Uploaded November 2022 | Updated September 2026, 2 weeks ago
This is a playthrough using Amakusa in the Arcade version of Samurai Shodown 1. Read on below for more information...
Amakusa is the end boss of the game. He is a non-selectable character in both the NeoGeo Arcade MVS and AES versions of it.
===== ABOUT AMAKUSA =====
He is one of the more recognizable SNK fighting game characters, and the most well-known boss of the Samurai Shodown series. An eastern sorcerer type design, he has quite a unique fighting style (for it's time) whereby his weapon is a levitating gem in which he controls and directs. Storyline-wise, he is one of the agents of the deity, Ambrosia. His full name is Shiro Tokisada Amakusa, based on real-life historical figure Amakusa Shiro.
===== TECHNICAL INFORMATION =====
---- He can appear on the character select screen as long as he isn't pre-highlighted when entering the screen.
---- He operates perfectly on the Continue screen.
---- In the events where on returning to the character select screen after he has already been selected, his sprites are slightly glitched in a way where a glitched Kyoshiro's weapon is in front of him.
---- When playing as him, In gameplay, if he loses a round the game will go into the "Amakusa/Ambrosia awakening" cutscene/screen before resuming as normal for the next round. The interesting thing here is that the the other character in the cutscene is Amakusa!
---- In gameplay, if he loses/drops his weapon, his weapon icon (when it's on the ground) is Charlotte's 2P weapon icon. If he is on the 2P side, it is Charlotter's COM weapon icon instead. The strange thing is that for the CPU-controlled Amakusa you fight against at the end of the game, if he loses/drops his weapon, his dropped weapon icon is the actual correct gem icon.
---- When playing as him in a 1P game, the game will crash and reset after defeating the 4th opponent. This is because he has no proper sprite and dialogue for the cutscene. You can see this around 11:31 in the video. There is an easy workaround to get past this, which I have done.
---- He has boss properties. All of his gem attacks hit hard which means that he doesn't follow the logical hit strengths of the regular characters; and his Weak Slash on the ground is a fast multi-hitting normal that is very powerful if it connects unblocked.
---- If he gets hit heavily at certain situations, he automatically does the disappearing and re-appearing move.
---- In a 1P game, after defeating CPU Amakusa at the end, the game will crash and reset because he doesn't have a proper ending programmed in.
===== VIDEO MOMENT =====
15:20 - weaponless Amakusa catches Ukyo's blade and throws him to the ground.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:51 - Regular fights
08:20 - Cutscene 1
08:30 - 1st Bonus Stage
09:05 - Cutscene 2
09:12 - Regular fights
11:32 - Game crash and reset
11:35 - Resume regular fights
15:52 - Cutscene 4
16:02 - 2nd Bonus Stage
16:34 - Cutscene 5
16:40 - Regular fights
30:20 - Cutscene 6
30:27 - 3rd Bonus Stage
30:58 - Cutscene 7
31:05 - vs. Amakusa
33:35 - Ending sequence (crashes and resets)
This is a playthrough using Amakusa in the Arcade version of Samurai Shodown 1. Read on below for more information...
Amakusa is the end boss of the game. He is a non-selectable character in both the NeoGeo Arcade MVS and AES versions of it.
===== ABOUT AMAKUSA =====
He is one of the more recognizable SNK fighting game characters, and the most well-known boss of the Samurai Shodown series. An eastern sorcerer type design, he has quite a unique fighting style (for it's time) whereby his weapon is a levitating gem in which he controls and directs. Storyline-wise, he is one of the agents of the deity, Ambrosia. His full name is Shiro Tokisada Amakusa, based on real-life historical figure Amakusa Shiro.
===== TECHNICAL INFORMATION =====
---- He can appear on the character select screen as long as he isn't pre-highlighted when entering the screen.
---- He operates perfectly on the Continue screen.
---- In the events where on returning to the character select screen after he has already been selected, his sprites are slightly glitched in a way where a glitched Kyoshiro's weapon is in front of him.
