Metroid


Zoomers are fierce little creatures spray sticky fluid from their feet so they can move along the floor or up an down walls. They are the first enemy that Samus meets. There are two kinds: Red Zoomers and less powerful Yellow Zoomers.

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The crawlers that have taken up residence in the two bosses' hideouts are no more dangerous than their Brinstar and Norfair brethren. Zeelas are boneless animals that creep along horizontal and vertical surfaces. They normally live underground and the blue ones are the strongest.

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Each of the flyers seem to take up residence in underground dwellings with openings that are exposed on floor and various platforms, through which they rise out and attack to defend their hives. Zebs are among the weakest opponents on Zebes. It takes one blast of the normal Beam to destroy the yellow ones and two blasts to destroy the red ones.

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The bodies of Gamets are covered by a super-hard shell. They appear out of the pipes in Norfair to attack Samus. The red ones have twice the strength as the others.

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The hideout flyers behave just like the others. They will climb to whatever height Samus is at before launching forward. Samus can fool them by jumping. Geegas have horns with deadly poison, and charge at you after appearing from vents. There are two types and the brown ones have twice the strength.

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Zebbos are bulked-up Zebs who can take more abuse than their brothers in the higher portions of Zebes. A single blast will lay the blue ones flat, but it takes two blasts to destroy the yellow ones.

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Swarms are made up of tiny insects that are rather weak compared to the bulk of Zebes' natural life forms. They make up for their diminutive stature by congregating in great numbers and overwhelming a source of food whenever it gets close by. Both Mellows and Melias have an odd ability to pass through the cracks in the walls that make up Brinstar and Norfair, so they can get to you through any obstacle. A single blast from a regular beam will destroy them.

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Same as above

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Swoopers are like bats; they like the cling from the ceiling and drop down on unsuspecting victims. They are quite strong and can take a large number of hits before dying. Rios occupy some of the ceilings throughout Brinstar. Red Rios are stronger than the yellow ones.

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The skin of the powerful Gerutas can generate fire and radiate that energy throughout their bodies. Be especially careful of the strong red ones. They are the toughest creatures that appear in Norfair.

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While Hideout I does not possess any Swoopers, Hideout II is the home to the strongest variety of Swooper imagineable: the Holtz. These creatures are much faster compared to a Rio or Geruta. They fly down from the ceiling, attack Samus and then fly back up. Armor-plated like the Geruta, they are also armed with two horns. It takes several blasts of the normal Beam or a single missile blast to destroy them.

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Hoppers, as their name suggests, like to hop. They bound and leap to attack their prey with crushing weight. However, there is one peculiar aspect about Hoppers that scientists can't explain: some Hoppers can completely defy gravity and hop along the ceiling instead! What is know for sure is that they are deadly in any orientation. Side Hoppers possess incredible strength and are most easily dealt with missile attacks.

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Likewise, Dessgeegas are the second most powerful enemy in their region after Ridley himself. The Screw Attack can help make short work of them.

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Floaters are an odd type of creature. They are unique for a number of reasons, not the least being that they are completely indestructible. No amount of beam or missile attacks can destroy them. They are also quite mindless, content to simply float back and forth and attack whatever happens to get in their way. While you can't do much about removing them, you can do one thing with them: freeze them.

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Once frozen, Rippers actually make quite good stepping stones towards reaching higher platforms. Of course, they do thaw out after a certain period of time, so be ready to react when they start moving again. The Ripper II variety is much faster than their original cousin.

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Skrees are quite common throughout Brinstar and Hideout I. They stick to the ceiling and lie in wait for Samus. When she approaches, they dive bomb, spinning as they fall. They use their wings like drills to descend from the ceiling and attack Samus. Eventually, they break through the outer crust of Zebes and drill deeper into the ground. When the crust breaks, rocks are thrown in four directions around the Skree that can hurt Samus if she's too close.

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These simple-structure organisms enjoy extremely warm environments where they can ride the thermal currents and bounce around. They are pretty powerful and are difficult to attack with the normal Beam as the walls reflect them and they are always moving. Use a Power-Up item to boost power first. One missile blast will also destroy them. You have to be extra careful of them as they move much faster. These are the products of the life force that Mother Brain breathes into the molten rock. They have the same attacking power as the Holtz and the Dessgeega from the same habitat.

