Uploaded June 2024 | Updated September 2026, 2 weeks ago
Yeah I thought piston would be next because doing guard manipulation to throw gut punches was going to be a huge problem, and it technically was but it wasn't as terrible as I thought.
Took five perfect Phase 1's for Aran to let the 5/8 + 50/50 supers to go through. Despite me saying 3 in the video (idiot nolan)
Guitar Hero TAS Tie Counter: 4/16
Yeah I thought piston would be next because doing guard manipulation to throw gut punches was going to be a huge problem, and it technically was but it wasn't as terrible as I thought.
Took five perfect Phase 1's for Aran to let the 5/8 + 50/50 supers to go through. Despite me saying 3 in the video (idiot nolan)
Guitar Hero TAS Tie Counter: 4/16
![[Former World Record] Punch-Out!! (Wii) - TD Mr. Sandman (0:34.04)
uhhh... awkward....
So yeah I just got 0.01 off on this fight now. Literally have no clue as to where the frame was lost. 100% going to keep going though, especially since I havent done this fight in forever and the fact that I was able to get THAT close to the TAS already, makes me believe that I will have this one quicker than TD Macho, lets just hope nothing bad happens to the footage :)
24 Frame perfect inputs with 3 of them being mandatory, Phase 2 is probably the worst part since you have to deal with a 50/50 at the start to get the star and you have to deal with canceling 2 of his winks after. The first one you can kinda get a feel for but the 2nd one is always hopeless for me. This phase is really the only thing holding this IL back from being TAS tied in my opinion, once thats nailed. We will see a 34.03 (hopefully) [Former World Record] Punch-Out!! (Wii) - TD Mr. Sandman (0:34.04)](https://i.ytimg.com/vi/jIDth1HT94s/mqdefault.jpg)





![GUITAR HERO [NTSC Tied WR] Super Punch-Out!! - Piston Hurricane (00549)
Yeah despite still getting used to the buttons, I got this one in literally 2 and a half minutes.
With Gabby, Piston, Bob, Aran, and Nick out of the way, there are no more easy ones left to tackle so I dont even know what will actually be next. Maybe Hoy perhaps? No idea, Ill decide whether or not I want to continue this. Getting 5/16 with the Guitar Hero felt like an achievement.
Guitar Hero TAS Tie Counter: 5/16 GUITAR HERO [NTSC Tied WR] Super Punch-Out!! - Piston Hurricane (00549)](https://i.ytimg.com/vi/kQ9qvXnKmgc/mqdefault.jpg)

![[Tied World Record] NES Remix II (2013) Punch-Out!! Stage 1 (0:04.7)
There are Punch-Out ILs to grind on here! AWESOME!
But there are only 7 total...
Anyway here is Stage 1 and its really eaz. [Tied World Record] NES Remix II (2013) Punch-Out!! Stage 1 (0:04.7)](https://i.ytimg.com/vi/kf6OJUMZBlw/mqdefault.jpg)
![[TAS Comparison] Super Punch-Out!! NTSC VS. PAL - Which fights are faster/slower?
Both adelikat and zallard1 have TAS Videos for their perspective Super Punch-Out TASes. And with a lot of people wondering where some of the time differences come in and which strategies are different/the same, I figured I would make this Side-by-Side comparison. Both versions of the game run at different framerates which sometimes causes some times to be different than others. (NTSC running 60fps and PAL running 50fps)
Gabby Jay -
6.26 / 6.23 - No strategy changes, just framerate differences.
Bear Hugger -
12.92 / 12.33 - The first of many big changes. For the PAL strategy, you need to be frame-perfect on your first and second strides for Bear to go dizzy. Since left jabs are faster on PAL, this allows him to go into his dizzy animation earlier. This strategy isnt possible on NTSC since left jabs are slightly slower in comparison.
Piston Hurricane -
5.49 / 5.49 - No strategy changes, just framerate differences.
Bald Bull -
8.24 / 8.19 - The punches in Phase 1 are re-ordered so it allows you to pause on the left jab counter to save 2 frames. 8.23 was the previous best time with just the NTSC strategy. Pausing for NTSC doesnt save time.
Bob Charlie -
5.50 / 5.46 - No strategy changes, just framerate differences.
Dragon Chan -
7.30 / 7.33 - No strategy changes, just framerate differences.
Masked Muscle -
6.30 / 6.32 - Remember how I said in Bear Hugger that left jabs are faster, well this time it is a detriment in the PAL version since Muscle will always block punches #3 & #4. Swap those out for left guts instead. Also, Phase 2 is fully buffered, you dont need to do a 1-frame delay like an NTSC. In NTSC you can also buffer Phase 2 but need a dizzy time of 5.67 into 5.73 (delaying 1 frame in dizzy) for it to work.
Mr. Sandman -
13.13 / 13.09 - No strategy changes, just framerate differences.
Aran Ryan -
8.45 / 8.46 - No strategy changes, just framerate differences.
Heike Kagero -
9.94 / 9.85 - No strategy changes, just framerate differences.
