Uploaded September 2023 | Updated September 2026, 2 weeks ago
This is a playthrough using Mr. Jones in the Arcade MVS version of Power Instinct Matrimelee. Read on below for more information...
Jones is a hidden playable character in the game, and he can normally appear as a CPU opponent in a single-player game. He can be unlocked using a command input.
===== HOW TO SELECT JONES =====
On the character select screen, input the following command:
Up x 4, Down x 3, Left x 2, Right
If you've done it correctly, Jones' icon will appear in the middle of the screen along with the other 3 hidden characters.
===== JONES MOVELIST =====
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion (F, D, DF); P = any Punch; K = any Kick; LP = Light Punch; HP = Heavy Punch; LK = Light Kick; HK = Heavy Kick
UNIQUES
- Double: when close up, LK, LK
- Double Kick: when close up, HK, HK
COMMAND NORMALS
- Elbow: F + LP
- Double: D + HP, HP
- Slide Kicks: DF + LK
SPECIAL MOVES
- Funky Impact: QCF + P
- Enhanced Funky Impact: during dashing/running forward, QCF + P
- Retro Knuckle: QCB + P
- Gaudy Punch: tap P rapidly
- Arc Fliegan: QCB + K
STRESS SH0T (requires 1 level gauge)
- Groove Master: QCB x 2 + LK
IPPATSU OUGI (requires 2 levels gauge)
- King Kang: HCF + LK + HK
===== ABOUT JONES =====
Jones is a character originally from Rage of the Dragons, which was released in 2002, around a year earlier than Matrimelee... as the character spritework in the latter are drawn in the same style as ROTD, it was an easy opportunity to "bring over" 4 unique hidden characters for Matrimelee.
In his Ippatsu Ougi, his ROTD partner Kang makes an appearance.
===== TRIVIA =====
---- The input command to unlock the 4 hidden characters is the same one used to unlock Abubo in Rage of the Dragons.
---- His design is loosely based upon Kareem Abdul-Jabbar.
---- In Japan, the game is known as Shin Gouketsuji Ichizoku: Toukon -Matrimelee (新豪血寺一族 闘婚 -Matrimelee-)
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:50 - Regular fights
13:43 - vs. Princess Sissy (lose)
17:53 - Lose, Results, Continue
18:23 - vs. Princess Sissy
20:58 - Ending
21:17 - Staff/Credits
23:37 - BONUS: other colour palettes
This is a playthrough using Mr. Jones in the Arcade MVS version of Power Instinct Matrimelee. Read on below for more information...
Jones is a hidden playable character in the game, and he can normally appear as a CPU opponent in a single-player game. He can be unlocked using a command input.
===== HOW TO SELECT JONES =====
On the character select screen, input the following command:
Up x 4, Down x 3, Left x 2, Right
If you've done it correctly, Jones' icon will appear in the middle of the screen along with the other 3 hidden characters.
===== JONES MOVELIST =====
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion (F, D, DF); P = any Punch; K = any Kick; LP = Light Punch; HP = Heavy Punch; LK = Light Kick; HK = Heavy Kick
UNIQUES
- Double: when close up, LK, LK
- Double Kick: when close up, HK, HK
COMMAND NORMALS
- Elbow: F + LP
- Double: D + HP, HP
- Slide Kicks: DF + LK
SPECIAL MOVES
- Funky Impact: QCF + P
- Enhanced Funky Impact: during dashing/running forward, QCF + P
- Retro Knuckle: QCB + P
- Gaudy Punch: tap P rapidly
- Arc Fliegan: QCB + K
STRESS SH0T (requires 1 level gauge)
- Groove Master: QCB x 2 + LK
IPPATSU OUGI (requires 2 levels gauge)
- King Kang: HCF + LK + HK
===== ABOUT JONES =====
Jones is a character originally from Rage of the Dragons, which was released in 2002, around a year earlier than Matrimelee... as the character spritework in the latter are drawn in the same style as ROTD, it was an easy opportunity to "bring over" 4 unique hidden characters for Matrimelee.
