Uploaded July 2016 | Updated September 2026, 2 weeks ago
My very 1st full guide/walkthrough. "Super Punch-Out!!" for the Super Famicom.
No damage taken. Took 37 attempts to achieve that.
No save states or tools were used.
I could've done a regular playthrough of this game. But I wanted to do a proper guide/walkthrough of this game, showing as many patterns as possible, and avoid taking damage at the same time.
Here are the goals I wanted for this game:
- No damage (perfect run).
- No power ups (glowing boxing gloves).
- Beat every record (best times and scores).
- Show as many patterns as possible (some of them may not be shown).
With practice, the game's difficulty is medium to fairly hard. Playing the game 'normally' under these stipulations is another story.
----------
Now, onto the full guide/walkthrough...
Gabby Jay:
- Very easy. Jay shouldn't be a problem.
Bear Hugger:
- Easy. Hugger's big belly can be body blowed with good timing.
Piston Hurricane:
- Easy. Hurricane Rush can be troublesome for some people, so I showed how it's done.
Bald Bull:
- Fairly easy. Bull Charge is always done 6 times on phase 3, so I decided to show that.
Bob Charlie:
- Slightly easy. Charlie's randomness might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Charlie's randomness, mostly on phase 2 (if the first punch wasn't countered, then add 1 extra body blow before the last hook).
Dragon Chan:
- Medium. Chan's randomness on phase 2 might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on 2 of Chan's patterns (counter punch after he meditates [wait a tiny bit over 1 second upon doing a hook]; don't counter punch after he does 3 side kicks).
Masked Muscle:
- Medium to slightly hard. Muscle's randomness on when he chooses to spit might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Muscle's randomness (he usually doesn't spit at around 10 to 11 seconds). If Muscle spat on phase 2, then my backup KO strategy would be to do an uppercut (Muscle's face isn't weak), then a series of hooks (the last hook must be done first right after Muscle's 2-hit headbutt move).
Mr. Sandman:
- Slightly hard. With practice, it's not too much of a problem. Watch out for the triple uppercut punch on phase 3.
Aran Ryan:
- Slightly hard to fairly hard. With practice, it's not too much of a problem. The only thing random about Ryan is if he's super punched. That's why I do a body blow first to reduce the risk of getting grabbed.
Heike Kagero:
- Fairly hard. Kagero is pattern-based, so it's all about memorizing. For phase 1, I delay the last punches to increase my chances of not getting caught off-guard during the mirage dance.
Mad Clown:
- Fairly hard. Clown is pattern-based and random at the same time. Most of the randomness is on his gloating. His gloating can leave his big belly open for a body blow. If one decides to go for that, always prepare to dodge immediately afterwards. I show how to avoid Clown's juggling balls. It's not easy because they're random, and reaction time is short. On phase 3, Clown's 'Show Time!' pattern is always the same.
Super Machoman:
- Fairly hard to hard. Machoman is pattern-based and random at the same time. The randomness on what Exercise Program (A, B, and C) he does can be overwhelming for most people. Not only that, but his jumping around randomly can also catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that.
Narcis Prince:
- Fairly hard to hard. Prince is pattern-based and random at the same time. Most of the randomness is on his moving around. I could've done what the others did with this fight. But I wanted to be different. So I deliberately avoid punching Prince's face.
Hoy Quarlow:
- Hard. Quarlow is pattern-based. The only time he's random is if one tries to punch him first. I decided to show what happens if Quarlow blocks. Getting pushed left or right doesn't cause any damage.
Rick Bruiser:
- Hard to very hard. Rick is pattern-based and random at the same time. The randomness on his moving around can definitely catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that.
Nick Bruiser:
- Very hard. Nick is pattern-based and random at the same time. The randomness is on when he does his unblockable punches up to 25 seconds. I delay the punches during that time to increase my chances of not getting caught off-guard by his auto-KO move. In case if I mess up the punching patterns during the first 25 seconds, my backup strategy would be to do an uppercut (Nick's face is weak) after his auto-KO move to recover.
My very 1st full guide/walkthrough. "Super Punch-Out!!" for the Super Famicom.
No damage taken. Took 37 attempts to achieve that.
No save states or tools were used.
I could've done a regular playthrough of this game. But I wanted to do a proper guide/walkthrough of this game, showing as many patterns as possible, and avoid taking damage at the same time.
Here are the goals I wanted for this game:
- No damage (perfect run).
- No power ups (glowing boxing gloves).
- Beat every record (best times and scores).
- Show as many patterns as possible (some of them may not be shown).
With practice, the game's difficulty is medium to fairly hard. Playing the game 'normally' under these stipulations is another story.
----------
Now, onto the full guide/walkthrough...
Gabby Jay:
- Very easy. Jay shouldn't be a problem.
Bear Hugger:
- Easy. Hugger's big belly can be body blowed with good timing.