---- When playing as him, In gameplay, if he loses a round the game will go into the "Amakusa/Ambrosia awakening" cutscene/screen before resuming as normal for the next round. The interesting thing here is that the the other character in the cutscene is Amakusa!
---- In gameplay, if he loses/drops his weapon, his weapon icon (when it's on the ground) is Charlotte's 2P weapon icon. If he is on the 2P side, it is Charlotter's COM weapon icon instead. The strange thing is that for the CPU-controlled Amakusa you fight against at the end of the game, if he loses/drops his weapon, his dropped weapon icon is the actual correct gem icon.
---- When playing as him in a 1P game, the game will crash and reset after defeating the 4th opponent. This is because he has no proper sprite and dialogue for the cutscene. You can see this around 11:31 in the video. There is an easy workaround to get past this, which I have done.
---- He has boss properties. All of his gem attacks hit hard which means that he doesn't follow the logical hit strengths of the regular characters; and his Weak Slash on the ground is a fast multi-hitting normal that is very powerful if it connects unblocked.
---- If he gets hit heavily at certain situations, he automatically does the disappearing and re-appearing move.
---- In a 1P game, after defeating CPU Amakusa at the end, the game will crash and reset because he doesn't have a proper ending programmed in.
===== VIDEO MOMENT =====
15:20 - weaponless Amakusa catches Ukyo's blade and throws him to the ground.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:51 - Regular fights
08:20 - Cutscene 1
08:30 - 1st Bonus Stage
09:05 - Cutscene 2
09:12 - Regular fights
11:32 - Game crash and reset
11:35 - Resume regular fights
15:52 - Cutscene 4
16:02 - 2nd Bonus Stage
16:34 - Cutscene 5
16:40 - Regular fights
30:20 - Cutscene 6
30:27 - 3rd Bonus Stage
30:58 - Cutscene 7
31:05 - vs. Amakusa
33:35 - Ending sequence (crashes and resets)
![Toshinden 1 (JPN) [PS1] - play as Sho
This is a playthrough using Sho Shinjo in the PS1 Japanese version of Battle Arena Toshinden 1. Read on below for more information...
Sho is a hidden final boss in 1P Game mode on the harder difficulty levels, and he is an unlockable playable character.
HOW TO UNLOCK SHO
1) First, you need to unlock Gaia: 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) After that, again get to a situation where the title screen appears and the menu words scroll in, use Controller 2 and enter the motion: Right, Down, Down-Right + Square (F, D, DF + Weak Slash) like a special move. If youve done it correctly youll hear a voice.
3) On the character select screen, highlight Kayin, hold Down and press any attack button to select Sho.
Remember, these codes are different to the Western versions of the game!
SHO MOVES
Key: S = any Slash; K = any Kick; WK = Weak Kick; HS = Heavy slash; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion; RDP = Reverse Dragon Punch motion; UF = diagonal Up-Forward; UB = diagonal Up-Back
COMMAND NORMALS
- Slide: DF + K
SPECIAL MOVES
- Double Fireball: QCF + S
- Shoulder Crush: QCB + K
- Hishou Zan: DP + S
- Deadly Raise: RDP + S
- Backflip: D, U + K
- Air Backflip: during jump, D, U + K
- Diving Kick: during jump, QCB + K
DESPERATION (requires red flashing life)
- Hyakki Moshuu Ken: HCB, HCF + HS
SECRET MOVE (can be done anytime)
- Spinning Combo: D, F, UF, U, UB, B, D + WK + HS (best done when coming down from a jump)
ABOUT SHO
Sho is the master and older brother of Eiji. He trained both his younger brother and Kayin in the way of the sword, before leaving them without notice. He has since traveled around the world under the alias of The Stranger, searching for strong opponents whom he ends up defeating.
In the first Toshinden tournament (Toshinden 1), he met and fought against a woman named Cupido who was from the Himitsu Kessha organization. They soon fell in love and eventually had a son named Subaru.