In his Ippatsu Ougi, his ROTD partner Kang makes an appearance.
===== TRIVIA =====
---- The input command to unlock the 4 hidden characters is the same one used to unlock Abubo in Rage of the Dragons.
---- His design is loosely based upon Kareem Abdul-Jabbar.
---- In Japan, the game is known as Shin Gouketsuji Ichizoku: Toukon -Matrimelee (新豪血寺一族 闘婚 -Matrimelee-)
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:50 - Regular fights
13:43 - vs. Princess Sissy (lose)
17:53 - Lose, Results, Continue
18:23 - vs. Princess Sissy
20:58 - Ending
21:17 - Staff/Credits
23:37 - BONUS: other colour palettes
![KOF98 UM [Arcade] - Geese, Krauser & Mr. Big
This is a playthrough using the 96 Boss team which consists of Geese Howard, Wolfgang Krauser and Mr.Big 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.
The 96 Boss team is the team you will face before Goenitz at the end (if youve made the Goenitz route). Geese, Krauser and Mr. Big are regular playable characters.
For this playthrough, I have alternated between the characters for each match.
ABOUT THE 96 BOSS TEAM
Geese Howard is the staple Fatal Fury boss and the main antagonist to the Bogard brothers. Hes just a regular character this time round.
Wolfgang Krauser comes all the way from Fatal Fury 2, with KOF96 being the only other KOF game hes appeared in. Likes chiseling gravestones. In 98UM he is given a new walking-forward animations/sprites, which looks much better and is more fitting to his character.
Mr. Big is the sub-boss from Art Of Fighting 1, he can jump now. The gangster completes the boss team.
GEESE 98UM GAMEPLAY
There are some differences when compared to his KOF96 counterpart:
Now has a new DM, the Deadly Rave
Has a new special throw
Changed input commands for some of his Counter special moves
KRAUSER 98UM GAMEPLAY
There are some differences when compared to his KOF96 counterpart:
Two new DMs: the Unlimited Desire which is a dashing combo; and the Gigantic Cyclone which is a super throw
New special throw, which is the uplift throw from Fatal Fury 2
New High Counter special move
Changed input commands for some special moves
MR. BIG 98UM GAMEPLAY
There are some differences when compared to his KOF96 counterpart:
Has a new DM called the Raging Spear, which is a super throw
New special throw
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. KOF98 UM [Arcade] - Geese, Krauser & Mr. Big](https://i.ytimg.com/vi/f_EFdgtBoJM/mqdefault.jpg)
![Turtles Tournament Fighters [SNES] - play as Clone Mike (demonstration)
This is a demonstration using Clone Mike in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
Clone Mike 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 Mikes Dragon Breath projectile is coloured yellow. Normal Mikes one is coloured 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
02:10 - Results screen Turtles Tournament Fighters [SNES] - play as Clone Mike (demonstration)](https://i.ytimg.com/vi/fdkJF3ALFKA/mqdefault.jpg)
![Mortal Kombat II [Genesis] - play as Shang Tsung
This is a playthrough of single player mode using Shang Tsung in the Genesis/Mega Drive version of Mortal Kombat II. Read on below for more information...
Shang Tsung is the sub-boss in the game before you take on Kintaro and Shao Kahn. He is a regular playable character.
ABOUT MK2 SHANG TSUNG
Shang Tsung being made a playable character for MK2 was one of the best ideas from Midway... a lot of fans wanted to play as Shang Tsung in MK1, so they partly got their wish for the sequel.
For MK2, Tsung was made younger so that he could be more suited to the physical martial arts abilities (not saying MK1 Shang couldnt be of course) like the other regular characters and also due to the fact that he is a playable character.
