Uploaded November 2022 | Updated September 2026, 2 weeks ago
This is a playthrough using Jin Chonrei in the Arcade version of Fatal Fury 3: Road to the Final Victory. Read on below for more information...
Jin Chonrei is the hidden true final boss of the game. He is a non-selectable character in the Neo-Geo MVS version of it.
===== JIN CHONREI STORY =====
He is the older twin brother of Jin Chonshu. Their father told them that one of their ancient ancestors was Qin Wang Long, who was a celebrated General of the founder and ruler of the Qin dynasty, Qin Shi Huang. Their father convinced them that they had the same blood as Long, and soon passed away. The brothers were then left to fend for and support themselves and live up to the family name. When they were fourteen, an attack from bullies left them in a bad state on the streets. Once they lost consciousness, two spirits of their 2200-year-old ancestors possessed their bodies.
The spirit that possessed Chonshu was known as Qin Hai Long, making the boy into a fearsome fighter in combat. The spirit that possessed Chonrei was Qin Kong Long who was Hai Long's older brother. Kong Long and Hai Long were the sons of Wang Long, who wrote the Jin scrolls during the Qin Dynasty. The brothers now seek to gather all three scrolls, which they believe will resurrect them in immortal bodies and allow them to conquer the world.
===== FIGHTING STYLE =====
His fighting style is named Teiou Ken/Diwang Quan, also known as Sovereign Fist, which consist of moves that resemble Kung Fu.
===== DESIGN =====
According to an issue of Neo Geo Freak, Chonrei was originally designed to be a person with split-personalities - a masculine and feminine side. However, the designers favored both sides equally so they abandoned this concept and created a twin brother (Chonshu) to have the feminine side.
===== TECHNICAL INFORMATION =====
---- On the character select screen, his "portrait/icon" position is at the bottom left. Obviously as an non-selectable character, you won't see this and the position is not normally accessible.
---- When playing as him in a 1P game, you do not get the Yamazaki "accident" fight midway through the route.
---- When playing as him in a 1p game, you do not get any pre-fight cutscenes, such as the ones with Yamazaki and Chonshu at the end.
---- If you beat the game with him, he does not have an ending.
---- Despite being a non-selectable character, he actually has an alternate colour palette.
---- Despite being a non-selectable character, he operates perfectly on the Continue screen and can appear on the name entry screen.
---- He has some boss properties. Such examples being that he doesn't have any jumping punches; his Elbow Charge Throw special move being fast and overpowered; recovering very quickly from his fireballs; and some punches that hit twice.
===== ADDITIONAL INFORMATION =====
---- The game is known as Garou Densetsu 3: Haruka-naru Tatakai in Japan.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select, Opponent Select
01:03 - Regular fights, 1st set
08:31 - Regular fights, 2nd set
18:24 - Loss, Continue screen , Character Select screen
18:44 - Regular fights, 2nd set
22:53 - vs. Ryuji Yamazaki
25:13 - vs. Jin Chonshu
26:58 - vs. Jin Chonrei
28:46 - Staff/credits
31:28 - Name entry/Rank
This is a playthrough using Jin Chonrei in the Arcade version of Fatal Fury 3: Road to the Final Victory. Read on below for more information...
Jin Chonrei is the hidden true final boss of the game. He is a non-selectable character in the Neo-Geo MVS version of it.
===== JIN CHONREI STORY =====
He is the older twin brother of Jin Chonshu. Their father told them that one of their ancient ancestors was Qin Wang Long, who was a celebrated General of the founder and ruler of the Qin dynasty, Qin Shi Huang. Their father convinced them that they had the same blood as Long, and soon passed away. The brothers were then left to fend for and support themselves and live up to the family name. When they were fourteen, an attack from bullies left them in a bad state on the streets. Once they lost consciousness, two spirits of their 2200-year-old ancestors possessed their bodies.
The spirit that possessed Chonshu was known as Qin Hai Long, making the boy into a fearsome fighter in combat. The spirit that possessed Chonrei was Qin Kong Long who was Hai Long's older brother. Kong Long and Hai Long were the sons of Wang Long, who wrote the Jin scrolls during the Qin Dynasty. The brothers now seek to gather all three scrolls, which they believe will resurrect them in immortal bodies and allow them to conquer the world.
===== FIGHTING STYLE =====
His fighting style is named Teiou Ken/Diwang Quan, also known as Sovereign Fist, which consist of moves that resemble Kung Fu.
===== DESIGN =====
According to an issue of Neo Geo Freak, Chonrei was originally designed to be a person with split-personalities - a masculine and feminine side. However, the designers favored both sides equally so they abandoned this concept and created a twin brother (Chonshu) to have the feminine side.
===== TECHNICAL INFORMATION =====
---- On the character select screen, his "portrait/icon" position is at the bottom left. Obviously as an non-selectable character, you won't see this and the position is not normally accessible.
---- When playing as him in a 1P game, you do not get the Yamazaki "accident" fight midway through the route.
---- When playing as him in a 1p game, you do not get any pre-fight cutscenes, such as the ones with Yamazaki and Chonshu at the end.
---- If you beat the game with him, he does not have an ending.
---- Despite being a non-selectable character, he actually has an alternate colour palette.