Piston Hurricane:
- Easy. Hurricane Rush can be troublesome for some people, so I showed how it's done.
Bald Bull:
- Fairly easy. Bull Charge is always done 6 times on phase 3, so I decided to show that.
Bob Charlie:
- Slightly easy. Charlie's randomness might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Charlie's randomness, mostly on phase 2 (if the first punch wasn't countered, then add 1 extra body blow before the last hook).
Dragon Chan:
- Medium. Chan's randomness on phase 2 might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on 2 of Chan's patterns (counter punch after he meditates [wait a tiny bit over 1 second upon doing a hook]; don't counter punch after he does 3 side kicks).
Masked Muscle:
- Medium to slightly hard. Muscle's randomness on when he chooses to spit might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Muscle's randomness (he usually doesn't spit at around 10 to 11 seconds). If Muscle spat on phase 2, then my backup KO strategy would be to do an uppercut (Muscle's face isn't weak), then a series of hooks (the last hook must be done first right after Muscle's 2-hit headbutt move).
Mr. Sandman:
- Slightly hard. With practice, it's not too much of a problem. Watch out for the triple uppercut punch on phase 3.
Aran Ryan:
- Slightly hard to fairly hard. With practice, it's not too much of a problem. The only thing random about Ryan is if he's super punched. That's why I do a body blow first to reduce the risk of getting grabbed.
Heike Kagero:
- Fairly hard. Kagero is pattern-based, so it's all about memorizing. For phase 1, I delay the last punches to increase my chances of not getting caught off-guard during the mirage dance.
Mad Clown:
- Fairly hard. Clown is pattern-based and random at the same time. Most of the randomness is on his gloating. His gloating can leave his big belly open for a body blow. If one decides to go for that, always prepare to dodge immediately afterwards. I show how to avoid Clown's juggling balls. It's not easy because they're random, and reaction time is short. On phase 3, Clown's 'Show Time!' pattern is always the same.
Super Machoman:
- Fairly hard to hard. Machoman is pattern-based and random at the same time. The randomness on what Exercise Program (A, B, and C) he does can be overwhelming for most people. Not only that, but his jumping around randomly can also catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that.
Narcis Prince:
- Fairly hard to hard. Prince is pattern-based and random at the same time. Most of the randomness is on his moving around. I could've done what the others did with this fight. But I wanted to be different. So I deliberately avoid punching Prince's face.
Hoy Quarlow:
- Hard. Quarlow is pattern-based. The only time he's random is if one tries to punch him first. I decided to show what happens if Quarlow blocks. Getting pushed left or right doesn't cause any damage.
Rick Bruiser:
- Hard to very hard. Rick is pattern-based and random at the same time. The randomness on his moving around can definitely catch one off-guard. To make things worse, he's FAST with his punches. Some of my attempts were ruined because of that.
Nick Bruiser:
- Very hard. Nick is pattern-based and random at the same time. The randomness is on when he does his unblockable punches up to 25 seconds. I delay the punches during that time to increase my chances of not getting caught off-guard by his auto-KO move. In case if I mess up the punching patterns during the first 25 seconds, my backup strategy would be to do an uppercut (Nick's face is weak) after his auto-KO move to recover.
![Donkey Kong Country [GBA] SR - Coral Capers [101%]
My 101% speedrun tutorial of Coral Capers in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Swimming physics:
The swimming physics are different from the SFC version. In the GBA version, just holding Left or Right on the D-Pad isnt enough to go fast. The run/roll/cartwheel button has to be used too. And even then, swimming horizontally is slower in this version. Also, swimming up is way different from the SFC version. In the GBA version, Donkey and Diddy can swim up way faster, even when holding Down on the D-Pad.
DK Barrel:
If Diddy wasnt available before in Jungle Hijinxs, he will most likely be available now.
Enguarde the Swordfish:
Enguarde is useful for most of the level. The physics are different from the SFC version, but he is still useful.
Expresso Token:
In a 101% speedrun, getting the Expresso Token is faster.
After letter N:
This section can be pretty nasty. Make sure to defeat the Bitesizes. Otherwise, they will almost certainly knock the Kongs off of Enguarde.
Picture in secret alcove under letter G:
If approached from the right angle, this picture can be collected faster without being stopped. Its extremely hard, though.
Level ending:
Finishing a level as Donkey is important. In fact, finishing a world as Donkey is important. In order to get a picture, a world (Kongo Jungle) has to be finished by Donkey. Afterwards, that world has to be revisited to add 1% more to 101%.
Be sure to go to Funky after this level. In the GBA version, playing Funkys fishing mini-game in every world (as well as catching a crab) is required to get 101%.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Coral Capers [101%]](https://i.ytimg.com/vi/ntnaoRATRy8/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Neckys Revenge [101%]
My 101% speedrun tutorial of Neckys Revenge in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Master Necky Snr.:
Master Necky Snr. is different from the SFC version. The battle is similar to the previous one in Monkey Mines, except Master Necky teams up with Master Necky Snr. to attack. Just like the battle in Monkey Mines, be sure to wait until the invincibility frames are gone before hitting either Master Necky Snr. or Master Necky. Make sure both of them are defeated at the same time. If only one of them is defeated, then the other one will attack by spitting 4 nuts, and that will lose time.
