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Tool-assisted game movies
When human skills are just not enough

Submission #6742: McHazard's NES Mike Tyson's Punch-Out!! "clock stop glitch" in 18:52.92

Console: Nintendo Entertainment System
Game name: Mike Tyson's Punch-Out!!
Game version: USA PRG1
ROM filename: Mike Tyson's Punch-Out!! (U) (PRG1).nes
Branch: clock stop glitch
Emulator: Bizhawk 2.3.1
Movie length: 18:52.92
FrameCount: 68087
Re-record count: (unknown)
Author's real name:
Author's nickname: McHazard
Submitter: McHazard
Submitted at: 2020-05-10 11:58:03
Text last edited at: 2020-05-10 15:10:19
Text last edited by: Memory
Download: Download (10495 bytes)
Status: judging underway
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Author's comments and explanations:
And here's the clock stop version.


(Link to video)

I'd originally planned to include the four clock stop fights as branches in the non-cs submission because of how similar the runs were. Turns out you can't actually submit tasproj files, so that didn't happen. I basically just pasted those branches into the full run and then spent the whole night resyncing everything.

Because of the nature of the clock stop glitch, the in-game time improvements are very low -- only 1.34 seconds. The real time savings are much larger, totalling 16.23 seconds over adelikat's old run.

For details on how the other ten fights have changed since then, see the currently published TAS or the current submission.

The Clock-Stop Fights

  • Don Flamenco I: 11.97
    • Unchanged from the previous strat. The only other option in such a short fight is to get a second star while the clock is stopped and use it in phase 2. This would get a time of 12.00.
  • Soda Popinski: 31.48 (was 31.82)
    • It's possible to cancel Soda's first hook sooner with a misdirected gutter. This accounts for all the in-game time saved.
    • In phases 1 and 2, everything between stopping the clock and knocking Soda down has been reworked. The key change is using simultaneous hits so Mac takes damage but only loses one heart. In total, the new phases save 112 frames over the old submission.
  • Don Flamenco II: 44.48
    • Only one frame of game time is saved, and it's not enough to change the final time.
    • Using stars throughout the fight saves a substantial amount of real time over the old submission -- 512 frames! Normally a star punch will unfreeze the clock after it lands, but a simultaneous hit with a star will keep it stopped.
    • Don gets up with his middle refill in phase 2. This gives him 8 more HP, but he can now get up on 3 instead of 8. Another simultaneous hit into his first punch takes off all of this extra health.
    • Once Mac gets up the second time, there's no way to squeeze in any more stars. If I were to try, he'd dodge the final star punch in phase 3 unless I delayed it.
  • Super Macho Man: 34.82 (was 35.82)
    • It's just barely possible to make the next second by cancelling all of Macho's hooks with gutters. In fact it only works with right guts -- even though the blocking animation for rights is one frame longer, they can be thrown two frames sooner. This doesn't apply to macho's last two uppercuts, since the delay for those is too short to gain any advantage.
    • The stun glitch in phase 2 isn't just for show. Getting clock stop this way actually saves a few frames while cancelling Macho's next few attacks.
    • In phase 3, I can afford to fit in a star punch before Macho starts spinning. Because he locks the timer to the next second, this doesn't actually cost any game time. Most of the 352 frames saved come from this.


Memory: Claiming for judging

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