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Wavers user their wings to fly erratically through the air. These powerful enemies flutter around in wave-like patterns. It's difficult to aim a beam at the Waver. Shoot at them or run and jump to avoid them. Like Rippers, Wavers are especially easy to take advantage of with the Ice Beam. If you happen to need a platform when a Waver is around, wait for one to fly at just the right height and freeze them for a simple solution.

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Squeepts have adapted to the burning environment of Norfair. They emerge from the lava suddenly to catch their prey and sink back into the it. Once you know where they are, and how high they jump, they will never change. Learn their timing to avoid them. It takes more than one blast of the normal Beam to destroy them.

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This ancient species lives in the lava. They stick their heads out to blow fire at Samus. If Samus is hit by their fire blasts, her energy will be depleted. The source of their fire comes from a rare plant that only grows in Norfair at certain times of the year. When the plant becomes scarce, the dragons lose their ability to blow fire, but this does not happen very often.

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These fire ring appear unexpectedly throughout Tourian as the byproduct of the massive amounts of energy consumed by the Mother Brain. They are her last stages of defense. Up to three of them can appear at one time on the sreen, but they are not very strong. You can use the Ice Beam to freeze them, at least temporarily. Sometimes that's better than destroying them since it slows down their appearance.

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This protoplasm in suspended animation was discovered on the planet SR388. Unfortunately for Samus, they happen to be very compatible with the energy given off by her Power Suit. They eagerly cling to it, draining it of the life support that she needs to survive. They can't be destroyed directly with the normal Beam. Two steps are required to defeat them. First, blast a Metroid with the Ice Beam, freezing it solid. Second, use five missiles to destroy it. Defeated Metroids leave behind super energy and missile refills that quickly replenish your stock.

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This is the head of Mini-Boss hideout number one. He shoots missiles from his stomach, and uses a spinning horn on his back to attack. Be very careful of his fierce attacks. If Samus gets hit by him, her energy will be weakened a lot. Missile attacks are the best way to kill him, but brave players favor a more direct approach by bombing him at his feet. Still other players may jump in the toxic pools to his sides while hitting him with the wave beam. Be sure that you have a lot of energy if you are going to attempt this dangerous maneuver. You will increase your missile capacity by 75 if you beat him.

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Ridley is the head of Mini-Boss Hideout hideout number two. When you enter his chamber, Ridley begins firing balls of flame. He jumps up into the air and attacks Samus by spewing fireballs. His race is an original life form of the planet Zebes and Ridley is working for the Mother Brain. Two methods of attack can be successful. You can attack with missiles, either up close or from the right door. However, if you have the Wave Beam, you have two other options. You can barricade yourself between the left door and the barrier in front of it. Or you can drop down into the lava, and fire upwards through his platform. Keep jumping to minimize the damage from the lava. Make sure your energy tanks and missiles are filled up. Destroy him and you win 75 extra missiles.

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Mother Brain:

Mother Brain lies in the central base of the fortress planet Zebes, the home of the space pirates. As the controlling force of the Metroid and the despoiler of the planet, Mother Brain is one of the most dangerous beings in the galaxy. is Samus' ultimate target. Its aim is to cultivate the Metroid to multiply and conquer space. Zeebetite is its energy source. You have to discover Mother Brain's weak point before you can launch a missile attack. In order to destroy it, over 30 continuous missile shots are required. Her destruction will trigger a self destruct sequence, and Samus will have a limited amount of time to escape.

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Pro Wrestling
























Teh Boss


No Bio available - Info below from JoeSportsFan.com -
Used without permission


Great Puma was a villainous boss in every sense possible. He could pull off every move in the game at any time. That means he could eat your head like Amazon and barely break a sweat. When discussing dominant athlete villains of video game lore, Great Puma often gets forgotten. But he's neck and neck with Mike Tyson as one of the most difficult to dethrone. Come to think of it, a Puma/Tyson no holds barred match would probably set a world record for pay per view buys for a sporting event.