GAMEPLAY
He retains the Skull Fireballs he had in MK1, but MK2 Shang can only project up to 3 continuous fireballs as one special move, unlike in MK1 where he could project up to 4 continuous Fireballs as one special move. MK2 Shang, when morphed into a different character, loses the ability to morph back at will, where instead there is a set time duration before he automatically morphs back.
Being able to morph into all of the other 11 regular characters means that he gets access to all the other characters moves in a match... one at a time though of course.
His weakness has always been when he morphs, especially when he morphs back into himself. Therefore when playing as Shang Tsung, always keep a feel for the time duration when youve morphed into a different character so that you are ready for when he morphs back.
MOVELIST
SPECIAL MOVES
- One Fireball: B, B + HP
- Two Fireballs: B, B, F + HP
- Three Fireballs: B, B, F, F + HP
MORPHS
- Liu Kang: B, F, F + BLK
- Kung Lao: B, D, B + HK
- Johnny Cage: B, B, D + LP
- Reptile: U, D + HP or hold BLK, U, D, release BLK, HP
- Sub-Zero: F, D, F + HP
- Kitana: tap BLK 3 times quickly
- Jax: D, F, B + HK
- Mileena: hold HP and then release
- Baraka: D, D + LK
- Scorpion: hold BLK, U, U
- Rayden: D, B, F + LK
FINISHING MOVES
- Soul Steal: hold BLK, U, D, U, LK (close-up)
- Invade: hold HK for around 3 seconds and release (within sweep range)
- Kintaro: hold LP for around 30 seconds and release, you need to start this before you get to Finish Him/Her (within sweep range)
- Friendship: B, B, D, F + HK (do not use the Punch buttons on the round)
- Babality: B, F, D + HK (do not use the Punch buttons on the round)
- Stage Finisher: hold BLK, D, D, U, D (close-up)
ADDITIONAL INFORMATION
The actor who plays MK2 Shang Tsung is Tae Kwon Do expert Phillip Ahn, M.D.
CHAPTERS
00:00 - Intro, Title, Menu, Character Select, Battle Plan
00:42 - Regular fights
14:51 - vs. Jade
16:35 - vs. Shang Tsung
17:51 - vs. Kintaro
19:24 - vs. Shao Kahn
20:36 - Shao Kahn defeated scene and congratulations
20:54 - Ending
21:18 - Staff/Credits Mortal Kombat II [Genesis] - play as Shang Tsung](https://i.ytimg.com/vi/g-la_M_fVdY/mqdefault.jpg)
![Toshinden URA [Saturn] - URA Mode with Wolf
This is a playthrough of the special URA Mode using Wolf in the Saturn game Battle Arena Toshinden URA. Read on below for more information...
The URA Mode is a special hidden 1P Game mode where for each stage, a specific condition or rule needs to be survived or followed in order to progress. You can see what the condition/rule is at the top of the screen during a fight.
HOW TO ACCESS URA MODE
1) On the the main title screen where it says Press Start Button, press the following: A, B, C, C, C, X, Y, Z, Z, Z.
2) Now go to the menu, highlight 1P GAME, hold Y and R and press Start.
If youve done both steps correctly, youll hear a sound for each step on the last button press. Youll now be in URA Mode.
THE STAGES OF URA MODE
Here is a description of the conditions or rules of the special stages:
STAGE 1: Watch out for the fireballs
A few random fireballs travel in random directions around the arena. You can get hit by them, but the CPU opponent is invulnerable to them. This ones easy as there are so few fireballs.
STAGE 2: Watch how your opponent moves
You control BOTH characters simultaneously in this match, which means that you control the CPU opponent as well your own. There is a short time limit so this one has the potential to be difficult.
STAGE 3: Aim high
The CPU opponent is situated in the air and slowly descends, before reaching the ground and then placed into the air again to repeat. The CPU opponent never attacks so this is no problem at all.
STAGE 4: Dont let the taunts get to you
The CPU opponent taunts more than usual in the match, which lowers any built-up Overdrive gauge. Really easy match this one.
