

The only thing that concerns me is that my NES will be hooked up to a 40" Samsung LED TV (not very authentic). I guess I will break out the old NES over the next few days and make another comparison. Sandman's uppercuts and Macho's spin punches seemed pretty close to the original, yet Tyson's uppercuts still seemed less forgiving than what I remember on the NES. I was able to at least make it to Tyson on the Playchoice version. It seems that the timing of the Playchoice version is slightly closer to the original hardware than the other two emulators. Well, I compared the Playchoice-10 version of Tyson's Punchout to the emulated version on VirtualNES (I also tried FCE Ultra). With Punch-Out, the differences don't matter much, but with Super Punch-Out they are critical because it is faster paced and most of the fighters have special one-hit-knockdown moves and those differences (particularly the slight input lag) make the game significantly harder once you get to about a half-million points. There are definitely timing differences between MAME and the two arcade Punch-Out games though, as well as slight input lag. Given that, I have no idea if there are timing differences between emulation and the real NES hardware or not though it would not surprise me in the least if there were in fact, it would surprise me if there weren't. I've come to appreciate it as a decent game in its own right, but it is not one of my favorites, and I've never played it enough to beat it. I'm not very good at Mike Tyson's Punch-Out, and I hated it when I first tried it in '87 because it didn't measure up to the two arcade Punch-Out games that I played frequently at the time. These are the original arcade games from 1984, while Mike Tyson's Punch-Out is a loose NES port from 1987. I have the Twin Galaxies record for high score on Super Punch-Out. I have a Super Punch-Out arcade machine and a Punch-Out boardset that I can swap into it. But I figured that it would be easier to first get input from others that may have experienced this.


Has anyone else noticed a timing difference or is it just my imagination? I am almost ready to dig out my old NES (along with an old TV) in order to prove this to myself. This timing difference wouldn't be noticeable on easier opponents, but would be deadly when you are trying to dodge one of Tyson's uppercuts. My theory is that there may be an ever so slight timing difference on the original NES cartridge when compared to emulated versions of the game. It could be the unfortunate truth, but I have difficulty in accepting the possibility that my skills have dimished so drastically. In addition to that, even Super Macho Man and Mr. The problem is, under these conditions, I am unable to defeat Tyson. I have Punchout emulated on my arcade cab (using VirtualNes, an NES USB joypad, and using a 15" LCD monitor). On the original NES console (and on an old CRT TV) I have routinely dominated the game (including defeating Tyson himself). It is one of those select games that I have actually taken pride in my skills.
NESTOPIA INPUT LAG CODE
So bear with us and be patient if you find some functionalities not resulting in adequate results.įinally, you can observe the functionalities of different buttons, including trigger buttons and shoulder or bumper buttons along with the joysticks and analog sticks including other inputs in this controller input test.Īdditionally, this project is completely transparent as you can view its source code to see what is happening in the background without any worries.Let me start off by saying that I have been playing Mike Tyson's Punchout, off and on, for over 20 years. Note: Few of these functionalities are not widely supported by certain browsers or are not in a functional state due to limited or no support from browsers and operating systems. In meantime, some other unique functionalities of your controller you can test via this incredible test are: Meanwhile, the test also demonstrates the timestamp for each function of your controller, whenever it is triggered. Moreover, each connected device is assigned with a unique index number along with its connection status so you can easily keep track of it. So you can easily observe each controller individually. Secondly, this test will showcase the name of each of your controllers connected after successful detection. In addition, this tool demonstrates the current state of your gamepads, joysticks, and other supported input devices of the same nature when connected.įirst of all, you can easily test multiple gamepad controllers in one go with this amazing test as it supports the testing of multiple devices simultaneously. Most Importantly, it uses the HTML5 Gamepad API to report the status of your wired or wireless controller device. This amazing test is quite rich in features.