It really didn't matter if you wrestled with StarMan, Giant Panther or King Slender because the odds were Great Puma was going to whip your ass. If you managed to win the V.W.A. Championship, you had to complete ten consecutive title defenses before entering the squared circle to wrestle the V.W.F champion. Not an easy task, to say the least. But if you made to Puma, the title vs. title match was the Ultimate Challenge at WrestleMania VI, three years early.
Castlevania


The axe throwing knights are one of the toughest enemies in the game, and harder than several of the early bosses. They attack with axes that they will toss either high or low. The axes will also come back after flying a distance away, exactly like Simon's Boomerangs. The best way to destroy them is to use Holy Water or Axes (from below). Whip the Axes that they throw as well so that they don't become a bother when they come back towards the Axe Knight. The Axe Knights will often back up as you approach them, making it difficult to get hits in, however if you push them off the edge of the screen, they won't come back.

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Bats come in two varieties; a black bat, and a red bat. Black bats cling to the ceiling and, when you draw near, come swooping down on you. Before they reach you, prepare yourself or throw an Axe at them before they can move. Red bats fly at you moving up and down in a wave-like pattern. Because they don't fly fast, you can adjust to their wave-like motion and knock them down with your whip or simply dodge them.

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They rarely appear and, despite being attached to a wall, are one of the toughest enemies in the game. They attack by shooting fireballs out of their mouth at angles, and move their bodies around erratically. Since it's anchored to the wall, you should stand as far away as you can and attack it from a distance, preferably with Boomerangs. If you have a shot multiplier, simply unleash as many Boomerangs as possible as soon as you see them, and they might die before they get a chance to attack. Bone Dragons will often leave 5 - 8 moneybags or small hearts when defeated.

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They will only appear in a few places, always carrying Fleamen. The Fleaman will fall to the ground near you, attacking normally, until you kill it. If you kill the Eagle while it's carrying the Hunchback, both of them will be killed at the same time. It is usually easiest to ignore the bird and focus solely on the Fleamen.

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Fleamen appear in numerous locations, either waiting for you or carried aloft by a giant Eagle. They appear to move about quite randomly. Their typical attack pattern is two short hops followed by a large leap. Run under their high leap and hit them as soon as they land. Don't let them get close, surround you, or gather in groups. You don't need to duck in order to hit one.

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They appear in set places in a few stages. They don't move very quickly, but they try to home in on your position and often approach from odd angles. It takes at least two hits to defeat one so whip them quickly or move out of their way before they hit you.

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They jump out of the water, and if they touch down on ground, they will walk around and shoot fireballs. They are simple to kill, but watch out when they jump out of the water, especially when you're on the moving platforms on stage 4. Be very careful on these as you can be easily knocked off by a Fishman as he appears.

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These are lost souls that walk trance-like straight ahead. They walk across the screen and then leave. They often appear in groups of two or three and from both sides of the screen. Because they move so slowly, you can destroy many of them with a single crack of your whip. Practically a non-issue by themselves, but they can disrupt you as you fight other enemies.

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These are lost souls that walk trance-like straight ahead. They walk across the screen and then leave. They often appear in groups of two or three and from both sides of the screen. Because they move so slowly, you can destroy many of them with a single crack of your whip. Practically a non-issue by themselves, but they can disrupt you as you fight other enemies.

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Panthers patiently lie in wait until Simon gets within striking range, and then leap forward. They will drop down to lower levels if they have to and will always reorient themselves towards Simon when they do. If you have the Dagger, hit them from a distance before they start to move.

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Ravens are relatively weak, but deceptively dangerous due to their speed. When you approach them, they take off and stall for a brief moment before diving in your direction. Unlike many other enemies that dive at you, if they miss they'll quickly turn around and attempt to hit you from behind. Beware of these creatures as they may not fully leave the screen when you expect them to, and they may prepare for another strike. Try to kill them from a distance with an Axe or Dagger before they leave their perch.

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Red Skeletons are enchanted skeletons that can't be killed. When you hit one it will collapse into a pile of bones, but it will rise again shortly after. Whip them and move on before they have a chance to get up and continue walking. Keep an eye on them as you can find yourself surrounded by enemies after you pass by them.

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Skeletons are quick, jump around a lot, and attack by tossing bones at you in an arc, but they are still pretty simple to kill, unless they are on an inaccessible ledge above you. They will often throw two or three bones at onces, all in a different pattern.

