Hidden Super Punch-Out!! two-player mode discovered after 28 years

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You would think that everything about a game would be uncovered after millions of fans have been able to experience it for nearly 30 years, but apparently not. A Twitter account called Unlisted Cheats claims to offer video game secrets that no one has heard about before, and they certainly have delivered on that promise, after discovering hidden cheat codes for Super Punch-Out!! for the SNES.

The first code is entered by pressing Y and R on player 2's controller, while pressing Start on player 1's. This will take you to a screen where you can select free matches against any opponent of your choice, including those from the game's Special Circuit. The second code is related to the first, as you can press B and Y on player 2's gamepad after selecting a fighter, and Start on player 1's in order to unlock a two-player mode that lets a human take control of the normally CPU-controlled opponent. Both of these codes have been secrets for the 28 years since Super Punch-Out!! originally released, and even still work in recent releases of the game on the SNES Mini and on Nintendo Switch Online.

 

FAST6191

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If finds like this are going to continue being a thing I really should get around to analysing more inputs and games, as well as finishing the oft promised guide to finding such things* (it might be assembly but it is actually not that bad when all is said and done as you are mostly looking for things that don't belong).

*edit have the briefest of overviews in https://gbatemp.net/threads/hidden-...discovered-after-28-years.617037/post-9905868 . Assembly might be scary but you are not optimising code (well technically you might be said to be), altering program flow, chasing some obscure timing issue or anything like that. You are looking for one of a few main patterns that are fairly obvious and not that much more than some of the more exotic cheat searching and logic used there -- https://web.archive.org/web/20080309104350/http://etk.scener.org/?op=tutorial see some of the later days, if that clicks you can do this.
 

hippy dave

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I never liked Punch-Out!! myself, but I think it's great how people are still finding hidden features in old games.
By the way... isn't this "hidden info" visible with a HEX Editor or something?
No, you wouldn't be able to tell just by looking at the file in a hex editor. Unless the codes were discovered by chance, the only real way would be to disassemble the game's code so you can see what's done in relation to button inputs.
 
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FAST6191

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why did devs hide this? is extra sales such bad thing
It is not the first time I have encountered it in a SNES game come to think of it (*hopes there is more hidden co-op in modern games and it is not a dead concept*). I don't know that I have ever seen a reason for it in any of those elaborated on in an interview or anything.

Usual guesses would be cut for time -- if you are operating under peak "a bad game is bad forever" mindset you would presumably have to test it and make sure it works as advertised (we might debate saleability effect buggy features in a word processor but in games then buggy features might be a bit more of a drag*) , it might have issues elsewhere in the game (doubt it would be memory issues but that is the usual thing when it comes to play as boss characters if they have that bit more going on, though taking player inputs should not be so bad), in this case the camera angle might have messed with some kids if it is not split screen and suddenly things are inverted, censorship could be one (fighting AI vs humans is on occasion a thing pondered) but I doubt boxing game would be a problem even under 16 bit era levels of such things, could be operating under strict "do as we say and here is the specification" from some higher ups (generally, some kind of market testing...) and some dev went all fight the power but still keep it hidden because eating is nice, it could be a genuine testing feature left over that never made the final game because idiocy.

*I don't know that I agree and some of my favourite things come from the options to make truly broken modes of play via options (there is a reason Atomic Bomberman sits in the list of top Bomberman games for me even if I will be the first to tell you the controls are not as tight as you would want compared to PCE versions or something) but it is a mindset I can never the less understand, especially for a console game of the era and all that entails.
 
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FAST6191

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No, you wouldn't be able to tell just by looking at the file in a hex editor. Unless the codes were discovered by chance, the only real way would be to disassemble the game's code so you can see what's done in relation to button inputs.

While several things like this have been discovered via full disassemblies and even decompilations ( https://gbatemp.net/threads/nintend...-cheat-code-discovered-21-years-later.585818/ ) then I would say you can fairly easily discover these by less involved means than those*, though still going to be some assembly for most things like this. Some of the hidden code stuff can also be extrapolated upon, and often enough they are in plaintext in the memory somewhere so searching for known then allows you to move sideways and try other stuff.