---- Despite being a non-selectable character, he operates perfectly on the Continue screen and can appear on the name entry screen.
---- He has some boss properties. Such examples being that he doesn't have any jumping punches; his Elbow Charge Throw special move being fast and overpowered; recovering very quickly from his fireballs; and some punches that hit twice.
===== ADDITIONAL INFORMATION =====
---- The game is known as Garou Densetsu 3: Haruka-naru Tatakai in Japan.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select, Opponent Select
01:03 - Regular fights, 1st set
08:31 - Regular fights, 2nd set
18:24 - Loss, Continue screen , Character Select screen
18:44 - Regular fights, 2nd set
22:53 - vs. Ryuji Yamazaki
25:13 - vs. Jin Chonshu
26:58 - vs. Jin Chonrei
28:46 - Staff/credits
31:28 - Name entry/Rank
![Super Street Fighter II X [Arcade] - play as Akuma
This is a play-through using Akuma in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
Akuma is a hidden final boss in this game. A slightly weaker version of him is available as a hidden playable character.
NOTE: 3 Continues used, 1 on purpose and 2 naturally. Most continues cut out to save time and to keep video file size low.
HOW TO SELECT GOUKI
On the character select screen, do the following:
1) Highlight Ryu and wait for around 3 seconds
2) Highlight T.Hawk and wait for around 3 seconds
3) Highlight Guile and wait for around 3 seconds
4) Highlight Cammy and wait for around 3 seconds
5) Highlight Ryu or Ken and wait for around 3 seconds
6) Now press START and immediately follow by pressing all 3 Punch buttons together
If youve done it correctly, Akuma will replace Ryus portrait.
MOVES
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion; RDP = Reverse Dragon Punch motion
THROWS
Shoulder Throw: when close, F + MP/HP or B + MP/HP
Circle Throw: when close, F + MK/HK or B + MK/HK
SPECIAL MOVES
Fireball: QCF + P
Air Fireball: in the air, QCF + P
Flaming Fireball: HCF + P
Hurricane Kick: QCB + K
Air Hurricane Kick: in the air, QCB + K
Dragon Punch: DP + P
Teleport: DP or RDP + 3P or 3K
ABOUT AKUMA
SSFIIX is of course, the game of Akumas debut... also technically chronologically, the Arcade version of SSFIIX is his literal first ever appearance in the franchise. After all those Sheng Long rumors, jokes and April fools, Capcom got inspired by it and decided to implement Gouki/Akuma as a hidden boss fight for SSFIIX, as well as making him a playable character via a hidden command. I am sure that the popularity of the hidden characters in Mortal Kombat 2 at the time also played a part in the inspiration too.
Despite being pretty much a head-swap clone of Ryu, he was considered to be a completely new character for the series anyway. Having a new character in the game was also important because it meant that there was something new to draw fans in, seeing as it was coming off the prequel SSFII, which had the exact same cast/roster.
ADDITIONAL INFORMATION
On the character select, versus, result and continue screens, his portrait image is just a black silhouette.
On the result screen, even as the loser, his portrait is still the same one used in the other screens.
On the Continue screen, he is the only character in the game with no animation of his portrait image.
On the Continue screen if you press Start to continue, he has no voice. He does have the gleam though.
Being a hidden final boss, hell appear as the 12th opponent and replace M.Bison if the player plays through single-player and meets certain conditions.
Being a possible boss character in single-player mode, you get to have a mirror match against him if you select him as your character to play as.
When the CPU is in control of him, he is able to throw Double Air Fireballs, something the player version can never do.
When the CPU is controlling him, he is basically Shin Akuma, indicated by the Double Air Fireballs.
He is of course, a head-swap of Ryu for the most part.
He does not have his own voice. Instead, he uses a mixture of the other characters voices.
On the character select screen, his portrait is a black silhouette and he does not have a name.
In-fight, his icon image is simply a black square.
He does not have a Super Combo.
The CPU version of SSFIIX Akuma also has some other differences from the player version, mainly in damage infliction, hitboxes/priority, and invincibility frames. (thanks to felineki for this information)
In the Japanese version of the game, he has dialogues/quotes in his winning screens, pre-fight cutscenes and endings.
He has a special ending for when he defeats CPU Akuma at the end in single-player mode.
He is disallowed in tournaments.
The CPU difficulty is far easier in the Japanese version of the game (SSFIIX) than the Western version of it (SSF2T).
He is known as Gouki in Japan.
CHAPTERS
00:00 - Intro, Title, Character Select
00:56 - Regular fights
06:09 - Lose, Result, Continue, Character Select
06:43 - Regular fights
16:48 - vs. Balrog (1st boss)
18:34 - vs. Vega (2nd boss)
19:59 - vs. Sagat (3rd boss)
21:28 - vs. M.Bison (4th and final boss)
22:35 - Akuma regular ending
22:44 - BONUS: Mirror match against CPU Akuma and the special ending
25:04 - Special credits/staff Super Street Fighter II X [Arcade] - play as Akuma](https://i.ytimg.com/vi/hS03kJ9qJec/mqdefault.jpg)
![Mortal Kombat II [Genesis] - play as Shao Kahn
This is a playthrough of single player mode using Shao Kahn in the Genesis/Mega Drive version of Mortal Kombat II. Read on below for more information...