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Spear Knights wander around back and forth, but do not attack by striking. The Spear Knights will be the first non-boss enemy that you cannot destroy with one strike. Since it might turn back towards you at any time, avoid approaching one from close range while it's walking away, especially after you drop down or jump from a platform. Due to their slowness, Holy Water is very effective against them, as are Boomerangs.

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Teh Bosses



It flies to random locations, and occasionally swoops down to attack you.


Medusa floats freely about her room, intending to collide with you. She drops snakes on the floor which slither toward you.


The Mummies appear to meander around their chamber, occasionally throwing bandages at Simon. They will try to squeeze Simon from both directions.

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The Monster will simply wander around the room while Igor hops all the way to one side of the room, and back across to the other, sending fireballs at you.

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Death will float randomly around the chamber, with a preference for the corners. The scythes that it sends out are motionless for a second before slowly homing in on you.

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Dracula will begin by teleporting to a random location in the room, discharge three fireballs at you, and disappear. After you defeat Dracula, he will reappear in demon form, occasionally leaping from one location in the room to another, a spitting fireballs at you.

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Mario 2

*All information below was taken from an Mario Wiki site called Wikia Gaming http://nintendo.wikia.com/ . *


They are red birds that drop Bob-ombs on top of the playable characters. The birds can be ridden if they go down low enough, though once on top of them you can't pick them up as you can with most of the enemies in the game.

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Autobombs are cannons that Shy Guys rode.

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Beezos are the minions of Wart in the game Super Mario Bros. 2. They fly in straight lines attempting to spear the player. While beezos may be jumped on, their speed makes it difficult to stay on them. They often appear in swarms.

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Like the Koopa Troopas, Bob-ombs can be used as projectiles once stomped on. Once you do, you will be able to pick him up and throw him at either a blocking wall or another enemy. Once you do, he will blow up and either kill the enemy or destroy the dirt wall.

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In the video game, they would pop out of what seems to be pipes (not the familiar green pipes from other Mario games) and sand. Their main form of attack is to spit out black spheres that will be aimed at your character. They are red snakes who appear only in the desert levels.

The name Cobrat is a portmanteau of the words cobra and brat (an annoying person, usually a child). It is assumed that one of the boss enemies Tryclyde is a variation of a Cobrat, though this is not official.

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They were only found in the snow worlds of the game and were appropriately garbed in white. Because they were found on icy portions of the worlds, they would usually slip after chasing one of the playable characters

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Hoopsters are large, lady bug-like insects first encountered in Super Mario Bros. 2 as enemies with limited attack power. In Super Mario Bros. 2, Hoopsters can be found absentmindedly crawling up and down vines, hurting the player if they touch it. They sense when the player is directly above or below them and speed up. By jumping right on to the head of a Hoopster though, the player can ride them up the vine the creature is crawling on.

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In the game, he either hopped up and down in one spot, trying to attack you, or ran back and forth, jumping when near. You could kill it by jumping on it's head, then picking it up and throwing it at an item or another enemy.

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Ostros are ostriches that Shy Guys ride in Super Mario Bros. 2. They hop along the ground and run back and forth when they don't have a rider. Players can jump on top of an Ostro an ride it across obstacles if it doesn't have a Shy Guy rider. Ostros are too big for the player to pick up, although any attack will defeat one.

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They, along with Pokeys, are the only known hostile plant species in Subcon. There are three types of Pansers: red, green, and blue/pink. The red version will stay in one place and shoot three fireballs in Mario's, Luigi's, Toad's, or Princess Peach's direction, the green will patrol an area and shoot fireballs straight up, and the worst, the blue/pink, will chase Mario or his friends and shoot three fireballs. These enemies cannot be ridden, and are sometimes an excessively annoying enemy.

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Phantos are large, seemingly living or possessed masks that can often be found guarding various treasures, most often, keys, often in caves or in vases. Phanto simply remain immobile unless the key they are guarding moves; once this happens, a Phanto will ceaselessly chase whoever stole its key. Phantos cannot be avoided and can only be escaped from using the key it was guarding to unlock a door. If the player simply drops the Key while a Phanto is chasing them, the creature will fly away and leave them alone, at least until the key is picked up again.

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Pidgits are enemies in the Mario Series that ride on magic carpets and will swoop down to damage you. They first appeared in Super Mario Bros. 2. They look like birds, though they seem to never fly with their wings, but only on their carpet.

