Uploaded March 2021 | Updated September 2026, 3 weeks ago
This is a playthrough using Orochi in the Arcade version of The King of Fighters '98 Ultimate Match. Read on below for more information...
Orochi is one of the possible final bosses, and he is a non-selectable character in this version of the game.
===== ABOUT OROCHI =====
Orochi is the most powerful character in the SNK fighting game storyline universe. As his name suggests, he is SNK's representation of the mythical eight-headed serpent of Japanese mythology. The whole of the KOF series storyline mainly revolves around him, as even after he has long been defeated, he still gets mentioned and related to in the post-97 canon KOF games.
===== OROCHI IN KOF98UM =====
Orochi returns with loads of new animations/sprites for 98UM (compared to his Arcade KOF97 counterpart), which means that he has new Normals. Some of these animations/sprites have been taken from the PS1 version KOF97 Orochi and improved upon. He is far more of a "complete" and fleshed out character because of this, and offers much more flexibility and variety in gameplay as opposed to his "stiff wooden board" self in KOF97. He also has completely new images for his character select/lifebar icon, order select/versus screen portrait, and winning screen portraits.
===== GAMEPLAY =====
This guy is absurdly powerful and can have his victi... er I mean opponents beat down quickly. His Light Fireball projectiles cover a large vertical space and inflicts high damage if it lands, and his Shining Light DM is a full-screen super, which speaks for itself. His Energy Pillars can be awkward to use though, because it's one of those special moves where you have to place it in the right area for it to be effective.
===== OTHER INFORMATION =====
---- Despite being a non-selectable character, he has multiple alternate colour palettes.
---- As he is a non-selectable character, his icon does not appear on the character select screen roster grid.
---- Despite being a non-selectable character, his icon and name appears perfectly in the Ranking screens.
---- He does not seem to be part of any special Teams.
---- Orochi has a special pre-fight intro when facing Goenitz.
---- His other "lackeys" Shermie and Yashiro (both versions) also has special pre-fight intros against him.
---- In gameplay, he does not have any close-up Normals.
---- In gameplay, his static "Gen0cide Cutter" kick Normals from KOF97 has become a Special Move in 98UM.
---- In his pre-fight intro, Chris no longer appears in it.
---- In gameplay, he has new sprites/animations for when he is the "inactive" character in the background plane. This includes the "been defeated" sprites too obviously.
===== ABOUT ARCADE KOF98UM =====
This is basically a remake of KOF'98 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.
This is a playthrough using Orochi in the Arcade version of The King of Fighters '98 Ultimate Match. Read on below for more information...
Orochi is one of the possible final bosses, and he is a non-selectable character in this version of the game.
===== ABOUT OROCHI =====
Orochi is the most powerful character in the SNK fighting game storyline universe. As his name suggests, he is SNK's representation of the mythical eight-headed serpent of Japanese mythology. The whole of the KOF series storyline mainly revolves around him, as even after he has long been defeated, he still gets mentioned and related to in the post-97 canon KOF games.
===== OROCHI IN KOF98UM =====
Orochi returns with loads of new animations/sprites for 98UM (compared to his Arcade KOF97 counterpart), which means that he has new Normals. Some of these animations/sprites have been taken from the PS1 version KOF97 Orochi and improved upon. He is far more of a "complete" and fleshed out character because of this, and offers much more flexibility and variety in gameplay as opposed to his "stiff wooden board" self in KOF97. He also has completely new images for his character select/lifebar icon, order select/versus screen portrait, and winning screen portraits.
===== GAMEPLAY =====
This guy is absurdly powerful and can have his victi... er I mean opponents beat down quickly. His Light Fireball projectiles cover a large vertical space and inflicts high damage if it lands, and his Shining Light DM is a full-screen super, which speaks for itself. His Energy Pillars can be awkward to use though, because it's one of those special moves where you have to place it in the right area for it to be effective.
===== OTHER INFORMATION =====
---- Despite being a non-selectable character, he has multiple alternate colour palettes.