STAGE 5: Watch the clock
The damage output for both characters is increased massively (like 1-2 hits will knock out the opponent), and you only have 3 seconds to defeat the CPU opponent, which will be Replicant. You can very easily lose this match, but yet you can very easily win it as well.
STAGE 6: Fireballs everywhere!
The whole arena is swarmed with fireballs in random directions. You can get hit by them of course, but the CPU opponent is invulnerable to them. This is a very hard match, especially if your character does not have a projectile.
STAGE 7: The long battle
The timer counts down from 99 seconds and both characters damage outputs seems to be set low. Other than that, this is pretty much a normal match against a regular character so there should be no problems getting past this one.
STAGE 8: Your opponents invincible-Think!
As the condition implies, the CPU opponent has infinite life. You of course, DONT have the same luxury. The goal here is to win via a Ring Out, which obviously means that you need to push or cause the CPU opponent to fall off the ring. The timer starts counting down from 99 seconds so you have time to do it. This match can potentially be very difficult to pass especially if your character does not have a projectile.
STAGE 9: Caution: Its slippery!
If your character is on the ground he/she will be continuously sliding towards the nearest edge of the ring, resulting in a Ring Out loss if you dont maneuver to stay in the arena. The CPU opponent does NOT slide. This is a hard match, especially if your character does not have a projectile.
STAGE 10: The first hit wins
As the condition states.
STAGE 11: Look for the shadows
The CPU opponent is invisible, but you can see his/her shadow on the ground. This is easy if your character has a projectile.
STAGE 12: Darkness
The stage aesthetics and boundaries cannot be seen, which means that the danger here is the Ring Out. The opponent here will always be Replicant so that adds to the difficulty.
FINAL STAGE: The really long battle
This is like a survival match, where you only get one lifebar for the match. This means that any depleted life carries over to the next round. You need to win 3 rounds against Wolf in this condition. If you dont know what youre doing then this will be the hardest match in URA Mode.
BONUS GAME: Normal
If you manage to get to Sho in URA Mode, the match will be normal with an unlimited timer. You can see this around 14:08.
ADDITIONAL INFORMATION
Though URA is an abbreviation for Ultimate Revenge Attack, the word Ura also has combat connotations in Japanese.
ABOUT BAT URA
This is the sequel to Toshinden Remix (on the Saturn), and is basically a special version of the original Toshinden 2 (which appeared on the PS1, PC and Arcade), with many differences. These differences include: a different plot that is seen as a side-story; new characters; new CGI; new stage backgrounds; along with new BGMs for the new characters. Even though there are new characters, the drawback is that the original BAT2 characters Gaia, Chaos, Master and Uranus were removed. Toshinden URA [Saturn] - URA Mode with Wolf](https://i.ytimg.com/vi/gNCib6Aj0BE/mqdefault.jpg)
![Tekken 3 [Arcade] - play as Anna Williams
This is a playthrough using Anna Williams in the Arcade version of Tekken 3. Read on below for more information...
Anna is a hidden character in the game, by way of a hidden 3rd/special costume for Nina Williams.
ANNA TIME RELEASE
From the games first power on, Anna will be selectable in 84 days.
HOW TO SELECT ANNA
Once she is time released, on the character select screen, highlight Nina and press the Start button. Anna will be selected. Only one player can play as Anna so there cannot be any mirror matches of her.
ABOUT ANNA
As the younger sister of Nina, she plays a semi-important role in the series, as well as providing some visual satisfaction for players. Her relationship with Nina is all about the sisterly rivalry, but away from that, her personality contrasts her sister. Anna is the neglected sister, but this isnt really referenced to much.
TEKKEN 3 ANNA STORY
In Tekken 3, 19 years ago, Kazuya told Anna of Dr. Bosconovitchs Cold Sleep experiment plans using her sister Nina as guinea pig. Anna felt that she would miss her sister, and worried that she would continue aging while Nina was frozen in time. Anna went to Dr. Bosconovitch and requested to be put into Cold Sleep (cryosleep), also requesting that she be awakened at the same time as her sister. She and her sister awoke 19 years later, with Anna having no side effects but Nina losing her memory.