One advantage of encountering a Pidgit is the opportunity to steal their flying carpet. Unfortunately the carpet seems to be magically bound to the Pidgit and will disintegrate after a few seconds of use.

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Each Pokey has a certain amount of segments, usually with five, with the fith being his head. They are cactus enemies who will hurt anyone who touches it.

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Porcupo are purple hedgehog-like creatures found uncommonly in Super Mario Bros. 2. They pace back and forth and are usually in groups of around two or more. To defeat a Porcupo, a player must throw objects at the Porcupo, such as other enemies.

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They are enemies of Mario that never show their faces to anyone. The suits that they wear come in plenty of colors such as Red, Blue, Green, Yellow, and White. Over their suit is a white mask that covers their faces.

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They resemble their relatives, Shy Guys, however, they can shoot small cannonballs out of their cannon-like snout. The more aggressive ones jump up and down while shooting.

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Sparks are black, orb-shaped creatures who continually emit pulses and flashes of electricity; they are also capable of hovering in the air (although they are usually seen clinging to walls). The speed at which a Spark moves is somewhat variable.

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Trouters are used many times throughout the game as platforms in which to jump across a large body of water. Stopping time with the Stop Watch makes it much easier to cross them. Although not deadly from below, they are dangerous if touched from the sides. Not only this, but if Mario, Luigi, Princess Peach, or Toad ride the Trouter back to the watery depths, they will perish.

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A Tweeter is a strange, winged bird-like creature that appears in Super Mario Bros. 2. Although they have wings, Tweeters cannot fly; however, they bounce sporadically. Tweeters (like Shy Guys and Ninjis) are easy to pick up and throw at other enemies.

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Teh Bosses



In Japan, Birdo is known as Catherine. Nintendo of America initially called him a guy like the Japanese games, but later changed it to a female after the Super Mario Bros. 2 manual described Birdo as "He thinks he's a girl and shoots eggs from his mouth." Birdo has been depicted as a female ever since.

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He is a mouse, with sunglasses, a big body, and red gloves and shoes. In Super Mario Bros. 2, he would throw bombs at whom ever would come near him.

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He is a three headed snake that appears on world 2 and 6 in the game. He shoots fireball out of his three heads that you must avoid. His species is the Cobrat, a one headed snake which is also in the same game. You should also take note that he is a minion of Bowser, according to the Super Mario Bros. Super Show!

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When you fight him, he will throw giant boulders at you in world 5.

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He was created by Wart to defeat Mario and his friends, and put him in charge of World 4. His abilities include being able to spew fire balls at you, and would also harm you by ramming into you.To defeat him you must throw mushroom blocks at him until spits into four.Then you must squash all of them.

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He looks like a huge, frog like creature who is king of an unknown species. In Super Mario Bros. 2, he plans to take over Subcon, a dream world. It should also be noted that he is the main enemy, and final boss character in the game. In the game, you had to throw vegetables into his mouth, this would harm him because he is allergic to vegetables. He will attack you by spiting out giant bubbles at you.

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Kung Fu

*All information below was taken from the Strategy Wiki site http://strategywiki.org/wiki/kung-fu_master/ . *


Grippers are the most common enemy throughout all of Devil's Temple. They approach Thomas from either direction. If they get close enough to grab Thomas, they begin to strangle him and drain his energy. The more Grippers that surround Thomas, the faster his energy drains. Once Grippers grab Thomas, the only way to shake them off is to shake the joystick. Once shaken off, they fall harmlessly to the ground. Four Grippers are the most that will appear at one time.

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Knife Throwers live up to their name. They have an never ending supply of knives that they throw at Thomas. They can throw the knives at Thomas's face or at his waist. High knives must be ducked while low knives must be jumped. Knife Throwers like to stay a certain distance from Thomas and will run away if Thomas approaches them. They will only stay in place if Thomas gets closer to them while they were throwing a knife. One Knife Thrower isn't so bad, but getting surrounded by two knife throwers can be a difficult situation. Focus on the one that threw a knife most recently and keep your eye on the other thrower to avoid getting hit with his knives.