---- As he is a non-selectable character, his icon does not appear on the character select screen roster grid.
---- Despite being a non-selectable character, his icon and name appears perfectly in the Ranking screens.
---- He does not seem to be part of any special Teams.
---- Orochi has a special pre-fight intro when facing Goenitz.
---- His other "lackeys" Shermie and Yashiro (both versions) also has special pre-fight intros against him.
---- In gameplay, he does not have any close-up Normals.
---- In gameplay, his static "Gen0cide Cutter" kick Normals from KOF97 has become a Special Move in 98UM.
---- In his pre-fight intro, Chris no longer appears in it.
---- In gameplay, he has new sprites/animations for when he is the "inactive" character in the background plane. This includes the "been defeated" sprites too obviously.
===== ABOUT ARCADE KOF98UM =====
This is basically a remake of KOF'98 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.
![MK3 (prototype 13/07/1995) SNES - play as Noob Saibot
This is a playthrough using Noob Saibot in a prototype version of Mortal Kombat 3 for the SNES. Read on below for more information...
NOTE: External and Internal Lifebar cheats used due to the ridiculous CPU difficulty.
Noob is a hidden character in the game, and he can only be fought against by entering a specific Kombat Kode on a versus screen in a 2-player game. He is a non-selectable character.
NOOB HAS MOVES UNDER HUMAN CONTROL
In this prototype version of the game, if you use unofficial methods to select Noob Saibot as a player character, the player is actually able to perform his basic attack moves. He has NO special moves however. Technically, this means that its possible to beat the game with him. In the final version of the game, the player wasnt able to perform any attacking moves with him.
The best thing about it is that along with the accessible moves, there is also no glitches nor crashes when playing as him in gameplay, which is a refreshing change considering that in the 2D MK games, playing as non-selectable characters results in glitches and crashing.
COMPARISON TO NOOB IN THE FINAL VERSION
The above is a major difference when compared to the Noob in the final version of the game, where if you used unofficial methods to select him as a player character, you CANNOT perform any attacks with him. The only things he can do is move around, jump, Block and Run, which means that he cannot hurt the opponent.
SEALING OFF HIS MOVES FOR FINAL VERSION
It is perhaps interesting on why the developers sealed off his attack moves under human control for the final version of the game, considering that there were no problems with the moves in the prototype, and that he is a non-selectable character anyway.
ADDITIONAL INFORMATION
On the Destiny route screen, his icon is glitched.
He has an ending, but its messed up and glitched.
ABOUT THE PROTOTYPE
This is a an earlier prototype of the game, dated July 13th 1995, 7:24pm. It is clearly unfinished, as it has a lot of differences to the final version of the game. These differences are such as:
Smoke is already unlocked from the start.
Pressing/holding the Select button depletes the other sides lifebar!
The copyright screen has the build date and time.
The game often lags/slowdown in matches when there is a lot of things going on. And especially against Motaro.
In a 1-player game, during a match, if the other player presses Start to join in, it uses the MK2 style new challenger message.
On the lifebar, the Run meter is coloured white/yellow.
When switching on the game, it uses the Sculptured Software animated logo from MK2. This was changed to a Midway logo in the final game.
Wrong music and Motaros voice used in the Shao Kahn defeated scene.
Some text fonts in different places, such as [name] WINS.
The cheat codes to bring up the hidden option screens from the final game does not work.
On the Choose Your Destiny battle routes, the first match does not correspond to the image of the opponent.
In a 1-player game, much lesser number of matches for routes. In the Master route you get 3 matches with normal characters before facing Motaro and Shao Kahn; in the Warrior route you get 1 match against a normal character before the two bosses; and in Novice mode your 1st match is against Shao Kahn.
Shao Kahns fireball cannot be ducked!
Some cheat features already enabled for 2-player matches.
Destiny/route screen automatically progresses into a fight. In the final version of the game, on this screen you had to press Start to progress.
