This is a 16-frame improvement (real time) over my previous TAS. The improvement comes from a slight adjustment in phase 2 of SW7 Destroyer 1. Here are the times:
- Ken Barryhill 1: 07.25
- Lisa Hick: 16.97
- Jeko Knight 1: 32.48
- Disco Kid: 42.00
- Doc Louis: 53.48
- Zelda: 57.48
- Rick bruiser 1: 46.48
- Jeko Knight 2: 31.48
- SW7 Destroyer: 41.97 (was 42.25)
The reason for this new submission. By throwing your second star punch right away, you can set him up to where he does his dance a few frames earlier.
- Rick Bruiser 2: 58.61
- Ken Barryhill 2: 55.25
- Nick Bruiser: 44.25
- SW7 Destroyer 2: 32.97
- F.A.S: 45.61
- Total time (in-game): 9:26.28
- total real-time improvement: 16 frames
Special Thanks:
Thanks go to McHazard, Zallard1 and mPap for showing me what to do and making this improvement possible. Also, thanks to
Adelikat,
Phil, and Summoningsalt for their TASes, speedruns and tutorials that helped me get into this series. Enjoy!
The Punch-Out!! fanbase has grown throughout the past 11 years, and strats have been improved a ton. I made a bunch of improvements since I first said I don't see any more, but with this Rick and SW7 improvement (3/20/22) I really don't think any more can be made. In the discussion thread, I asked if I should TAS the game in the Pal mode of FCEUX. However, I found out that the game is called Turbo because of faster music and Mac. Punch-Out!! (featuring Mr. Dream) (PAL) was used to make this hack, but the NTSC version of MTPO is used to patch this game. While playing Pal games on NTSC is not allowed, playing the game in PAL mode takes the whole "turbo" idea away. For these reasons, I still think I should leave the TAS the way it is. Enjoy the run!
Memory: Something that wasn't addressed in the previous submission was the usage of PAL in NTSC. Since that appears to be the way the hack was intended to be played, I see no reason to not allow its usage here.