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Tom Toms are short fighters that are capable of walking beneath Thomas's standing attacks. Like Grippers, Tom Toms attempt to grab Thomas and drain his energy. Because of their height, you must crouch in order to attack them. However, if you crouch for a long time while the Tom Toms approach, there is a chance that a Tom Tom will leap in the air and try to jump on your back. If it succeeds, you will lose some energy. But if you stand up at the last minute, you will get credit for knocking the Tom Tom out.

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Snakes, and the pots that they come from, are only found on the first half of Floor 2 of the Devil's Temple. Green pots fall from the ceiling. They can be punched or kicked before they land. If they reach the floor, they crash open and a snake pops out of the pot. The snake will immediately advance in your direction, and must be jumped over in order to avoid taking damage from it.

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Confetti Balls are the only other objects that appear during the first half of Floor 2. They drop from the ceiling, but unlike Snake Pots and Dragon Balls, they hover in the air for a few seconds before exploding. Once they explode, confetti shoots out which can harm Thomas if he gets hit by any of it. You must jump and attack in order to destroy them before they explode. However, most of the time, you can safely continue to walk away from them before they explode.

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Poisonous Moths only appear through the first half of Floor 4. They appear from holes cut out from the wall. They hover in the air and fly through the hallway getting in the way. They can be punched or kicked, but their constant height change can make the challenging to hit. Generally speaking, moths that are behind you are safe to ignore unless you have to stop for some reason. Moths that appear in front of you should be attacked or avoided until they are behind you.

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Teh Bosses



The first boss of the Devil's Temple is the Stick Fighter. He wields a large staff that has a long reach. However that reach is also his weakness, as he is unable to strike Thomas when Thomas is standing very close to him. Therefore, get inside his staff's range as quickly as possible, and strike the Stick Fighter with crouching attacks until he is pushed far enough away from you to hit you with his staff. Once this happens, stand up and move closer to him and repeat until he is defeated.

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The boss of the second floor is the Boomerang Fighter. Much like the Knife Thrower, the Boomerang Fighter stands in one place and tosses boomerangs at Thomas. Boomerangs must be dodged just like knives, but the Boomerang will return, possibly at the same level, possibly on a different level. The Boomerang Fighter can throw up to two boomerangs at a time, and not necessarily at the same height. Once one boomerang is thrown, start moving in to attack. The fighter will generally stand in one place until all of his boomerangs have returned, giving you ample opportunity to defeat him. Just keep an eye on your health.

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The boss that you face on the third floor is gigantic. He makes an easy target, but he packs an unbelievably powerful punch. Even at full health, two attacks from this giant is enough to knock you out. Your best offense if a high jump kick. If you can land two of them before he hits you twice, you will be in good shape. Against this foe, there are very few other options.

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The Magician is a deceptively difficult boss on floor four. His main attack comes in the form of a fireball. It can be ducked, but he sometimes likes to throw them at your feet. Sometimes, the fireballs will transform into moths or snakes when they reach the extent of their travel. Attacking the magician requires a bit of guess work. Between his face and his chest, only one target is undefended. Hitting the wrong one causes the magician to teleport back a short distance, freezing you in the process. Occasionally, the Magician will create a body double. Each image will appear on either side of Thomas, but only one is the real one, and it's not always the image on the right. Quick attacks and good judgment are your best weapons against the Magician.

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Mr. X is your ultimate opponent. He has a near impenetrable defense, a long range, and lightning fast attacks. The trick to fighting Mr. X is to keep him on the defense. Attack him quickly with a rapid succession of kicks, either high or low, and switch it up at the last moment so your attacks slips through his defense. Even if you can't land a hit on him, keep attacking rapidly in order to keep him a safe distance away from you so that he can't attack. Wait for the right moment to change your attack, and stay vigilant against his powerful attacks. Once you knock him out, Sylvia can be safely rescued.

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Mike Tyson's Punch Out!

*All information below was taken from the Strategy Wiki site http://strategywiki.org/wiki/mike tyson . *

Minor Circuit



  • Record: 1-99 1 KO
  • Age: 38
  • Weight: 110 lbs
  • From: Paris, France
As you might expect, Glass Joe is the weakest opponent in the game. He's an older boxer who never had any success and doesn't know when to quit (he won only one of 100 fights). Only the most disoriented (or bored) player could lose to him. If you hit him with any uppercut it will put him down instantly.