On the Pit 3 background/stage, it has the two lanterns from the Arcade version. They are actually animated to float in the SNES prototype. These were removed in the final version.
When Tournament Mode is accessed (the 16 character battle), you can select Shao Kahns icon on the dragon panels of the character select screen. However this ISNT him, instead its just acts as a Random select for a normal character.
Tournament Mode is incomplete, as it crashes the game once the first character is defeated.
Some minor differences in text spelling in Kano, Kabal, Sektor, and Sub-Zeros intros.
If you beat the opponent twice in a row without being hit, it results in the Double Flawless message, instead of just Flawless Victory.
In the credits/cast screen, it does not show the names of the characters and actors/actresses.
Some Fatalities are reported to be glitchy.
Once you beat the game, it will start over again at the Choose Your Destiny screen, but your character will always be Kano.
CHAPTERS
00:00 - Title, Menu, Character Select, Route
00:42 - Regular fights
04:11 - vs. Motaro
05:33 - vs. Shao Kahn
07:47 - Ending (glitched)
08:19 - Cast
09:04 - Credits
12:24 - BONUS content - Noob on versus screen and in a mirror match MK3 (prototype 13/07/1995) SNES - play as Noob Saibot](https://i.ytimg.com/vi/UGrvBFueg1Q/mqdefault.jpg)
![Super Puzzle Fighter II Turbo [Arcade] - play as Dan
This is a playthrough in Easy mode using Dan in the Arcade version of Super Puzzle Fighter II Turbo. Read on below for more information...
Dan is a hidden character in the game. He is a hidden playable character.
HOW TO SELECT DAN
For Player 1: On the character select screen, highlight Morrigan, hold START, press Down 13 times, and then press any action button. Do not press the button if the countdown timer shows 10, otherwise you get Devilot instead.
For Player 2: On the character select screen, highlight Felicia, hold START, press Down 13 times, and then press any action button. Do not press the button if the countdown timer shows 10, otherwise you get Devilot instead.
ABOUT SPFII DAN
This version of him is a deformed chibi-type character who acts as a hidden playable character and possible secret CPU opponent in Super Puzzle Fighter II Turbo. For this game, his story is probably the same as his SFA canon story (wanting to avenge his father by defeating Sagat). He is even more of a comic-relief character than the others in this game.
GAMEPLAY
Dan is the weakest character in the game, as his Counter Gem drop pattern are all Red gems. This means that he can be beaten very easily and very badly. Hes one of those characters you pick when playing against friends who are novices, and you want them to win to make them feel as theyre good at the game.
ADDITIONAL INFORMATION
When he is the hidden CPU challenger, his Counter Gem infliction amount can be different to than when he is controlled by a player.
He can only be fought against as a CPU opponent in the PS1 and Saturn versions of the game.
He appears as a comical placeholder before you take on Akuma at the end of the game.
The game is known as Super Puzzle Fighter II X in Japan.
ABOUT SPFIIT
Take some Street Fighter Alpha, Darkstalkers and Cyberbots characters and stages and deform them. Take SFA2s motif and change it a bit. Make up a puzzle formula. Add all of these together and make it a puzzle game... a great puzzle game in fact. Super Puzzle Fighter II Turbo is one addictive game I can tell you that, its all well done in a neat little package that really brings out the persona of the characters in it.
CHAPTERS
00:00 - Intro, Title, Character Select
00:41 - vs. Chun-Li
02:05 - vs. Felicia
03:47 - vs. Ryu
05:14 - End of Easy mode
05:31 - Score Ranking screen
05:42 - BONUS footage - Credits/Staff when beaten level Hard without Continuing with Dan Super Puzzle Fighter II Turbo [Arcade] - play as Dan](https://i.ytimg.com/vi/UdaXXRUIxY4/mqdefault.jpg)
![Turtles Tournament Fighters [SNES] - play Clone Raph (demonstration)
This is a demonstration using Clone Raph in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
Clone Raph is a character who appears only in Story Battle mode as a mirror match CPU opponent for Donatello. He is a 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 Raphs Jamboree projectile is coloured green, and his Energy Spray projectiles are coloured green. Normal Raphs Jamboree is yellow, and his Energy Sprays are orange.