Mad Clown -
9.01 / 8.97 - The PAL version of this strategy is exactly the same as the old TAS for Mad Clown of 9.05. You dizzy him early in Phase 1, wait for a specific pattern in Phase 2, and then Phase 3 is the same as usual. Although unlike NTSC 9.05, you cannot quick duck buffer at the start of Phase 2, you will have to time it.
Super Machoman -
9.43 / 9.31 - Some of the Phase 1 left gut punches are swapped out for left jabs to make the fight a little bit faster, if you miss one frame however then Macho will not dizzy in Phase 1.
Narcis Prince -
8.20 / 8.32 - A strategy less random than NTSC but thats still not saying much lmao. 2 gut punches instead of 3 because its impossible to get a 3rd and you need an angry pattern of Right Jabs + Uppercuts combo. Getting hooks after right jabs from Narcis makes landing a 3rd unstunned rapid impossible. Phase 2 remains the same.
Hoy Quarlow -
8.35 / 8.32 - The luck is the same, but the execution is worse! This strategy is doable on NTSC but gets a slower time due to framerate. You need to counter his attack with a right gut punch so you can dizzy him early. Phase 2 requires you to guard manip during the middle of the fight so you can land a high super after throwing 2 alternating guts. Lastly, phase 3 is just guard maniping a low super into him. (Fun fact if the NTSC strategy was used for PAL then the final time would be 8.34. Yes this new PAL strategy doubles the execution and it saves 1 frame, awesome...)
Rick Bruiser -
10.65 / 9.65 - The biggest time save out of every IL here. Much like the NTSC-J version, the PAL strategy also has a faster dizzy animation but thats not where it ends. After doing a high super in phase 2, you can immediately buffer a low super after dodging Ricks retaliation punch. It is technically possible to pull this off in NTSC but you both trade hits which makes Phase 3 impossible to do.
Nick Bruiser -
7.52 / 7.49 - No strategy changes, just framerate differences. (Although it is possible to buffer a quick duck+right jab after throwing the first 2 punches in Phase 1. Making the fight literally zero execution, just luck only)
And that is all! Once again, a huge thanks to both adelikat and zallard1 for their TASes. It made this video a lot easier to make and show side by side.
Thanks for reading and watching! :D [TAS Comparison] Super Punch-Out!! NTSC VS. PAL - Which fights are faster/slower?](https://i.ytimg.com/vi/kpkoRfvon84/mqdefault.jpg)
![[Former World Record] Punch-Out!! (Wii) - TD Mr. Sandman (0:33.87)
UPDATE 8/28/28: I achieved the TAS Tie on this IL! https://youtu.be/Fv-uvDzCQHo
Its been a stupidly long time since Ive gotten an IL World Record in this game, and truthfully, I wasnt sure if it would happen again since my motivation for this game really wasnt there throughout all of 2024/2025.
However, for a couple of months now, I wanted to see if I could get the final decimal on this fight, and of the three levels I have left, I had the best muscle memory/timing down for this. If you guys remember a long time ago, the TAS for this fight was 34.03 and my PB for a very long time was 34.04, which has always frustrated me. But I wanted to push through it and see if I could finally put Sandman to sleep (No pun intended).
However... some changes happened.
Just hours ago, I uploaded my best times at losing against the Title Defense fights. When I was doing Title Defense Sandmans loss strategy, I questioned why we tanked the 2nd wink in the loss strategy and not the current TAS strategy. So I started doing TAS attempts out of curiosity, with the only difference being to not have Sandman do a My Turn attack for the second wink. And... I noticed the clock was moving slightly slower during some parts and thought, Holy S**t, this is faster haha.
Jake in the PO Discord server TASed it and got 33.96, but he was fairly confident he lost time and speculated it couldve gone lower (Which we all agreed) but it was still progress to know Sub 34 is possible!
Then... hours later, Jabk (formerly known as EpicJake72) TASed the Phase 1 adjustment alongside ANOTHER adjustment, this time in Phase 2. He basically took the best parts of the 34.28 and 34.03 strategies and merged them together to give us a new overall TAS of 33.75. Now, for Phase 2, we get Sandman to do a My Turn for the first wink, counter his next wink to get a star, throw a blocked punch when he is idle, and VERY shortly afterwards, throw another blocked punch to cancel his third wink in Phase 2. This new setup eliminates the 50/50 at the start if you could never hit the first wink perfectly (Its random what wink Sandman starts with), and its one less mandatory frame-perfect input!
Currently, I am now two frames off the TAS, and I have a feeling all those frames were on the last star punch in Phase 2. Its possible I only lost one frame there and maybe another frame elsewhere in Phase 1, but I havent seen a full TAS of what Phase 1 looks like to know what the clock should look like during certain parts.
Thanks for reading, and watching! :D [Former World Record] Punch-Out!! (Wii) - TD Mr. Sandman (0:33.87)](https://i.ytimg.com/vi/ks4xT8JQcIc/mqdefault.jpg)