His special move is the taunt, where he jumps back and taunts you. If you land a quick jab or body blow as he jumps back into the center, you will knock him down.

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  • Record: 23-13 10 KO
  • Age: 28
  • Weight: 144 lbs
  • From: Berlin, Germany
Von Kaiser is not as easy to defeat as Glass Joe: instead of just pounding, you need to stand back a bit and watch what he does. When he wobbles his head, this is a "telegraph", a signal that he's about to do a certain move - in this case, a jab. Dodge the jab, then hit him with a few jabs of your own.

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  • Record: 26-1 18 KO
  • Age: 28
  • Weight: 174 lbs
  • From: Tokyo, Japan
Piston Honda is the last match of the Minor Circuit. He was originally Piston Hurricane in the Arcade Game and he has a similar special punch. When he steps back, that's the signal that he will use the Piston punches. His main telegraph is that he twitches an eyebrow before throwing a jab. As before, dodge the jab and hit him a few times.

When he jumps back and does a little dance, he's about to hit you with his Hurricane Rush. This is a flurry of punches which is easily blocked. However, if you hit him with a body blow just when he jumps back into the center, as you did against Glass Joe's taunt, he will fall down. Above from Strategywiki.org

Major Circuit



  • Record: 22-3 9 KO
  • Age: 23
  • Weight: 152 lbs
  • From: Madrid, Spain
Don Flamenco can be difficult if you don't know the trick to defeating him. First, he will stand and taunt you. If you try to jab him, he will do his Flamenco Punch, the powerful move that would make this match difficult if you didn't know what to do about it. When he does this move, he will stand straight up and raise his arm, quickly followed by a very swift and broad punch that looks sort of like an uppercut. Dodge as soon as you see him raise his arm (in fact, you can dodge just after he blocks the punch).

If you're unlucky and he knocks you down, beware that he will immediately do a Flamenco Punch when you get up. Above from Strategywiki.org


  • Record: 18-9 18 KO
  • Age: ??
  • Weight: ??? lbs
  • From: Hippo Island, South Pacific
This guy's not so tough if you know his secret. He has two telegraphs: if he raises a fist to his mouth, he's about to punch. But it's the other telegraph you're interested in: he quickly vibrates, opens his mouth, and goes for the overhead smash. Give him a jab when he opens his mouth. If you do, his boxing shorts will drop and expose his bandaged navel. Repeatedly punch that navel until he pulls his pants up. Just repeat this process until you knock him down. He'll fall on his butt and won't get up.

Above from Strategywiki.org


  • Record: 24-5 3 KO
  • Age: 29
  • Weight: 132 lbs
  • From: Bombay, India
This guy's jab telegraph isn't as obvious: the jewel of his turban will flash, but you have to watch closely because it's small and the color change isn't as obvious as it could be.

After a while he will begin a series of uppercuts, alternating left and right. Hit him while he's ducking and you will get a star. Then dodge the next uppercut, hit him with a couple of jabs (not more than three), then hit him with an uppercut of your own. It is easy to knock him down a couple of times pretty quickly this way.

Above from Strategywiki.org


AKA Will's Uncle
  • Record: 34-4 29 KO
  • Age: 36
  • Weight: 298 lbs
  • From: Istanbul, Turkey
Bald Bull telegraphs a jab by circling his fists, and telegraphs a hook by an odd, quick motion which is difficult to describe. Just dodge and return jabs as normal.

At times he will jump back and run toward you. This is his Bull Charge. When he reaches you he will do a really fast uppercut that will instantly knock you down. As usual, if you hit him just as he gets close, you will instantly knock him down instead. If you dodge the Bull Charge, he will just jump back and do it again, and again, until one of you gets knocked down or the clock runs out.

Above from Strategywiki.org

World Circuit


**Piston Honda Rematch**


  • Record: 33-2 24 KO
  • Age: 35
  • Weight: 237 lbs
  • From: Moscow, USSR
The least gimmicky boxer in the game. Just fight normally. This guy specializes in hooks and uppercuts. He will start the match with mostly hooks and transition to mostly uppercuts. He will also rarely throw in a jab to throw you off balance. Sometimes he will do a little dance, which telegraphs three jabs. This happens most often, but not always, when you run out of hearts. If you're not out of hearts, you can hit his face a few times after each jab but watch out for the next.

