Super Punchout KO times

DLP

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I'm in no way an expert at the game, but I'm just wondering where I stand as far as quickest knockout times.

I've got the 1st three fighters down pretty good, but I'm still struggling to take the default 1st fastest time on the last two fighters.

So all you SPO players... what are your quickest times?
 

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What are your difficulty and time dipswitch settings?

I don't keep batteries in my PO and SPO boards anymore, but the last time I checked the times (due to this question being asked on RGVAC a coupe of years ago), they were as follows:

Bear Hugger - 21" 24
Dragon Chan - 24" 93
Vodka Drunkenski - 41" 43
Great Tiger - 52" 60
Super Macho Man - 1' 15" 88

That's with Twin Galaxies dipswitch settings. The only one of those that I've gotten a significantly faster time on since then is Vodka Drunkenski; in the 39 second range.

I had a good high score list going for a while (999,990 being the highest possible score before it rolls over), but then one day for God-only-knows what reason, I turned the machine on and all my scores were erased; the score list was back to default. The batteries were fairly new, so that wasn't the problem. I played a game to post a high score and then turned the machine off, and when I turned it back on the score was still there; so it hadn't permanently lost the ability to save scores. I was irritated though, and rather than trying to rebuild a good looking score and time list, I just left the batteries out.

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Ummm.... Hmmm.... wow... I like... suck or something!!

LOL!

I'll check my DIPs and make sure I'm at the right difficulty.
 
Ummm.... Hmmm.... wow... I like... suck or something!!

Since you can beat Super Macho Man, you definitely don't "suck". When I played this game as a kid, I never saw anyone get past Vodka Drunkenski (except for the person I was constantly competing with for high score). In fact, quite a few of them didn't get past Bear Hugger or Dragon Chan, and simply gave up on the game; and played something easier like Double Dragon or Rampage where you can buy progress.

Fast KO times were never important to me; making progress was all I cared about. Eventually faster KO times come naturally as you become more familiar with the fighters' patterns. I say "patterns", but this game is not highly patterned like say, Mike Tyson's Punch-Out is. I think of the patterns for each fighter in SPO as being like large trees, and within those trees are many branches that each of the fighters can take at any given time. Some of the fighters have more pattern "branches" in their pattern "trees" than others. Super Macho Man is the most unpredictable fighter, especially the third and higher versions of him.
 
Since you can beat Super Macho Man, you definitely don't "suck". When I played this game as a kid, I never saw anyone get past Vodka Drunkenski (except for the person I was constantly competing with for high score). In fact, quite a few of them didn't get past Bear Hugger or Dragon Chan, and simply gave up on the game; and played something easier like Double Dragon or Rampage where you can buy progress.

Fast KO times were never important to me; making progress was all I cared about. Eventually faster KO times come naturally as you become more familiar with the fighters' patterns. I say "patterns", but this game is not highly patterned like say, Mike Tyson's Punch-Out is. I think of the patterns for each fighter in SPO as being like large trees, and within those trees are many branches that each of the fighters can take at any given time. Some of the fighters have more pattern "branches" in their pattern "trees" than others. Super Macho Man is the most unpredictable fighter, especially the third and higher versions of him.

Very cool.

Damn,... my high score is like 167,000 ish. I cant get back the 2nd Great TIger. He whip's my ass every time. Any tips on him the 2nd time around?
 
Damn,... my high score is like 167,000 ish.

My best score is 1,264,300. The score I submitted to Twin Galaxies was 1,118,050.

I cant get back the 2nd Great TIger. He whip's my ass every time. Any tips on him the 2nd time around?

Great Tiger 2 is very patterned at first. He doesn't have any recognizable pattern after he gets up from his first knockdown though.

To knock him down the first time, as soon as the fight starts throw a left (these will all be head punches). Don't wait until the referee says "fight" to throw the left, but rather, have the left punch button already pressed down beforehand, so when the fight starts it will instantly throw a left.

Great Tiger will duck your left and throw a punch of his own, which you should dodge to the right and then immediately throw six lefts. Five of those lefts will connect, and he'll block the sixth and start to do his flurry of short body punches. Dodge the first of his short body punches and throw two more lefts.

At this point your KO meter will be full and the announcer will say "put him away". Immediately throw four right hook KO punches. These will all connect because he is still trying to do his flurry of short body punches.

Immediately after connecting with the fourth KO punch, dodge to the right (because GT will throw a big uppercut) and then hit him with two rights and a right hook KO punch, which will put him down for the first time, with a time on the clock of just under 23 seconds if you are using Twin Galaxy dipswitch settings.

Like I said, once he gets back up there is no real pattern anymore. Just throw lefts (which he will tend to block) until he throws a punch, which you should dodge and then get in a few punches. If you see him start doing his flurry of punches again, dodge the first one, and then start throwing KO punches (you can repeatedly connect while he is busy with his flurry of punches). If you've hit him with four KO punches in a row while he's doing his flurry of punches, and he's still standing, then immediately dodge to the right because his uppercut is coming. This usually isn't a problem though after he's been knocked down once, because he generally doesn't have enough energy to take four KO punches and still be standing (unless you've taken a lot of hits allowing him to build his energy back up).
 
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