want to evade that and then throw two more punches. Don't try another one 
unless he looks stupefied. This pattern can continue although if he goes in 
for jabs beware the huge right uppercut he may throw. Avoid that and whack 
him twice. Use the hook after he misses with a body blow or uppercut if you 
have KO ability. I can win with 1:30 or so left. It is not too hard to avoid 
getting hit. Bald Bull's attacks are a bit slow but he doesn't go in for that 
silly dancing around.

  Basically he may surprise you with a crouch/uppercut if you're lazy but 
there shouldn't be any reason to deviate from waiting around and doing jab-
pause-jab and ducking his body blow with two punches after. Repeat, etc., 
win.

      4-8-3. GLASS JOE

  Again Glass Joe isn't too bad but he has a few more moves which may 
surprise you a bit. You can wait for the old two left jabs and right body 
blow and paste him just after you duck but before your feet are set--left, 
rights. He always seems to start with that. But now you might only get five 
punches in before he gets his guard up--no penalty for getting blocked 
though. His new moves are:

--crouch, right body blow. You can duck right and hit him with a left before 
you're in position and two rights, whereupon he tries for an encore. You can 
knock him out this way.
--fists down, up, down, left body blow. Again you can duck right and paste 
him a couple of times, but more than that can be trouble for you. He may 
retaliate.
--one punch, right body blow. This is a bit tricky to judge and in general I 
don't bother with it but I try to notice which way he leans after the first 
punch. This is his last option, though.
--also if he hits you with one 'straight' body blow after a crouch, another 
one is coming. This is easy to duck and then you can paste him with a 
left/rights. So if you want to win quickly you may want to try this sacrifice 
as you get another KO punch on the table.

  I can get Glass Joe at 1:43 if luck is on my side. I'm not sure why he was 
moved to the third fight in this circuit. He has few beguiling moves and a 
terrible vulnerability to right jabs after he misses. And he STILL telegraphs 
his moves!

      4-8-4. MR. SANDMAN

  While for other opponents it's risky to throw punches to provoke them, with 
Mr. Sandman it's downright bad. He has some really heinous counters. But you 
always have a way to counter his punches if you're careful and vigilant.

  I've found that Mr. Sandman likes to come out with a duck--right uppercut. 
You can duck and hit him with a left and two rights. Then there are his other 
moves. He seems to go in for grand combos here which works to your advantage 
once you know them. Remember to tack on a KO punch at the end--the 4th if you 
just went KO and the 3rd if you started that way. It actually isn't hard to 
get to KO status here. You just need to avoid two flurries and respond in 
kind. The main thing to overcome is impatience once you understand the move--
and you need to note the timing on the jab sequence is different.

--duck, right uppercut, either fast or slow. Left/two rights.
--left body blow, left body blow, right uppercut with windup. Duck left 
twice, then duck, then three punches.
--two quick uppercuts and a long one. Duck twice quickly and then a third 
time. Then three punches.

--if Mr. Sandman comes at you by dancing around and throwing jabs, throw a 
right right after his second left jab in a row. Throw three, in fact. He 
won't stop them. If the KO is flashing after this you can throw a hook--
whether it was before or not. You can also go right/hook/hook. I don't see a 
way to get him after that, and this can really drain time--so you need to 
make sure you get things right here. If you do it is an easy way to nail him 
as he tends to get in the doldrums and not snap out of this nonsense. And if 
you manage to get hit the game has a chance of going back to regular play.

  Incidentally with the above 'big' move Mr. Sandman will throw a jab at you 
if you do manage to connect. His move is three jabs, which seems harmless, 
but remember, you got in after the second. If you try for an uppercut while 
he's paralyzed you may get shocked.

  I find I often win with Mr. Sandman going under one minute but actually 
there's really very little danger here. The delays are pretty much set in 
stone, and if you get off to a good start you should have no problem beating 
him up enough.

    4-9. OR AT LEAST I HOPE SO

  Maybe there are differences in the fourth circuit but initial inspection 
seems to indicate not. I am just too exhausted after save-stating to get past 
Mr. Sandman # 3 to do any more, though.

End of FAQ proper

================================

  5. VERSIONS

1.5.0: submitted to GameFAQs 8/22/2004. A taker is me! Second and third go 
rounds have strategies that worked for me but I may be missing certain enemy 
counters.
1.0.0: submitted to GameFAQs 8/4/2004. First go through complete. Any takers 
on the second, which has been started?

  6. CREDITS

The usual GameFAQs gang. They know who they are, and you should, too, because 
they get some SERIOUS writing done. Good people too--bloomer, falsehead, 
Masters, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
klov.com for having screenshots and basic tips which helped me work my way 
through.
War Doc for giving me something to make a futile attempt to catch up to--# of 
arcade guides.
Brian Sulpher and Guitarfreak86 on GameFAQs for showing how to do a REAL 
Punch-Out!! FAQ. I only had six guys to beat, you know. They had many more.

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