Raphs close-up Normals resembles Ryus close-ups (minus the Mediums) in SFII.
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
02:10 - Results screen Turtles Tournament Fighters [SNES] - play Clone Raph (demonstration)](https://i.ytimg.com/vi/UplY5U6AsGo/mqdefault.jpg)
![Kizuna Encounter [Arcade] - play as Jyazu
This is a playthrough using Jyazu in the Arcade version of Kizuna Encounter: Super Tag Battle. Read on below for more information...
Jyazu is the final boss of the game. He is an unlockable playable character.
HOW TO SELECT JYAZU
1) On the character select screen, highlight Mezu, and press Left, Up, Right, Left, Down, Right x 4, Up, Left x 3. Now press the Tag button. Youll hear Jyazus laugh, confirming that it has worked.
2) You can now select Jyazu by highlighting Gozu and pressing Up.
This also unlocks King Leo as well. To select King Leo, highlight King Lion and press Up.
Both Jyazu and King Leo fight as lone single characters, meaning that they cannot be used in Tag Teams. Both have no endings.
ABOUT JYAZU
He is a member of the Jaguar organization. He decorated his mask to resemble a crow monster in recognition of all the people he has slain. One of these victims are Kazuo, who is the brother of Gozu and Mezu. The latter two has instead mistaken Kazuos death for being caused by King Lion.
DESIGN
Jyazu is yet another headswap type character in the game, in this case a headswap of Gozu and Mezu. He does have some unique animations of course, such as his walking forwards/backwards animations.
GAMEPLAY
If Gozu and Mezu are the Ryu and Ken, then Jyazu is the Akuma. He has faster and more powerful versions of their moves, and has both their Desperation moves as just his Special moves!
ADDITIONAL INFORMATION / TRIVIA
He appears in King of Fighters XI as a potential mid-boss opponent and also an unlockable playable character. He was added into the roster to be a boss counterpart for Sho Hayate. Kizuna Encounter [Arcade] - play as Jyazu](https://i.ytimg.com/vi/V6Ha5Uw6maw/mqdefault.jpg)
![Mortal Kombat 1 [GB] - play as glitch character (glitches)
This is a demonstration of a glitch character contained in the games code. As you can see, it is a jumble of animation that can be controlled like a regular character and it can hurt the opponent. Doing specific things with it will corrupt the games graphics and soft-lock or crash the game.
The character also sometimes gives corrupted Battle Plans as well, such as fighting against non-characters or having to fight Goro on stage 1.
You can see many of the glitches that can occur in the video.
TRIVIA
Johnny Cage is not in this version of the game. Mortal Kombat 1 [GB] - play as glitch character (glitches)](https://i.ytimg.com/vi/VIcSuI7wAwE/mqdefault.jpg)
![Mortal Kombat 1 [GB] - play as Goro
This is a playthrough of single player mode using Goro in the Game Boy version of Mortal Kombat 1. Read on below for more information...
Goro is the 1st and penultimate boss in the game. He is a hidden playable character in this version of it.
HOW TO SELECT GORO
1) Play through and complete a single-player game (beating Shang Tsung at the end).
2) When the credits/staff scroll, wait until it gets to the end where it says THE END.
3) When THE END shows, press and hold diagonal Up-Left + Select + A until the score ranking screen appears. Now skip or wait after this screen and you will see a special screen with Goro that states Goro lives... as you....
4) After this screen, youll begin a single-player game as Goro! The names of the other characters besides Shang Tsung will be changed as well.
If you lose as Goro, he wont be selected anymore when you Continue. The other characters retain their new names though.