*again I keep threatening a guide but for the sake of something more basic.
Controls operate usually by having a dedicated section of memory once a frame (perhaps more) update to reflect changes. Better coders will copy this to another area (a process called debouncing, this is done mostly as switches are mechanical devices and forcing through that oxide layer and general microscopic deformations means one microsecond it might be one and another the other or even invalid range which could mean a player calls dodgy controls or one operation thinks the button is pressed and another after it does not which leads to odd behaviour in the game -- if doing NES Mario then holding B runs, it is also shoots a fireball and thus forms a basic shield technique for running. Alternatively if you have ever had a mouse start double clicking when you only clicked one then this is switch bounce taken to the point of failure.). Easy enough to detect as it should be the only thing reading the controller states and then you set your break on read to that area it is copied to.
Anyway regardless of what is used then most such cheats are activated in a few ways. Menus being a good bet, though plenty of others happen during play and frankly there are not that many choices in most games (especially of that era). If all you can normally do on a menu is press start and suddenly you have codes checking for odd button combos being pressed (in this case the second player controller is a whole other area of memory that is likely never looked at and thus red flags aplenty) or having said combos/buttons noted down in a list or some kind of series of gates that return to start on "wrong" press then so much the better.

Something similar happens in password entry screens. Your average password might check the hash/checksum (often more complicated but if you add up every byte and get odd or even, or indeed known value then if the addition does not match the baked in hash/check bits then yeah) and then start decoding. Can usually find password entry values via cheat searches as well (indeed might even be considered an excellent candidate if there is a backspace/change value) This is fairly obvious when looking at code even if you don't get down and dirty with figuring out what the hash is and values decode as (though you can have some fun there making overpowered passwords), but whole bunch of IF [value] before that hash gets checked or some point afterwards before returning to the game then you have something to investigate.

That said unless you are https://prog.world/the-story-of-mel-a-real-programmer/ you are never going to notice such a thing by staring at hex and most of the time you will have to go looking, or maybe have a clue from same devs in different games (see Konami code for possibly the most famous example out there), other regions, hoping some dev/tester reveals something* on social meeja/in an interview... and try it out for your game. That or be very very bored https://www.wired.com/2015/09/hack-...er-hack-easily-bypasses-android-lock-screens/ . Hopefully however the above shows you can look happily enough with fairly minimal skills, possibly get something and at the very least make a super compelling case for someone with skills to take a look.

In the eventual guide I would probably note hidden flags as well on health, mana and whatnot and work backwards from those (similar idea of finding something that if doing normal optimised every byte and cycle counts code would not want to be there when handling data) but I will skip that one for today.

*speaking to a guy that worked in dead tree game magazines back when (late 16 bit/early PS1 era, he always had the best cheats and games) then it was apparently a mix of devs themselves wanting a few weeks later interest bump, testers passing on info, codes that went out with reviews (don't think we have ever had that here but we have seen plenty of background info sheets and mechanic guides beyond what might be in the game as an aide de reviewer as it were) and everybody being mutually happy with the arrangement (some kids might read it in the newsagent or share in school but still better than nothing). Space being limited though then not everything gets out there and unless it is Goldeneye C button codes nobody is going to print something for a 10 month old game everybody has largely forgotten about, hence discoveries like this.
 
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FAST6191

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Wow, seriously?! You're gonna tell me that for nearly thirty years, NOBODY in the entire world has discovered this? Somehow, I find that hard to believe, but at least now it's public info.
There is a line in "secret" cheats and such like (see also the fates of various demo, beta, lost and unreleased games, comics, videos and such) but all I have seen there is more for online based games, or exercises in secret keeping (that cheat for Nier Automata, the GTA 5 transformations thing and the fun people were having in the secret level was it for) which is more ARG than secret cheats really.

That said it is not the sort of thing I normally see hackers go in for as a routine search as that is more graphics, sound, text, AI, timers, health... Nor cheat makers-- infinite health, time, ammo cheats sure but this takes something more and historically does not give you that much. It was part of the reason I wanted to write the guide to finding all this. Second player controller simultaneous to the first means chances of someone doing it by accident are also minimal. Most speedrunners will not have gone there and even most approaches I have seen for tool assisted speedrunning would not necessarily have gone there either (though I would expect more there if fiddling with control inputs for frame accurate types of things, that said if it is like the punch out NES hidden cue I would expect other approaches to be used there).
Similarly such things might not have been of relevance to the translation team so it could also have been a handful of devs (lead programmer of this apparently being https://www.mobygames.com/developer/sheet/view/developerId,53196/ and having not done much since the mid 90s give or take a special thanks in 2006 that might be erroneous, though opponent AI was around in more recent years https://www.mobygames.com/game/snes/super-punch-out/credits ) and testers in Japan.
 

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