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Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Punch-Out!!

Major Circuit

You’re the Minor Circuit Champion now, so expect things to get much tougher from here on out. Give it your all and fight to your last and you’ll take the Major Circuit title!

Don Flamenco

22 wins, 3 losses, 9 Kos

Ranking: W.V.B.A. Major Circuit 3rd Place

Nickname: Red Rose of Madrid

Condition for a winning decision: over 10,000 points

From: Madrid, Spain

Age: 23

Weight: 152 lbs.

Don Flamenco refuses to throw a punch until Mac incites him. As soon as Mac punches, Flamenco fights back, throwing an effective uppercut. After three uppercuts, Mac will be sent flying, so be careful! Throw a jab and let him block it. When he winds back for his uppercut, sway to the left and repeat your “one-two” jab combo until Flamenco is knocked down. Each time Don Flamenco recovers from a knockdown, he attempts to throw his uppercut—as soon as he returns to the fight, hit him in the ribs with a left hook to earn a Star. Sway left to dodge his uppercut, stun him with a jab, and then hit him with an uppercut of your own.

Emergency Evasion

Because Don Flamenco can block most punches, being too aggressive can cost you a lot of Hearts. If Mac runs out of Hearts, Don Flamenco attacks by throwing a series of right hooks. Sway to the left to dodge each of these punches until Mac recovers.

King Hippo

18 wins, 9 losses, 18 KOs

Ranking: W.V.B.A. Major Circuit 2nd Place

Nickname: Tropical Chief

Condition for a winning decision: there is no winning by decision

From: Hippo Island

Age: Undisclosed

Weight: Undisclosed

King Hippo’s guard is very tight, so expect it to be difficult to land a hit on him. But he does have one weakness—his navel! You have only one chance to drop him. Just before throwing a punch, King Hippo sometimes opens his mouth. If you throw a jab to his mouth, he will try to guard it. With his navel unguarded it’s yours to attack, so let ‘er rip! Once you put him down, he won’t get up again.

Great Tiger

24 wins, 5 losses, 3 KOs

Ranking: W.V.B.A. Major Circuit 1st Place

Nickname: Great Magician of India

Condition for a winning decision: over 10,000 points

From: Bombay, India

Age: 29

Weight: 132 lbs.

The ruby in Tiger’s turban always glimmers just before he jabs. When you see the ruby flash, sway to dodge the incoming attack, and then counter with a single jab. Keep dodging and countering until Tiger crouches down to begin a series of uppercuts. When Tiger leans to his right (Mac’s left) hit him with a left body blow. When he leans to his left, hit him with a right body blow. By the time you counter three of Tiger’s uppercuts, you’ll have three Stars. Keep it up until he steps back to begin his Magic Punches. Block each of his five whirling strikes, then hit him with a jab (or an uppercut!) to the face to knock him down with a single blow. Stick with this strategy, and Tiger won’t last for long.

Winning Strategy for Tiger’s Magic Punches

The winning strategy is all about defending against Tiger’s Magic Punches. The Magic Punches, which come in five successive blows, are not threatening if you block all of them. You can then knock Tiger down with a direct blow to the face.

You’ll know that Tiger’s about to start his Magic Punches when he backs away and crouches down. Just after he vanishes, block to protect yourself from the first punch of his combo. He throws four more punches before he’s done, so make sure you block them all. After five whirling punches, Tiger becomes dizzy. Hit him in the face to knock him down with a single punch.

Major Circuit Champion: Bald Bull

34 wins, 4 losses, 29 KOs

Ranking: W.V.B.A. Major Circuit Champion

Nickname: The Reckless Bald Bull

Condition for winning decision: there is no winning by decision

From: Istanbul, Turkey

Age: 36

Weight: 298 lbs.

Bald Bull spins his fists just before each jab. When you see him do this, slip the punch and counter with a quick jab to his face. If you immediately follow up with a second jab, you might just catch him before his next strike. A successful follow-up earns you a Star, but it can be risky.

Bull raises and lowers his gloves just before he throws a hook, and he bends low before he throws an uppercut. In either case, sway to avoid Bull’s attack, then stun him with a jab to the face. When it comes to strikes, it’s just a matter of dodging and countering. When it comes to the famous Bull Charge, however—well, that’s another matter. If you dodge his charge, Bull just heads back for another attempt. If you want to shut him down, you must hit him just as he hops into range. It can be difficult to time, but a successful counter sends Bald Bull tumbling to the mat.

Winning Strategy for Bull Charge

The Bull Charge is a devastating move, but one well-timed punch stops it cold. When Bull prepares to charge, he hops to the back of the ring. After a brief pause, he hops toward you to deliver an extremely powerful uppercut. As he does this, hit him with a body blow—throw your punch just after Bull finishes his third hop. It might take a bit of practice, but you must master this counter if you hope to win this fight.

Countering Bull’s signature move will knock him down, but it may not finish him off. Don’t let your guard down until the ref counts him out.

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