Shao Kahn is the 2nd and final boss in the game, and he is an unplayable character.
ABOUT GENESIS MK2 SHAO KAHN
Shao Kahn is an unplayable/non-selectable boss character in all official versions of MKII. Even if you used external methods (Action Replay, Game Genie, etc.) to select him and the player tried controlling him, it would cause loads of glitches and crashes, making it somewhat pointless unless you did it for curiosity and experimental purposes. Literally anything you did with him caused the game to crash, and this applies especially to the Arcade and SNES versions.
The Genesis/Mega Drive MK2 Kahn however, is a bit different because under human control, he is far more lenient than the Arcade and SNES versions of him. This means you can actually do a lot of things with him without the game freezing. The best thing is that he actually has moves that damage the opponent (which can be repeated), so that combined with the control leniency, makes it possible to actually beat the game with him in single-player mode, as long as youre careful and avoid doing the things which can crash the game!
ADDITIONAL INFORMATION
His sprites do not seem to be able to appear on the character select screen.
When playing as him as a registered character, he is locked to the Kahns Arena stage in fights. The only way to get him on another stage (as a registered character) is if his opponent is one of the hidden characters on the blue Portal stage.
His icon on the battle plan screen is the hidden character [?] icon.
He does not have an alternative colour palette.
Sometimes one of his attacks inflicts almost a whole lifebar of damage!
As mentioned earlier, he actually has glitched moves that can damage the opponent. And you can repeat them without the game freezing. These damage hits are the same ones when CPU Kahn hits you, the only problem is that the animation sprites for the move are all wrong.
Obviously, you cannot perform any of Shao Kahns moves correctly. And you definitely cannot perform his special moves, such as the Spear Projectile and the Shoulder Barge. Only a CPU-controlled Kahn can do these.
Under human control, he cannot even turn around properly.
When against the CPU, the CPU opponents have the ability to force throw, meaning that it makes them technically able to throw the bosses. If this happens against Kahn, it will freeze the game. The same goes for Kintaros throw.
In this version of the game, when fighting against CPU Kahn, the announcer still says Fight! and has the Fight text animation.
If you manage to beat the game with him, it will crash because he does have an ending programmed in.
CHAPTERS
00:00 - Intro, Title, Menu, Character Select, Battle Plan
00:47 - Regular fights
10:07 - vs. Shang Tsung
10:48 - vs. Kintaro
11:43 - vs. Shao Kahn
12:46 - Shao Kahn defeated scene and congratulations
13:03 - Ending (crashes)
13:23 - Message Mortal Kombat II [Genesis] - play as Shao Kahn](https://i.ytimg.com/vi/hgqnY_zYvrE/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as Wild Card + game crash
This is a playthrough of Arcade Mode using Wild Card in the PS1 version of Tekken 1. Read on below for more information...
Wild Card is an unused character in the game, meaning that he is an unplayable/non-selectable character.
WILD CARD ON CHARACTER SELECT SCREEN
As Wild Card is an unused character, it means that it doesnt normally appear on the character select screen. Therefore, additional third party methods (Action Replay, GameShark, etc.) are required to get it to appear on this screen, as shown in the video starting from 00:06
As shown in the video, Wild Card appears as a question mark [?] icon on the row of characters, and uses the large question mark image portrait. The question mark icon is not seen anywhere in the game in normal situations, so it can only be seen via third party methods.
ABOUT WILD CARD
This seems to be a slot intended to act as a random character selector (of the roster obviously), but as it isnt used in the game, it does not function and a character is actually allocated to it. In this case, this character is Kazuya Mishima with some differences. It is a bit like a dummy character.
WILD CARD INFORMATION
- There is nothing in the game that references the character as Wild Card. I call him this because the Arcade version has an unused character like this that is suggested to be Wild Card.
- In gameplay, the character is Kazuya Mishima.
- It uses the question mark image portrait on the character select screen.
- It has no name on the character select screen nor the versus screen.
- In gameplay, it has no name on its lifebar.
- In single-player mode, it does not have a sub-boss.
- It has no voices.
- In a 2-player match, it will crash the game after a Replay as it does not have a announcer-name voice programmed in. This is shown in the video starting from 13:09
- On the character select screen, if you look closely at the question mark of the large portrait, you can see a reflection of Heihachi on it.
- It is very different to the Arcade version of unused Wild Card, also featured on this channel.
ABOUT THE BOSS EDITION
To put it simply, this is the normal game as usual but with the major difference being that the bosses icons appear on the character select screens instead of the regular characters. The 2P Play Mode character select screen also has this change whereby it replaces the regular characters texts.
The interesting thing is that the final boss Heihachi replaces the slot of Kazuya... logically you would think that only the sub-bosses would appear here right? Heihachi being present here results in Kunimitsu not appearing on this screen.
Note that the sub-bosses icon slot appearances here do not replace/match their regular starting character counterparts (for example Anna would replace Ninas slot), meaning that its not a structured appearance. Instead, they are of the same order as when they are all unlocked in the normal version of the game.