GORO SPECIAL MOVES
- Fireball: Back, Forward + Block (A + B), (this is very hard to get working)
- Stomp: Up-Back or Up or Up-Forward
- Disappear: hold Block, Down or hold Down (this is a glitch)
MK1 GAME BOY GORO INFO
Despite being a legitimately selectable character, he does have two glitches as follows:
1) He has the generic throw (that everyone else has) that can damage the opponent. You cannot see his sprites whilst he does this. You can an example of this at 10:11 in the video.
2) He can disappear by holding a neutral Block and then pressing/holding Down. He reappears to normal after the commands are released. This is because he does not have a low block animation/sprite programmed in.
In his disappeared state, he cannot be hit, meaning that he is invincible.
As his jump is a special move, it means that he does not have any air normals.
When playing as Goro, on the Battle Plan screen, he has a proper Mirror Match fight before the Endurance Rounds.
In this version of the game, he is missing the straight punch from the advanced versions of the game. This also means that he doesnt have the proper animation/sprites for his fireball.
In this version of the game, he is also missing the Throw Slam, Grab & Hammers and Taunts from the advanced versions of the game.
As he is a playable character, he is programmed to be able to walk backwards with the proper animations/sprites.
He has an alternate colour palette for the mirror match, which is expected as he is a playable character. However, this alternate colour looks really bad that it makes his sprites lose detail.
TRIVIA
This is the only official version of Mortal Kombat 1 where Goro is a legitimately playable character.
Johnny Cage is not in this version of the game.
CHAPTERS
00:00 - The End, High Score, Goro screen, Battle Plan
00:12 - Regular fights
19:37 - vs. Goro (penultimate boss)
20:57 - vs. Shang Tsung (final boss)
22:13 - Shang Tsung defeated
22:46 - Credits/staff
23:30 - Name Entry and high score table Mortal Kombat 1 [GB] - play as Goro](https://i.ytimg.com/vi/W7iWrv5O98g/mqdefault.jpg)
![Soul Edge (JPN) [PS1] - play as Nugi-Taki (unused character) + demonstrations
This is a playthrough using Nugi-Taki in the PS1 version of Soul Edge (Japanese version). Read on below for more information...
Nugi-Taki is an unused gameplay character, which means that she is a non-selectable character in the game.
ABOUT NUGI-TAKI
Nugi-Taki is the version of Taki who only appears in her endings; she appears in the parts where she is using the hammer to forge the sword.
UNUSED CHARACTER INFO
The unused characters are created just to be used in specific character endings; to act in certain ways for the story/scene. They are created as gameplay character models just like the regular characters, likely built on using a regular character as a template, which explains why they have other characters movesets.
The reason that they are able to appear in gameplay fights is because the ending scenes use the actual gameplay characters/models in a gameplay environment.
In the games code, Namco has stored these characters along with the regular characters within the same address (via separate slots/data banks), meaning that by using third party methods, you can access them for gameplay.
It is unknown on whether they were originally further planned to become playable hidden characters or not.
NUGI-TAKI TECHNICAL INFORMATION
- On the character select screen, her large portrait is the generic hidden character ? image.
- Her icon is the generic hidden character ? image.
- In gameplay, she uses Takis name under her lifebar.
- In gameplay, she uses Takis moveset.
- In game, her name under the lifebar is placed slightly to the right on the P1 side for some reason.
- In gameplay, her ponytail is missing.
- In gameplay, because she doesnt have the sword scabbard, her sword is basically floating on her back when she isnt holding it.
- She has no voices.
- As she has no voices, it works in a way where her sound bank has the ability to copy other sounds. For example, she copies/uses Soul Edges voices when fighting him. It is strange on how she doesnt copy other characters voices here.
- Regarding her voice, she uses/copies the voices of the previously selected character. So for example, in Arcade Mode if you selected Cervantes, then changed your character to Chie, then Chie will use Cervantes voices. This seems to carry over to other modes in the game.
- She has no announcer name voice. Which means that if you win a round/match with her, there will be no voice after the announcer says The grueling battle ended with the victory of ....... Or if you lost a round/match with her.