TECHNICAL INFORMATION
Despite Anna being a 3rd/special costume for Nina, there is a unique function property to Anna whereby she has a unique winning pose. This is the only win pose she has.
She has her own portrait image and name for the character select screen and versus screens.
The games narrator has a unique name callout for her.
Her portrait image is in the Tekken 2 style.
Ninas voices are retained for Anna.
After beating a single-player game with Anna, at the end of the credits (after the Ogre II replay), she uses one of Ninas winning poses despite her having her own winning pose.
Her portrait image in the PS1 version of the game is completely different to the one used here.
In gameplay, her character model has her wearing a choker. This is not seen in her image portrait however.
It is unclear on whether there are any gameplay differences when as Anna.
TRIVIA
Anna is 1 of only 4 characters to appear in all but one Tekken game at this time of writing. The game she is not present in is Tekken 4.
Her voice actress is Tara Platt. Who also voiced I-No from the Guilty Gear franchise. What makes this a bit of a coincidence is that I-No has a similar style to Anna (hairstyle, etc).
She is also known as the Scarlet Lightning.
CHAPTERS
00:00 - Intro, Title, Character Select
00:35 - Regular fights
09:05 - Lose, Continue Screen, Character Select screen
09:19 - Regular fights
12:15 - vs. Heihachi (sub-boss)
13:12 - vs. Ogre I (penultimate boss)
14:08 - vs. Ogre II / True Ogre (final boss)
15:39 - Congratulations and credits/staff
17:00 - Name entry screen Tekken 3 [Arcade] - play as Anna Williams](https://i.ytimg.com/vi/gi-SaQAQuh4/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - play as M.Bison
This is a play-through using M.Bison in the Arcade version of Super Street Fighter II X: Grand Master Challenge. Read on below for more information...
M.Bison is the 4th and final boss of the game. He is a regular playable character.
NOTE: 1 Continue used on purpose to avoid CPU Akuma at the end.
ABOUT M.BISON
Probably the most famous fighting game boss character, and the staple Street Fighter villain. He has one of the most unique and distinct fighting styles.
In comparison regarding his previous appearances in WW, CE and HF, he gained a lot of new basics as well as a new Special Move, and even has his own voice in SSF2. In SSFIIX/SSF2T, he has a new Super Combo move and some juggle techniques. He really developed as a much more rounded-out and flexible character in the Super series.
MOVE LIST
THROW
Deadly Throw: when close, F + MP/HP or B + MP/HP
SPECIAL MOVES
Psycho Crusher: charge B, then F + P
Scissor Kick: charge B, then F + K
Head Stomp: charge D, then U + K, if connected, can guide using F or B
...... Skull Diver: P when being guided after head stomp
Fake Head Stomp: charge D, then U or UB or UF + P
...... Devil Reverse: P during Fake Head Stomp
SUPER COMBO
Knee Press Nightmare: charge B, then F, B, F + K (requires super gauge)
OTHER INFORMATION / TRIVIA
Being the final boss, hell always appear as the 12th and last opponent when the player plays through the single-player mode.
In single player mode on stage 12, he is the only CPU opponent to always use his default colour (Jab).
Being a set 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 wears a cape which he removes at the start of the 1st Round before the fight starts.
If the player plays through the game as M.Bison in his default colour palette, when you reach CPU Bison, the CPU Bison will use the second (Strong/CE) colour instead. This means that there is no instance where the CPU Bison can use any other colour palette besides the Default (SSFIIX) and Strong (CE) colours.
He is the only character who has animation in his portrait image when he is the loser on the Winner/Loser screen.
When the CPU controls him, it can perform an outcome of the Head Stomp which a human player can NEVER do. And this is the outcome where if his Head Stomp is blocked, he will either jump back off or jump off forward behind (it depends where the opponent is). His Swan Dive Punch after landing the Head Stomp is also a bit different to the player version of the move as well.