The bosses icons on this screen are not just aesthetical... they actually function and do give you the chosen boss when you select them here. Think of it as the bosses being the main characters this time.
I find it rather interesting because normally the bosses icons are never shown on the character select screen (you normally move the cursor off the side of the screen to select the bosses after theyre unlocked).
BOSS EDITION ADDITIONAL INFORMATION
- If you select a boss this way and use him/her to beat Arcade Mode, it does not unlock their regular counterpart.
- As mentioned earlier, Kunimitsu is the only boss that does not appear on the character screen due to Heihachi appearing.
ABOUT PS1 TEKKEN 1
This version of the game is virtually arcade perfect, even bettering the Arcade version in a lot of ways, such as:
1) The sub-bosses and Heihachi being made to be unlockable playable characters. They are unplayable in the Arcade version.
2) Extra/new and unique moves for the bosses.
3) A new alternative costume for each of the bosses.
4) FMV endings for the regular characters.
5) Offering an excellent Arranged soundtrack.
The minor downside however is that the character portraits on the select screen are static when you select/confirm them, unlike in the Arcade where they had animation. This is probably done to cut loading times.
CHAPTERS
00:00 - Title/Menu & Boss character select screen
00:28 - Regular fights
10:27 - vs. Heihachi
11:29 - Credits
12:35 - Name Entry
12:51 - Time Rankings
13:10 - BONUS: Wild Card game crash after Replay in 2-player match Tekken 1 Boss Edition [PS1] - play as Wild Card + game crash](https://i.ytimg.com/vi/i3wWHaDDNzo/mqdefault.jpg)
![Toshinden 1 (JPN) [PS1] - play as Gaia
This is a playthrough using Gaia in the PS1 Japanese version of Battle Arena Toshinden 1. Read on below for more information...
Gaia is the main final boss in 1P Game mode, and he is an unlockable playable character.
HOW TO UNLOCK GAIA
1) Whenever you get to a situation where the title screen appears and the menu words scroll in, use Controller 1 and enter the motion: Down, Down-Right, Right + Square (or D, DF, F + Weak Slash) like a special move during the scrolling words. If youve done it correctly youll hear a voice. You will also find that the colour of the menu text has changed.
2) On the character select screen, highlight Eiji, hold Up and press any attack button to select Gaia.
Remember, these codes are different to the Western versions of the game!
GAIA MOVES
Key: S = any Slash; K = any Kick; HS = Heavy slash; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion; N = Neutral
SPECIAL MOVES
- Fire Wave: QCF +S
- Sea Slash: DP + S
- Hand Energy: QCB + K
DESPERATION MOVE (requires flashing red gauge)
- Energy Blast: F, D, F + HS
SECRET MOVE (can be done anytime)
- Next!: DF, D, DB, D, DF, N, B, F, D + HS + HK
ABOUT GAIA
In Toshinden 1 and Remix, he is a monstrous warlord-type boss wearing the armour of Basara. He is a very powerful character albeit with a glaring weakness - his slow speed and his jumps. It takes forever for him to land from his jumps, and there is a lot of recovery delay in his heavy basic moves. He is the sponsor of the first tournament and is the father of Ellis.
GAME TRIVIA
On the character select screen, he has no icon and no image portrait.
DIFFERENCES IN THE JAPANESE VERSION
There are some differences in this when compared to the USA/EUR versions of the game... the significant difference is that most of the character music tracks are different. It seems that the West/Europe went to change/improve the music for the Western version of the game. (in the same way on how the SNES fighting game Tuff E Nuff improved the music over the Japanese version of the game, called Dead Dance)
The voices for most of the characters are also different as well. One example of this is Kayins voice, in this version of the game he has a distinct American accent (despite him being Scottish)... whereas in the Western version he had a Scottish accent.
CHAPTERS
00:00 - Title, Character Select
00:23 - Regular fights
15:13 - vs. Gaia (main boss)
16:20 - vs. Sho (secret final boss)
17:55 - Ending
18:03 - Staff/credits
18:56 - Super Attack
19:21 - BONUS: Gaia Time Over Draw pose Toshinden 1 (JPN) [PS1] - play as Gaia](https://i.ytimg.com/vi/isat59bzbGw/mqdefault.jpg)
![Turtles Tournament Fighters [SNES] - play as Clone Don (demonstration)
This is a demonstration using Clone Don in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
Clone Don is a character who appears only in Story Battle mode as a mirror match CPU opponent for Donatello. He is an non-selectable character.
ABOUT THE CLONES
In the games coding, there is a flag/state which embeds itself into the Turtle characters. It is usually only used on a CPU-controlled Turtle character for the mirror match in Story Battle mode. Therefore, this means that they are not separate characters.
When the flag/state is on/applied, it implements the following features to the character:
1) Applies a unique purple colour palette
2) Applies a unique colour palette to any projectiles
3) Sets a unique lifebar image icon
The characters gameplay/voices/endings/etc. however are identical to the regular Turtles.
OTHER INFORMATION
Clone Dons Ground Claw projectile is coloured blue. Normal Dons one is coloured light green.
As a hidden input command is needed to use Ultimate Attacks in Story Battle mode, it means that not many people will have seen the CPU Clone turtles use their Ultimate Attacks.