Kong cabin scene picture:
Theres no camera animation, but defeating the 6th boss gives a picture.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Neckys Revenge [101%]](https://i.ytimg.com/vi/o0Jc0CQHt_8/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Misty Mine [101%]
My 101% speedrun tutorial of Misty Mine in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Star Barrel section:
Make sure to wait a tiny bit before cartwheel into that Slippa. Otherwise, this section can cause trouble.
Bonus Room #1:
After getting the K-O-N-G letters, there is a reason for getting Expresso.
Picture floating to left of Expresso Token:
Expresso is required to backtrack in order to get the picture.
Bonus Room #2 approaching:
Expresso is dismounted because a TNT Barrel is required to enter Bonus Room #2. Waiting for a tiny bit reduces the risk of accidentally defeating a Klaptrap with a TNT Barrel.
Be sure to go to Funky and Cranky after this level.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Misty Mine [101%]](https://i.ytimg.com/vi/o9y-VCzvFOA/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Platform Perils [101%]
My 101% speedrun tutorial of Platform Perils in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Bonus Room #1 skipping:
Skipping Bonus Room #1 is faster because it sets up for revisiting the level in order to do the Start+Select trick, thus skipping the waiting game.
Arrow Platforms:
After landing on an Arrow Platform, wait about 5-10 frames, then cartwheel off of it. This is very important to know for most of those platforms.
Army sections:
Armies are more annoying than in the SFC version.
Picture and letter O approaching:
Getting both the picture and the letter O in one pass is hard.
After Star Barrel:
This section is hard. Very hard if one chooses to play risky.
After letter N:
This section can be obnoxious if one chooses to play risky.
Gnawtys on Arrow Platforms:
This section is hard if one chooses to play risky. Cartwheeling off of the Arrow Platform with Gnawty on it is faster. But make sure to delay the cartwheel before moving in order to defeat 3 other Gnawtys. Fail to do that, and theres a chance that falling to the abyss may happen.
Advanced Krusha section:
This section is very hectic without slowing down. Make sure not to jump from an Arrow Platform at a high place, because for some reason, the Vine Barrel randomly doesnt spawn. If that happens, good luck getting pass that last Advanced Krusha on the Arrow Platform.
Last K-O-N-G letter:
See why the K-O-N-G letters are required to get 101%? Because collecting them in every level gives a picture.
Bonus Room #1:
The level is revisited to enter Bonus Room #1 and do the Start+Select trick, thus skipping the waiting game.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Platform Perils [101%]](https://i.ytimg.com/vi/oGom6O_4HXY/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Forest Frenzy [101%]
My 101% speedrun tutorial of Forest Frenzy in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Letter G:
After getting the letter G, jumping from the rope to defeat on Neckies is faster.
After Bonus Room #1:
Be sure to defeat the Kritters on the left side before attempting to open Bonus Room #2 with a Barrel.
Be sure to go to Funky after this level.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Forest Frenzy [101%]](https://i.ytimg.com/vi/oucNzjQNO6U/mqdefault.jpg)
![Super Mario Land Series - Idiosyncratic-Style Gameplay
This is a demonstration (demo) of the idiosyncratic-style gameplay in the Super Mario Land series (excluding the first Wario Land).
Timestamps:
- 2D Unconventional Series [Start] ~ 0:00
- Super Mario Land ~ 0:05
- Super Mario Land 2: 6 Golden Coins ~ 8:32
- 2D Unconventional Series [Finish] ~ 24:12
Here is the simple story arc.
Sarasaland & Mario Land arc:
- Super Mario Land
- Super Mario Land 2: 6 Golden Goins
NOTE: The first Wario Land, albeit marketed as a direct sequel, is not a Super Mario game; it is a Wario game, and the events of it lead into Wario Land II (rather than Virtual Boy Wario Land). Super Mario Land Series - Idiosyncratic-Style Gameplay](https://i.ytimg.com/vi/p9moeEgvJEM/mqdefault.jpg)
![Mega Man 2 [FC] - Heat Man Stage ~ Yoku Blocks
A guide/walkthrough of how to get across the Yoku blocks in the Heat Man stage of Mega Man 2 for the Famicom.
The Yoku blocks are quite infamous for tripping up players, mostly at the end.
The strategy here is to go by the rhythm, as if one was on a countdown. With this strategy, this will reduce the need to jump on the Yoku block above the lower one. Mega Man 2 [FC] - Heat Man Stage ~ Yoku Blocks](https://i.ytimg.com/vi/pDEgGCzIvDI/mqdefault.jpg)
