Super Punch-Out!! (Japan)

Arcade 1984 Nintendo Sports Boxing
Super Punch-Out!! is an update of the superb boxing game, "Punch-Out!!", featuring five new larger-than-life opponents. The player once again assumes the role of a green-haired boxer who must fight his way up through five boxers to earn the title of 'Champ'.

As with the original game, the player's boxer is viewed from behind with his torso rendered with wire-frame graphics (allowing the player's opponent to be easily seen). Punches, dodges and blocks must all be well-timed in order to defeat the opponent.

Both the player and the opponent have stamina meters displayed at the top of the screen. These decrease when either boxer takes a punch and boxers will get knocked down if their stamina meter runs out completely. Faster knockdowns will cause the fallen boxer to recover less stamina upon getting up; the same happens if a boxer is knocked down by a knockout punch.

Thanks to the refined roster of new and hugely distinctive enemy fighters, Super Punch-Out!! is considered to be an improvement over the first game.
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Super Punch-Out!! (Japan)

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Technical

CPU
  • maincpu Z80 (@ 4 Mhz)
  • audiocpu N2A03 (@ 1 Mhz)
Chipset
  • N2A03 (@ 1 Mhz)
  • VLM5030 (@ 3 Mhz)
Display
  • Orientation Yoko
  • Resolution 255 x 224
  • Frequency 60 Hz
Controlers
  • Number of players 1
  • Number of buttons 4
  • Kind of controler joy (4 ways)

Super Punch-Out!! (Japan) Screenshots

Super Punch-Out!! (Japan) - Screen 1
Super Punch-Out!! (Japan) - Screen 2
Super Punch-Out!! (Japan) - Screen 3
Super Punch-Out!! (Japan) - Screen 4
Super Punch-Out!! (Japan) - Screen 5

Clones of Super Punch-Out!! (Japan)

Tips on Super Punch-Out!! (Japan)

* Control Panel Instructions :
- Power meter indicates your punching power. Build up your punching power by punching the champ, throw a knockout blow when meter flashes "KO".
- Status meter indicates your/champ's respective stamina, knockdown occurs when status meter reads empty.
- Game is over when you are knocked out or time counts down to zero.(1)
- "Let's keep it clean. Now come out boxing!"

(1) Exception : In Super Punch-Out!!, time starts at zero and counts forward. When time reaches three minutes, time is up and the game is over.

Super Punch-Out!! (Japan) and M.A.M.E.

0.35b1 [?]
0.31 [Nicola Salmoria]

NOTE:
- The game runs on two monitors, positioned one above the other. Since the top monitor is mostly informational, you might want to cut it out to enlarge the play area. You can do that enforcing a suitable screen size.

Bugs:
- Incorrect sound on Dragon Chan's kick. MaximRecoil (ID 00959)

WIP:
- 0.133u1: Renamed (spnchotj) to (spnchoutj).
- 0.129u4: Nicola Salmoria and Bob Seidel added basic support of RP5C01 to remove (most) protection kludges in Super Punch-Out. This fixed time count on insert coin screen runs out very quickly and play buttons not working.
- 0.125u5: Nicola Salmoria simplified palette handling in Punch-Out driver. Fixed big sprite palette in top monitor. Fixed proms loading. Changed palettesize to 512 colors.
- 0.123u5: Changed 'Unknown' to 'Unused' dipswitch.
- 0.123u1: Changed palettesize to 2048 colors.
- 0.106u8: Aaron Giles converted Punch Out driver to a proper dualscreen game (2x 256x224). Rewrote the video portion to use tilemaps.
- 0.58: Full VLM5030 sound emulation. Samples are no longer needed. Changed 8-way Joystick to 4-way.
- 22nd January 2002: Tatsuyuki Satoh fixed the noise generator in the VLM5030 sound chip emulation, completely removing the need for samples.
- 21st January 2002: Tatsuyuki Satoh submitted a new, much improved version of the VLM5030 sound chip emulation, used for speech in (Super) Punch-Out and a few other drivers. It is now more than 90% accurate to the original, and only a few small problems remain.
- 0.37b15: Changed visible area to 256x448.
- 0.37b7: Added Punchout samples.
- 14th May 2000: Guru - Dumped Super Punchout (Nintendo, Alt).
- 0.36RC1: Added clone Super Punch-Out!! (Japan).
- 22nd January 2000: Gansuke from Team Japump dumped Super Punch-Out!! (Japan) (c) Nintendo.
- 0.36b13: Changed clock speed of the N2A03 to 1789772 Hz. Replaced NES/DAC sound with Nintendo.
- 26th December 1999: wwtk@mail.com and Matthew Conte contributed a new NES sound driver and also some fixes to SNK games sound.
- 0.36b5: Replaced M6502 CPU2 with a N2A03.
- 0.35b13: Changed description to 'Super Punch-Out!!'.
- 0.35b1: Replaced Super Punch Out with a good set. Tatsuyuki Satoh and Ernesto Corvi worked out the Super Punch Out protection.
- 0.33b6: Tatuyuki Satoh fixed bug in VLM5030 emulator which caused samples not to work.
- 0.33b3: Another step forward in getting Super Punch Out to work (still NOT playable) [Tatsuyuki Satoh].
- 0.31: Nicola Salmoria added Super Punch Out (Nintendo 1984). Known issues: Doesn't work due to copy protection. Note: The game runs on two monitors, positioned one above the other. Since the top monitor is mostly informational, you might want to cut it out to enlarge the play area. You can do that enforcing a suitable screen size. Good resolutions are 400x300 (if your card supports it), or 800x600 with pixel doubling.

LEVELS: 5

Romset: 300 kb / 33 files / 167.8 zip
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