When the Clone turtles appear in Story Battle mode, they fight on a unique background/stage, which is a daytime version of the Sky Palace. This stage is non-selectable in Stage Select.
The same purple clone turtle concept is also used in the Mega Drive version of the game. This tradition was also used in other Turtles-related games as well.
TRIVIA
Regarding Aska, a certain item of attire is more revealing in the Japanese version.
Regarding Aska, she has a different and more animated winning pose in the Japanese version.
Regarding Aska, she was originally meant to be named Mitsu as an early beta version of the game shows.
The game is on three platforms - the NES, SNES and Genesis. However, the three games are significantly different to each other.
The USA version of the game came first, with the Japanese version following later.
In the Japanese version of the game, there are differences such as balance changes, new voice clips from Turtles in Time, a breakable wall extending the arena in the Studio 6 stage, and the ability to select the alternate colour palette by using the Start button on the select screen.
The European version uses Hero instead of Ninja in the games title.
CHAPTERS
00:00 - Title, Character Select & Stage Select
00:15 - Demonstration
02:23 - Results screen Turtles Tournament Fighters [SNES] - play as Clone Don (demonstration)](https://i.ytimg.com/vi/jdJnGyqeJfY/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Blanka
This is a play-through using Old Blanka (the previous SSFII version of him) in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
Old/SSFII Blanka is a another version of the regular Blanka. He is a hidden playable character.
NOTE: 1 continue used deliberately to avoid CPU Akuma at the end.
HOW TO SELECT OLD/SSFII BLANKA
On the character select screen, select Blanka with any button, and immediately input Right, Left, Left, Left and then press LP or LP + LK.
If youve done it correctly youll hear Blankas voice and his portrait colours will change into his original ones.
MOVELIST
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion (F,D,DF)
THROWS:
Wild Fang: when close, F + HP or B + HP
COMMAND NORMALS
Rock Crush: when close, F + MP or B + MP
SPECIAL MOVES
Electric Thunder: tap P rapidly
Rolling Attack: charge B, then F + P
Backstep Rolling: charge B, then F + K
Vertical Rolling: charge D, then U + K
OLD/SSFII BLANKA DIFFERENCES
As this is the old SSFII version of him, it means that he does not the Super Combo gauge, which of course means that he does not have the Ground Shave Rolling. Regarding special moves, he also doesnt have Surprise moves.
Another difference is that he does not have the Amazon River Run command normal (the slide).
ABOUT BLANKA
In Street Fighter II, for years, the natives in his home country Brazil have reported seeing a half-man, half-beast roaming the rain forests. Blanka has apparently developed a taste for street fighting and competes in the second World Warrior tournament.
In his ending, he reunites with his mother, who recognizes him on televised broadcasts of his matches by the anklets he wears. She addresses him by his birth name, Jimmy, and reveals that she gave him the anklets before he was in a plane crash as a young boy. This crash caused him to grow up in the wild, although he has connections to a local village.
OTHER INFORMATION / TRIVIA
Old Blanka has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Blanka.
The second unique colour palette is made specially for SSFIIX/SSF2T.
There is no instance in the game where the CPU is in control of Old Blanka.
His Japanese voice actor, Yuji Ueda also voiced Urien in Street Fighter III: 2nd Impact.
In Darkstakers: The Night Warriors, he is mentioned by Felicia in her ending.
He is Yoshinori Onos (former Street Fighter producer) favorite Street Fighter character.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
13:21 - vs. Balrog
14:36 - vs. Vega
16:00 - vs. Sagat
16:49 - Lose, Result and Continue screens
17:14 - vs. Sagat
19:26 - vs. M.Bison
21:09 - Ending
21:49 - BONUS 1: special credits/staff when no Rounds lost
23:08 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Blanka](https://i.ytimg.com/vi/jtB7SjZ7m8E/mqdefault.jpg)
![Mortal Kombat II [Genesis] - play as Kintaro
This is a playthrough of single player mode using Kintaro in the Genesis/Mega Drive version of Mortal Kombat II. Read on below for more information...
Kintaro is the penultimate boss in the game, and he is an unplayable character.
ABOUT GENESIS MK2 KINTARO
Kintaro is an unplayable/non-selectable boss character in all official versions of MKII. Even if you used external methods (Action Replay, Game Genie, etc.) to select him and the player tried controlling him, it would cause loads of glitches and crashes, making it somewhat pointless unless you did it for curiosity and/or experimental purposes. Literally anything you did with him caused the game to crash, and this applies especially to the Arcade and SNES versions of him.
The Genesis/Mega Drive MK2 Kintaro however, is a bit different because under human control, he is far more lenient than the Arcade and SNES versions of him. This means you can actually do a lot of things with him without the game freezing. The best thing is that he actually has moves that damage the opponent (which can be repeated), so that combined with the control leniency, makes it possible to actually beat the game with him in single-player mode, as long as youre careful and avoid doing the things which can crash the game!
Another thing that helps greatly is that Kintaro has a bit of CPU-control embedded in the character, in which he momentarily automatically performs proper moves to hurt the opponent if activated. This is explained in more detail in the Additional Information section below.