- If you beat the game with her, the game does not crash. There is no ending and you go straight to the credits. It seems that they have made her status as a hidden character status (Sophitia!!, etc.)
- She cannot appear in the name entry screen nor can she appear in any rankings tables.
- When viewing her Command List, it is named as NUGI-TAKI.
- In gameplay, she has no facial expression changes at all.
- She only has the one costume we see in the video.
- If you select her in Edge Master mode, it will freeze the game, which you see starting around 20:16 in the video.
- In Edge Master mode, her weapon list is glitched. You can see this starting around 20:16 in the video.
- She can lose her weapon and operate as a non-weapon character (this is normal function). You can see this starting at 18:05 in the video.
NUGI-TAKI TRIVIA
- She has no armor for this costume.
- Despite the word Nugi sounding something similar to a certain slang English word, it is not that. Instead, in Japanese, Nugi vaguely translates to casual wear.
CHAPTERS
00:00 - Title, Menu and Character Select
00:38 - Regular fights
17:20 - Regular fights
12:10 - vs. Cervantes (penultimate boss)
13:36 - vs. Soul Edge (end boss)
16:06 - Congratulations and Credits
18:05 - BONUS 1: Nugi-Taki no-weapon demonstration
19:35 - BONUS 2: Nugi-Taki Command List viewing
20:16 - BONUS 3: Selecting Nugi-Taki in Edge Master mode
OTHER INFORMATION / TRIVIA
- In the USA and Europe, the game was renamed as Soul Blade due to copyright issues over the use of the word Edge.
- In the USA and European versions of the game, slight parts of the intro was edited/changed slightly.
- In the European version of the game, Li Longs weapon was changed.
ABOUT PS1 SOUL EDGE/BLADE
The PS1 version of the game is one of the all-time greats on the console, and is one of the best conversion/port of an arcade game for its time. Aside from the loading times (which are very short anyway) its virtually arcade perfect. It helped that the arcade original ran on hardware that was already based on the PS1 hardware.
The PS1 version has tons of features that are not found in the arcade original. For example, the port has 2 extra remixed soundtracks, new character costumes, new weapons, cinematic endings for the characters, the superb Edge Master Mode and more. Soul Edge (JPN) [PS1] - play as Nugi-Taki (unused character) + demonstrations](https://i.ytimg.com/vi/WPPdgC_93JQ/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as Ganryu
This is a playthrough of Arcade Mode using Ganryu in the PS1 version of Tekken 1. Read on below for more information...
Ganryu is the sub-boss for Yoshimitsu in the game. He is an unlockable playable character in the normal version of it.
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.
UNLOCK INFORMATION
- HOW TO UNLOCK GANRYU IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Yoshimitsu. Ganryu will then be available on the character select screen by scrolling off the side of the row.
ABOUT GANRYU
Ganryu is Tekkens sumo wrestler character... I imagine back in the 1990s, he mustve been compared to E. Honda a lot and may have even been called a clone of him. He plays nothing like Edmund of course.
He has a rather interesting story in Tekken 2 where when working for the Mishima Zaibatsu as a bodyguard of Kazuya, he was ordered to get an amulet from Michelle Chang... he ended up developing a crush on her.
GANRYU GAMEPLAY
He is a derivative of Jack, with most of his moves. In the PS1 version of the game, he has a few extra moves that were not present in the Arcade version of him, such as his Sumo Stomp and Low Double Slap. He also has a new throw as well, which replaces Jacks topple crush throw.
TRIVIA
- In Tekken 2, Ganryu was changed to be Michelles personal boss instead.
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
09:29 - vs. Yoshimitsu (personal sub-boss)
10:35 - vs. Heihachi
11:30 - Credits
12:36 - Name Entry
12:52 - Time Rankings
13:11 - BONUS: 2P Play Mode character select screen & Ganryu other costume Tekken 1 Boss Edition [PS1] - play as Ganryu](https://i.ytimg.com/vi/XKGwP9x3O5E/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as Kuma
This is a playthrough of Arcade Mode using Kuma in the PS1 version of Tekken 1. Read on below for more information...