SSF2 is the last game in the SF2 series where M.Bison has flashing animation in his punch aura graphics.
He is the first character in the Street Fighter series to have a pre-fight intro in the gameplay screen.
The bosses and E.Honda are the only characters who do not have a unique backwards walking animation in the SF2 series.
He is known as Vega in Japan.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
12:45 - vs. Balrog (1st boss)
13:25 - Lose, Result, Continue
13:47 - vs. Balrog (1st boss)
15:16 - vs. Vega (2nd boss)
17:17 - vs. Sagat (3rd boss)
19:12 - vs. M.Bison (4th and final boss)
20:29 - Ending
21:03 - BONUS 1: special credits/staff when no Rounds lost
22:21 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - play as M.Bison](https://i.ytimg.com/vi/gra1qB7u6oA/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD E.Honda
This is a playthrough using Old E.Honda (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 E.Honda is a another version of the regular E.Honda. He is a hidden playable character.
NOTE: 1 Continue used deliberately to avoid CPU Akuma at the end.
HOW TO SELECT OLD/SSFII E.HONDA
On the character select screen, select E.Honda with any button, and immediately input Up, Up, Up, Down and then press LP or LP + LK.
If youve done it correctly youll hear E.Hondas voice and his portrait colours will change into his original ones.
MOVELIST
THROWS
Toss: when close, F + MP or B + MP
Bear Hug: when close, F + HP or B + HP , move D-Pad/Stick and mash attack buttons for more hits
Knee In Face: when close, F + HK or B + HK , move D-Pad/Stick and mash attack buttons for more hits
COMMAND NORMALS
Flying Sumo Press: while jumping forwards or backwards in the air, D + MK
Knee: when close, F + MK
SPECIAL MOVES
Sumo Headsmash: charge B, then F + P
Sumo Smash: charge D, then U + K
Hundred Hand Slap: tap P rapidly , use F or B to guide
OLD/SSFII E.HONDA 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 Head Ram. Regarding special moves, he does not have the Oicho Throw.
Other differences include that his Hundred Hand Slap special move is stationary upon execution; and some extra command normals.
ABOUT E.HONDA
Edmond Honda is one of the originals of the Street Fighter franchise, and he is the most well-known sumo character regarding non-sumo-based fighting games. He hasnt reached the Street Fighter-loses-something-without-him status though.
STREET FIGHTER II STORY
He became upset that the rest of the world did not view sumo wrestling with the reverence held by the Japanese. Therefore, he entered into the second World Warrior tournament with intent on showing everyone that sumo wrestlers are among the greatest fighters in the world. Beyond this, he also wants to improve his skills and to prove his own strength, as well as to earn the title of Yokuzuna.
OTHER INFORMATION / TRIVIA
Old E.Honda has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old E.Honda.
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 E.Honda.
He is the only one of the original SFII:World Warrior cast to not appear as a playable character in the SFEX series.
He is the only one of the original SFII:World Warrior cast to not appear as a playable character in Street Fighter X Tekken.
In Tekken 1, Ganryu is supposedly inspired by E.Honda.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
14:28 - vs. Balrog
15:37 - vs. Vega
17:01 - vs. Sagat
17:55 - Lose, Result, Continue
18:19 - vs. Sagat
19:33 - vs. M.Bison
20:42 - Ending
21:18 - BONUS 1: special credits/staff when no Rounds lost
22:37 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD E.Honda](https://i.ytimg.com/vi/gvffikOjwVQ/mqdefault.jpg)
![Fatal Fury 3 [Arcade] - play as Jin Chonrei
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 Longs 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 wont 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 doesnt 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 Fatal Fury 3 [Arcade] - play as Jin Chonrei](https://i.ytimg.com/vi/h5dm7CbRlmY/mqdefault.jpg)
![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)