ADDITIONAL INFORMATION
As mentioned earlier, he has a little bit of CPU-control embedded within him. You can activate the CPU for a temporary moment with certain moves from the opponent, such as having him block the opponents rapid LPs, which will cause Kintaro to automatically throw the opponent. Sometimes, you even get the roar Taunt afterwards as well. You can see examples of this happening at 04:07 and 06:50.
His sprites do not seem to be able to appear on the character select screen.
When playing as him as a registered character, he is locked to the Kahns Arena stage in fights. The only way to get him on another stage (as a registered character) is if his opponent is one of the hidden characters on the blue Portal stage.
His icon on the battle plan screen is his proper own icon (as normally seen on the battle plan above Shang Tsungs icon).
He does not have an alternative colour palette.
Sometimes one of his attacks inflicts almost a whole lifebar of damage!
As mentioned earlier, he actually has glitched moves that can damage the opponent. And you can repeat them without the game freezing. These damage hits are the same ones as when CPU Kintaro hits you; the only problem is that the animation sprites for the move are all wrong.
Obviously, you cannot perform any of Kintaros moves correctly. This also applies to his two special moves (the Fireball and Teleport Stomp). Only a CPU-controlled Kintaro can do these.
Under human control, he cannot even turn around properly nor get up properly after being knocked down.
When against the CPU, the CPU opponents have the ability to force throw, meaning that it makes them technically able to throw the bosses. If this happens against Kahn, it will freeze the game. The same goes for Kintaros throw.
In this version of the game, when fighting against CPU Kahn, the announcer still says Fight! and has the Fight text animation.
If you manage to beat the game with him, he jumps down onto the screen, and his ending will show a lot of scrolling glitched text. As the glitched text gets more severe, the game will crash. You can see this starting around 12:06 in the video.
In a Kintaro mirror match, it can cause some graphical flickering.
CHAPTERS
00:00 - Intro, Title, Menu, Character Select, Battle Plan
00:47 - Regular fights
09:18 - vs. Shang Tsung
10:04 - vs. Kintaro
10:59 - vs. Shao Kahn
11:49 - Shao Kahn defeated scene and congratulations
12:06 - Ending (glitched text and then crashes)
12:30 - Message Mortal Kombat II [Genesis] - play as Kintaro](https://i.ytimg.com/vi/kGF0JQLrH9U/mqdefault.jpg)
![Ultimate MK3 [Saturn] - play as Ermac
This is a playthrough of single player mode using Ermac in the Saturn version of Ultimate Mortal Kombat 3. Read on below for more information...
Ermac is a hidden unlockable playable character in the game.
NOTE: INFINITE LIFEBAR CHEAT USED ON THE LATTER STAGES DUE TO RIDICULOUS DIFFICULTY
HOW TO UNLOCK/SELECT ERMAC
There are two methods to do this:
- METHOD 1: THE ? OPTIONS SCREEN
1) On the title screen (with the purple skeletons), input the following:
C, R, A, Z, Y, C, Y, R, A, X (the R is the Right Shoulder button)
If youve done it correctly, you hear Shao Kahn laugh again upon the last button press.
2) Now on the menu screen, highlight Kombat, press Up and the hidden ? options will appear. In this options screen, you can enable/unlock Ermac, as well the other two hidden characters.
- METHOD 2: THE ULTIMATE KOMBAT KODE
Ermacs Ultimate Kombat Kode is 964-240.
In any instance when its Game Over, youll get a chance to enter an Ultimate Kombat Kode. Therefore when this screen appears, press the following:
HP x 9, BLOCK x 6, HK x 4, LK x 2, RUN x 4
If youve done it correctly, after the timer runs down, youll get a confirmation screen that states that Ermac is unlocked. On the character select screen he appears in place of the previous center dragon panel on the grid.
ERMAC MOVES
Key: B = Back; F = Forward; D = Down; U = Up; LP = Low Punch; HP = High Punch; LK = Low Kick; HK = High Kick; BLK = Block; RUN = Run
SPECIAL MOVES
- Green Fireball: D, B, LP
- Telekinetic Slam: B, D, B, HK
- Teleport Punch: D, B, HP
- Air Teleport Punch: during jumping, D, B, HP
FINISHING MOVES
- F1) Decapitation: RUN, BLK, RUN, RUN, HK (close-up)
- F2) Telekinetic Craze: D, U, D, D, D, BLK (sweep range)
- S) Stage Finisher: RUN, RUN, RUN, RUN, LK (close-up)
- A) Animality: n/a
- B) Babality: n/a
- FR) Friendship: n/a
HOW ERMAC WAS CREATED
Under the History and conception section:
https://en.wikipedia.org/wiki/Ermac
INFORMATION / TRIVIA
- Ermac does not have a complete finishing move set.
- He becomes yet another MK male ninja clone in the 2D games.
- In this version of the game, sometimes his damaged/being heavily hit voice yell is of a lower tone for some reason. It sounds a bit strange to me. You can hear this at certain points in the video, one example of this is at 15:29
- In his Green Fireball special move, the projectile graphic is identical to Shao Kahns one. It doesnt do as much damage as Kahns one of course.
- Ermac is the only new character to be introduced in UMK3.