Kuma is the sub-boss for Paul in the game. He is an unlockable playable character in the normal version of it.
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.
UNLOCK KUMA INFORMATION
- HOW TO UNLOCK KUMA IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Paul. Kuma will then be available on the character select screen by scrolling off the side of the row.
ABOUT KUMA
What started off as an interesting animal character and contrast to the human fighters ended up being a staple for the Tekken franchise... if you are well-versed in fighting games, Kuma should be one of the first characters that pops into your head when you think of animal fighting game characters. Battle K-Road and Tekken both debuted in 1994... who was first I wonder?
KUMA GAMEPLAY
Kuma is a derivative of Jack... he plays almost identically to him bar a few differences here and there. Kuma lacks the special throws and drill punches that Jack has, but he does have Kazuya/Heihachis head strike as his own special throw. In the Arcade version of the game, Kumas RP + RK throw is the same as Jacks one (the lifter); in the PS1 game it is replaced with a bear hug.
Additionally, in the Arcade version, Kuma had Jacks Wind-Up punch (discovered by using third party methods to select him for human use)... as Kuma was non-selectable in that version, it didnt matter. This move was removed in the PS1 version.
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
00:29 - Regular fights
09:04 - vs. Paul (personal sub-boss)
10:22 - vs. Heihachi
11:33 - Credits
12:39 - Name Entry
12:56 - Time Rankings
13:15 - BONUS: 2P Play Mode character select screen & Kuma 2P costume Tekken 1 Boss Edition [PS1] - play as Kuma](https://i.ytimg.com/vi/XM4ZvXv7Cms/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Vega
This is a play-through using Old Vega (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 Vega (claw) is a another version of the regular Vega. He is a hidden playable character.
NOTE: 2 continues used in this playthrough. One is cut out to save time and to reduce video file size.
HOW TO SELECT OLD/SSFII VEGA
On the character select screen, select Vega with any button, and immediately input Left, Right, Right, Left and then press LP or LP + LK.
If youve done it correctly youll hear Vegas voice and his portrait colours will change into his original ones.
MOVELIST
UNIQUE
Wall Jump: when jumping back to or towards a side wall, press the opposite Direction
THROWS
Rainbow Suplex: when close, F + MP/HP or B + MP/HP
Stardust Drop: in the air when close, any Direction besides U + MP/HP
SPECIAL MOVES
Rolling Crystal Flash: charge B, then F + P
Sky High Claw: charge D, then UB or U or UF + P, during attack, P
Barcelona Attack: charge D, then UB or U or UF + K, after the wall dive, F or B to guide, and:
........ Claw Strike: P
........ Suplex: when close to opponent, F or B or D or U + P
Backflip: 3P
Short Backflip: 3K
OLD/SSFII VEGA 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 Super Barcelona Attack. He also does not have the Scarlet Terror special move.
Regarding other differences, one of the these is that it is quite difficult to execute his Barcelona Attack special move due to abnormally strict input windows for it, which was indeed also the case back in the prequel SSFII:TNC.
ABOUT VEGA
Probably the most famous fighting game narcissist... his design is most certainly unique - a combination of a matador and a ninja. In comparison to his WW, CE and HF appearances, he gained a whole load of new normals and a new special move for SSFII which really developed him into a far more rounded-out and flexible character, to the point that he was almost like an entirely new character. For SSFIIX/SSFIIT, he gains a further special move and also a new super combo.
OTHER INFORMATION / TRIVIA
Old Vega has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Vega.
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 Vega.
Being the 2nd boss, hell always appear as the 10th opponent when the player plays through Arcade Mode.
Being a set boss character in Arcade Mode, you get to have a mirror match against him if you select him as your character to play as.