There's only one small trick - when he ducks (signifying an uppercut), put up your guard. This will cause him to wait a second: use this time to land a body blow and get a star. If you can use that star immediately afterwards, he'll be knocked down.

Above from Strategywiki.org

**Bald Bull Rematch**


**Don Flemenco Rematch**



  • Record: 27-2 21 KO
  • Age: 31
  • Weight: 284 lbs
  • From: Philadelphia, PA
This is by far your toughest match yet, perhaps the toughest opponent in the game except for Iron Mike himself. Forget about a round 1 TKO, you'd be lucky to knock him down twice in the first round. In fact, don't even try to knock him down twice in the first round. If his health is low towards the end of round 1, just dodge his moves instead of knocking him down. This way you'll be able to knock him down at the beginning of round 2, making it easier to get a round 2 TKO.

Mr. Sandman will begin the match with jabs, telegraphed the same way as Bald Bull, but quicker. Do not bother dodging them unless you are an expert. Instead, block them. His right jabs (to your left) will be retracted immediately, but he will pause after you block a right jab, giving you a chance to hit his face one time before you must resume blocking. Eventually he will throw a hook.

In rounds 2 and 3, after a knockdown (whether you knock him down or vice versa), he will always perform the Dreamland Express. He will also do it at other times, especially during round 3. For this reason, you really want to knock him out in round 2 instead of round 3.

Above from Strategywiki.org


  • Record: 35-0 29 KO
  • Age: 27
  • Weight: 242 lbs
  • From: Hollywood, CA
If you lose to Super Macho Man, you will be knocked down to #3 and have to face Don Flamenco again, rather than #2 and facing Mr. Sandman.

Super Macho Man is just a souped-up Soda Popinski. He is much quicker, but it is still easy enough to dodge his moves when you get used to his timing. He traded in Popinski's jabs for two Spin Punches. Either one will knock you down if it connects. The first type, you can tell when he is about to do one because he will stand still for a few seconds, blocking your punches but doing nothing else. Then he will do a quick vibration – you should dodge immediately, and the punch will miss you. After you knock him down, he will use the second type when he gets back up. Again he will stand inactive for a few seconds, but instead of vibrating he will wind up. He's about to spin in place several times. Dodge each time just before his punch reaches you. Don't bother counting his swings because the number changes each time; just wait until he stops. Then pound his face for as long as you can.

Above from Strategywiki.org


  • Record: 99-0 99 KO
  • Age: N/A
  • Weight: N/A
  • From: Catskill, NY
Mike Tyson is by far the toughest opponent in the game, making Mr. Sandman and Super Macho Man seem like pansies. This will take a lot of skill, reflexes, and perhaps good fortune. You can go months without beating Tyson. At the very least, it is not something you are likely to master in an afternoon. At some points you'll be able to consistently beat Mike easily, but be assured that it requires a certain fanaticism, and many, many hours.

Above from Strategywiki.org


If you were a douche and did not own a copy of "Mike Tyson's Punch Out!", then you owned the regular "Punch Out!", and instead of Tyson you were discracefully thrown upon his clone...Mr Dream...



Above opinions from 8bitx.com


***MISC INFORMATION***
*If your opponent gets knocked down and gets up on a count of 1, he will automatically fall down again as soon as you land an uppercut, even on a full life bar. This rule does not apply if the round ends before you knock him down again.

*Every boxer except King Hippo shares a body type with exactly one other opponent. This means that their bodies look exactly the same except for the colors and the head, and they use many of the same animation frames. Therefore, a telegraph that applies to one boxer will often apply to the other, although the timing may be different. These are the boxers who share bodies:
  • Glass Joe and Don Flamenco
  • Von Kaiser and Great Tiger
  • Bald Bull and Mr. Sandman
  • Soda Popinski and Super Macho Man
  • Piston Honda and Mike Tyson/Mr. Dream
*No opponent ever gets up on a count of nine, except the second time you fight Bald Bull, who always gets up on a count of nine.

* Soda Popinski was originally named Vodka Drunkenski in the arcade game Super Punch-Out!!. Strangely, his banter between rounds still suggests drunkenness. Either Nintendo wanted to avoid offending Russians, or perhaps more likely they just wanted to avoid references to alcohol.