- In the Saturn version of the game, the Ultimate Kombat Kodes have been shortened in comparison to the Arcade versions ones.
- In this version of the game, a lot of the backgrounds/stages use the wrong music tracks.
CHAPTERS
00:00 - Title
00:10 - Ultimate Kombat Kode entry for Ermac & confirmation
00:34 - Main Menu, Character Select, Choose Your Destiny
01:13 - Regular fights
09:45 - Endurance match
12:28 - vs. Motaro
14:34 - vs. Shao Kahn
17:14 - Shao Kahn Treasures, Tournament Outcome/Ending
17:47 - Cast
20:05 - Staff/Credits Ultimate MK3 [Saturn] - play as Ermac](https://i.ytimg.com/vi/kUhHDmz9k7o/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Fei Long
This is a playthrough using Old Fei Long (the previous SSFII version of him) in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
Old/SSFII Fei Long is a another version of the regular Fei Long. He is a hidden playable character.
NOTE: 3 Continues used. 2 cut out to save time and reduce video file size.
HOW TO SELECT OLD/SSFII FEI LONG
On the character select screen, select Fei Long with any button, and immediately input Left, Left, Right, Right and then press LP or LP + LK.
If youve done it correctly youll hear Fei Longs voice and his portrait colours will change into his original ones.
MOVELIST
Key: QCF = Quarter Circle Forward; RDP = Reverse Dragon Punch
THROWS
Lifting Throw: when close, F + MP/HP or B + MP/HP
Vault Throw: when close, F + MK/HK or B + MK/HK
COMMAND NORMALS
Jumping Axe Kick: F + MK or B + MK
Hop Kick: F + HK or B + HK
SPECIAL MOVES
Rekka Ken: QCF + P
...... Second Punch: during Rekka Ken, QCF + P
............ Third Punch: during Second Punch, QCF + P
Flaming Kick: RDP + K
OLD/SSFII FEI LONG DIFFERENCES
As this is the old SSFII version of him, it means that he does not the Super Combo gauge, which of course means that he does not have the Rekka Shin Ken. Regarding special moves, he does not have the Rekkuu Kick.
ABOUT FEI LONG
Fei Long is Capcoms answer to Bruce Lee... he looks like him, fights like him and sounds like him.
In Super Street Fighter II, he makes a string of action movies until he participates in the second World Warrior tournament. During the tournament, he realizes that he prefers the real thing over the staged, choreographed fight scenes in his movies, and gives up his movie career to disappear into the streets. Despite this, he soon returns to the world of cinema.
OTHER INFORMATION / TRIVIA
Old Fei Long has two colour palettes. The first is the original SSFII:TNC colours; and the second are unique colours that is specially made for Old Fei Long.
The second unique colour palette is made specially for SSFIIX/SSF2T.
There is no instance in the game where the CPU is in control of Old Fei Long.
In one of his win poses he demonstrates the use of nunchucks. He never actually uses this weapon in the SF franchise.
His character portrait images show him wearing a shirt. He doesnt actually have this shirt for his gameplay sprites. The reasons for the shirt in the portraits is so that the player can see what colour palette is selected.
In Fei Longs stage in the SSFII series, the roar you hear after a Round has ended is the voice of Anguirus from the Godzilla franchise.
Him and Cammy are the first characters in the Street Fighter franchise to have special moves whereby the command input is a Dragon Punch motion using a Kick button.
CHAPTERS
00:00 - Intro, Title, Character Select
00:47 - Regular fights
11:36 - Lose, Result, Continue
12:00 - Regular fights
14:40 - vs. Balrog
16:32 - vs. Vega
19:29 - vs. Sagat
20:50 - vs. M.Bison
22:20 - Ending
23:17 - BONUS 1: special credits/staff when no Rounds lost
24:35 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Fei Long](https://i.ytimg.com/vi/l8ZplQD7U3w/mqdefault.jpg)
![Mortal Kombat II Unlimited [Gen] - play as Shao Kahn
This is a playthrough of single player mode using Shao Kahn in an edited version of the Genesis/Mega Drive version of Mortal Kombat II. Read on below for more information...
This is an alternative version of the Genesis/Mega Drive game, where the bosses and hidden characters are specially made playable, as well as adding other new features and content. The game is known as Mortal Kombat II Unlimited, and the m0d is made by a person named Smoke, a.k.a BIGBOSS. This is version 1.0 of the game.
Shao Kahn is the final boss in the game, and he is an immediately selectable character in this version of the game.
SHAO KAHN MOVES
Key: P = any Punch; LP = Low Punch; HP = High Punch; HK = High Kick
- Uppercut: D + P
- Shoulder Charge: F , F + LP
- Spear: B, B + HP
- Taunt: B + HK
ABOUT MKII UNLIMITED SHAO KAHN
The m0d makes him selectable on the character select screen, his panel is next to Reptile to the right. Due to the sizing of the panels, the right side of his image is slightly cut off.
He uses his icon/image from Mortal Kombat 3 for his character select and Battle Plan icons.
As the m0d has implemented a versus screen for 2-player matches, Kahn naturally has one too. The image used here is from the MKII intro (which the original version of the Mega Drive game did not have). You can see this at 17:38 in the video.