The bosses and E.Honda are the only characters in the game who do not have a unique backwards walking animation in the SF2 series.
He is known as Balrog in Japan.
To determine him, fighting game players refer to him as claw.
If he blocks enough times, his claw will be detached. In SSFIIX, you can pick the claw back up.
In SSF2 and SSF2T, even when he is on his own background (Spain), he does not climb the fence when performing his Barcelona Attack. This also means that a CPU-controlled Vega has to use the side wall Barcelona Attack as well.
In gameplay, his claw switches to his other arm when he switches sides. This is due to the functionality of 2D sprite management (unless another complete set of unique sprites are created with his claw on his other arm for facing one way).
Regarding his ending sequence, the image of him holding the mask (the first picture) was not in the SNES port. Also in the SNES port, the second picture of his face and the leaping Vega wasnt a whole picture - they were separate items where it first shows Vegas face, then the leaping Vega would scroll in.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
13:29 - Lose, Result, Continue
13:53 - Regular fights
15:48 - vs. Balrog
17:14 - vs. Vega
19:17 - vs. Sagat
21:33 - vs. M.Bison
23:18 - Ending
23:56 - BONUS 1: special credits/staff when no Rounds lost
25:14 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Vega](https://i.ytimg.com/vi/XkDE05HlF0c/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Ken
This is a play-through using Old Ken (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 Ken is a another version of the regular Ken. He is a hidden playable character.
NOTE: 1 continue used deliberately to avoid CPU Akuma at the end.
HOW TO SELECT OLD/SSFII KEN
On the character select screen, select Ken with any button, and immediately input Left, Left, Left, Right and then press LP or LP + LK.
If youve done it correctly youll hear Kens 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:
Shoulder Throw: when close, F + MP/HP or B + MP/HP
Wheel Throw: when close, F + MK/HK or B + MK/HK
SPECIAL MOVES
Fireball: QCF + P
Dragon Punch: DP + P
Hurricane Kick: QCB + K
Air Hurricane Kick: while jumping, QCB + K
OLD/SSFII KEN DIFFERENCES
As this is the old SSFII version of him, it means that he does not have the Super Combo gauge, which of course means that he does not have the Shoryuu Reppa. Regarding special moves, he also doesnt have the 3 kicking special moves that New Ken has. Regarding Normals, he doesnt have the new jumping forwards MK and standing LK and HK.
ABOUT KEN
In Street Fighter II, his story is that he let his fighting skills deteriorate as a result of falling in love wiith Eliza. He also spent a lot of time on the beach with his girlfriend. One day, he receives a letter from Ryu where he describes his consistent immersion in daily training which rekindled Ken’s fighting spirit. Realizing that he’s been slacking on his own training, Ken goes back into the world of fighting, to try to perfect his Dragon Punch and Hurricane Kick.
OTHER INFORMATION / TRIVIA
Old Ken has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Ken.
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 Ken.
Ken has been a playable character in every Street Fighter game up to this time of writing (Street Fighter 6).
He was originally named Yu, being named after Street Fighter planner Hiroshi Matsumoto.
When designer Akiman draws Ken, he uses Benny Urquidez’s appearance in the Square Jungle (Shikakui Jungle, 四角いジャングル) as inspiration.
His creation/design could have also been inspired by real-life Karate world champion, Joe Lewis. Ken shares very similar events to Lewis.
He has a signature CPU AI behavior script in some games where he does the LP, MP, and HP Dragon Punches in that order, one after the other.
CHAPTERS
00:00 - Intro, Title, Character Select
00:47 - Regular fights
13:35 - vs. Balrog
15:35 - vs. Vega
17:01 - vs. Sagat
17:46 - Lose, Result and Continue screens
18:10 - vs. Sagat
19:27 - vs. M.Bison
20:44 - Ending
21:16 - BONUS 1: special credits/staff when no Rounds lost
22:34 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Ken](https://i.ytimg.com/vi/Y-aLgXAwJfs/mqdefault.jpg)