Uploaded December 2023 | Updated September 2026, 2 weeks ago
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 isn't 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 doesn't 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 don't 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 that's still not saying much lmao. 2 gut punches instead of 3 because it's 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 that's not where it ends. After doing a high super in phase 2, you can immediately buffer a low super after dodging Rick's 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
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 isn't 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 doesn't 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 don't 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 that's still not saying much lmao. 2 gut punches instead of 3 because it's 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 that's not where it ends. After doing a high super in phase 2, you can immediately buffer a low super after dodging Rick's 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
![[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)
![[Tied World Record] Mike Tysons Punch-Out!! - Don Flamenco 1 (0:14.97)
If you read my Glass Joe description, youll know why I uploaded this one. I achieved 14.97 roughly 4 years ago on my switch but I wanted to redo it again on my NES. The only difference is that I wanted Don to get up on a 2 and to have no fake getups.
I also made sure that the ending punch during Phase 2 was a right jab since Don falls down quicker compared to the left jab
With this video uploaded, I might upload the Tiger TAS in a day or two because its been sitting on my computer since February 2023, lol. [Tied World Record] Mike Tysons Punch-Out!! - Don Flamenco 1 (0:14.97)](https://i.ytimg.com/vi/l0h4twz1eOU/mqdefault.jpg)

![[Perfect Combo] Wii Sports Resort - Swordplay Showdown (Stages 1 -10)
Did Stage 1, 3, 6, 8, and 9 first try. 2, 4, 5, and 7 took a couple of attempts, leaving Stage 10 as the only challenging (non-reverse) stage to get a perfect combo on. That one took a while, and you can tell by the end I was playing it super safe lol.
A lot of this was done weeks ago in a VC when I was wrapping up homework for the day. I guess you can say smacking several Miis is a good way to take anger out when stressing over College semesters idk.
If you couldnt tell by the gameplay, I was obviously playing it very safe at certain parts and wanted to ensure I would hit multiple Miis at once, especially the ones wearing red/purple armor. Or I would wait until there are some Miis out of range just so my sword wouldnt accidentally connect with an opponent I wasnt fighting. (Example being here: 21:21). I am aware that it makes for very boring gameplay, but considering I had multiple failed attempts where I lost to runs like that (Including two attempts in Stage 10 where I made it to the final 5 and messed up), I really just wanted to make sure I got them in the end.
TIMESTAMPS
Stage 1: 0:00
Stage 2 1:14
Stage 3: 2:28
Stage 4: 3:55
Stage 5: 5:57
Stage 6: 7:48
Stage 7: 10:03
Stage 8: 13:08
Stage 9: 16:17
Stage 10: 18:53
Thanks for reading and watching! :D [Perfect Combo] Wii Sports Resort - Swordplay Showdown (Stages 1 -10)](https://i.ytimg.com/vi/l6btUs9mt6s/mqdefault.jpg)



![[Former World Record] NES Remix (2013) Remix I Stage 14 (0:06.1)
Pulled off the ladder glitch again; luigi style. [Former World Record] NES Remix (2013) Remix I Stage 14 (0:06.1)](https://i.ytimg.com/vi/mXWu6jcxNaM/mqdefault.jpg)
![[Former World Record] Punch-Out!! (Wii) - TD Super Macho Man (1:07.94)
UPDATE: I improved the WR to 1:07.58 (it matches the TAS), you can check it out here: https://youtu.be/allLJDnyjio
A little bit on the speechless side considering how incredibly short this session was. 3 minutes and 40ish seconds of recording to get the first sub 1:08 on TD Macho. Heres the full session because its hilarious lmao : https://www.youtube.com/watch?v=PcIlHgiyQrU
This was a new strategy discovered by Mysteryman95 (or Frame by Frame animation) on YT. Comes with 2 new adjustments; the first one is that we now delay our first star punch of the fight to make his uppercut come out instantly. When Mystery TASed it, he got a 1:08.54 which was nice but then he took it a step forward. However, Im not sure if I want to call it a step forward because this new adjustment drops the frame-perfect cancel buffer which made 1:08.60 attempts feel like a breeze to do. But now we have to manually time it for this new adjustment to work.
Phases 2 and 3 are the same, although my execution in Phase 3 was slow for the most part. And its because of that, Ill definitely revisit IL to lower it down to my personal goal of 1:07.7X.
Thanks for reading and watching :D [Former World Record] Punch-Out!! (Wii) - TD Super Macho Man (1:07.94)](https://i.ytimg.com/vi/maLsbEV2Qms/mqdefault.jpg)