Kahn now has his own profile/biography screen during the demos. You can see this at 17:52 in the video.
He has many new voices now.
He does not have an alternate colour palette for mirror matches.
MKII UNLIMITED SHAO KAHN GAMEPLAY
Both his Shoulder Charge and Spear special moves are available to the player. They appear to be accurate to the CPU Shao Kahns ones, likely meaning that the m0dder took the original properties of the special moves (as the CPU Kahn uses them) and implemented them here for the player Kahn.
He can now walk backwards. However the animation used when he walks back is still the walking forwards cycle, making him look like as if he is moon walking.
He cannot crouch.
He can jump, but cannot perform any aerial attacks. His jumping animation is just 1 frame and are all of the same sprite, which makes him very vulnerable and a massive target.
His Uppercut operates differently to the CPU Shao Kahn one - the player Kahn knocks the opponent into the air. The CPU Kahn one just knocks the opponent back like a normal boss hit.
He recovers slower from his normals than the CPU Kahn, especially if they are blocked by the opponent. The CPU Kahn operates in a way where if his Punch or Kick is blocked, he recovers very quickly.
After he hits the opponent with a normal punch or kick (unblocked), there is a short temporary period where he cannot move. The CPU Kahn operates like this as well. It is unclear on whether the m0dder left this in for accuracy or for balance purposes.
When alternating from a standing Block into a low Block, there are some incorrect animations in-between.
His standing normals has the Roundhouse kick sound effects, the CPU Kahn doesnt have this.
His Uppercut has the male grunt voice effect, the CPU Kahn does not have this.
CREDITS & MORE
This excellent m0d is produced by the user Smoke / BIGBOSS, and you can get more information here (remove the spaces and replace appropriate symbols):
h t t p s : / / w w w . r o m h @ c k i n g . n e t /h @ c k s/596
CHAPTERS
00:00 - Intro, Title, Menu and Character Select
01:20 - Regular fights
11:15 - vs. Ermac (hidden character)
12:22 - vs. Shang Tsung (mid-boss)
13:13 - vs. Kintaro (penultimate boss)
14:30 - vs. Shao Kahn (final boss)
15:34 - Shao Kahn defeated and congratulatory text
15:51 - Shao Kahn ending
16:10 - Cast and Credits/staff
17:38 - BONUS: demonstration of versus screen portrait and in-game profile Mortal Kombat II Unlimited [Gen] - play as Shao Kahn](https://i.ytimg.com/vi/lMm6sHPLl9Y/mqdefault.jpg)
![KOF98 UM [Arcade] - Heavy-D!, Lucky & Brian
This is a playthrough using the American Sports team which consists of Heavy-D!, Lucky Glauber and Brian Battler in the Arcade version of The King of Fighters 98 Ultimate Match. Read on below for more information...
NOTE: MAX super gauge used; and Continues/losses are cut out of the video to save time and to minimize video size.
Heavy-D!, Lucky & Brian (American Sports team) are a possible sub-boss team if you have made the Omega Rugal route. They are regular playable characters.
For this playthrough, I have alternated between the characters for each match.
ABOUT HEAVY-D!
Heavy-D! made his debut in KOF94. He was created to be a pugilist fighter, inspired by the many popular boxers in other fighting games back then. He was named after M.C. Heavy-D, a former hip hop artist from the group Heavy D & the Boyz.
ABOUT LUCKY
Lucky made his first appearance in KOF94. He is a former basketball player, as well as a Karate champion. He enters the KOF94 tournament as a result of Heavy-Ds request, to support and bolster the confidence of his teammate and to test his own fighting skills.
During development of the game, his prototype design was based on the character Hakim in the martial arts film, Game of Death. (the really tall guy in the blue shirt whom Bruce fights)
In KOF98 and 98UM, he is significantly redesigned in that he no longer has the puffy jacket from KOF94.
ABOUT BRIAN
Brian made his debut along with Heavy-D and Lucky in KOF94. He is obviously an American football player who is of the violent brute type. He was supposed to come from an earlier SNK game, Football Frenzy, but this concept may have been scrapped.
In early designs of Brian, it depicted him in a more traditional American football player fashion, but his final design shows him without a helmet and in a more casual uniform. This was done to make him not look exactly like the character Johnny Maximum in the World Heroes series.
ABOUT ARCADE KOF98UM
This is basically a remake of KOF98 which features all the characters in the series from KOF94 to KOF97. As well as new artwork for the new (and some old) characters, it also has new/old stage backgrounds and new or extra music for certain events. The most significant feature is probably the addition of Goenitz and Orochi as possible final bosses. Changes are also made to the gameplay and mechanics obviously.
CHAPTERS
00:00 - Intro & Title
00:44 - Character Select, Order Select & Location
01:16 - Standard Fights
13:08 - vs. Eiji (mid-boss)
14:27 - Standard Fights
18:47 - vs. 96 Boss team (sub-boss)
23:20 - vs. Goenitz (final boss)
25:49 - Credits
27:42 - American Sports team ending image
27:53 - Score Ranking KOF98 UM [Arcade] - Heavy-D!, Lucky & Brian](https://i.ytimg.com/vi/lnWXKseSUPw/mqdefault.jpg)