GAME TRIVIA
On the character select screen, just like Gaia, he has no icon and no image portrait.
Eiji is the only character in the game to not have a hair colour change on his alternate second costume.
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
00:21 - Regular fights
15:28 - vs. Gaia (main boss)
17:58 - vs Sho (secret final boss)
19:47 - Ending
20:04 - Staff/credits
21:03 - Super Attack
21:27 - BONUS: Sho Time Over Draw pose Toshinden 1 (JPN) [PS1] - play as Sho](https://i.ytimg.com/vi/spcZOo7BiTY/mqdefault.jpg)
![Mortal Kombat II Unlimited [Genesis] - play as Smoke
This is a playthrough of single player mode using Smoke 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.
Smoke is a hidden CPU opponent in the game, and he is an immediately selectable character in this version of the game.
SMOKE MOVES
Key: LP = Low Punch; HP = High Punch; LK = Low Kick; HK = High Kick
SPECIAL MOVES
- Spear: B, B + LP
- Teleport Punch: D, B + HP
- Invisibility: U, D + HP
- Reappear: during Invisibility, U, D + HP
FINISHING MOVES
- Expansion: D, B, B + HK (close up)
- Spear Slice: F, F, F, B + HK (close up)
FRIENDSHIP (cannot use Punches on the Round)
- B, B, D + BLOCK (anywhere)
BABALITY (cannot use Punches on the Round)
- D, B, B, + BLOCK (anywhere)
STAGE FINISHER
- D, F, F + BLOCK (close up)
BRUTALITY
- HP, HP, BLOCK, LK, HK, HP, HK, HP, HK, LP, LK
COMBOS (Combo mode must be enabled via Options)
1) HP, HP, HP, D + HP
2) HP, HP, HP, LK, LK, LK
3) HP, HK, HP, LP
4) HK, LP
5) HK, HK, HP
6) HK, HK, LK, HK, LK, B + HK
ABOUT SMOKE
The m0d makes him selectable on the character select screen, his panel is at the top-center.
On the character select screen, his panel image is a mirrored and edited version of Reptiles panel. The same goes for his icon on the Battle Plan.
As the m0d has implemented a versus screen for 2-player matches, Smoke naturally has one too. The image used here is an edited version of Sub-Zeros versus screen umage. You can see this at 35:03 in the video.
Smoke now has his own profile/biography screen during the demos. The image here uses Sub-Zeros sprite, but has a newly-created background with smoke. You can see this at 35:06 in the video.
If you beat the game with him, he naturally has an ending in this version of the game. The two images used here are edited versions of the images in Sub-Zeros and Scorpions endings.
He does not have an alternate colour palette for mirror matches.
In gameplay, he now emits smoke, just like the CPU Smoke. (in the original MK2, if external methods are used to select him as a player character, he does not emit smoke)
MKII UNLIMITED SMOKE GAMEPLAY
His Spear special move is now available to the player. The m0d also adds other special moves from Scorpion and Reptile.
He now has Finishing moves.
He has the fastest walking speeds in the game.
Unfortunately, he is missing the special move where he walks VERY fast up to the opponent before throwing them. Only the CPU Smoke can do this.
As he now has Finishing Moves and can have finishing moves performed on him, it means that he can go into the Finish Him/Her! event.
The glitched/unintended moves from the original MK2 version of him is removed.
TRIVIA
He is the only character in the game to have different walking poses for walking forwards and backwards.
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
01:18 - Regular fights
21:27 - vs. Ermac (hidden character)
24:50 - vs. Shang Tsung (mid-boss)
27:35 - vs. Kintaro (penultimate boss)
29:25 - vs. Shao Kahn (final boss)
32:48 - Shao Kahn defeated and congratulatory text
33:05 - Smoke ending
33:24 - Cast and Credits/staff
34:52 - BONUS: demonstration of versus screen portrait and in-game profile Mortal Kombat II Unlimited [Genesis] - play as Smoke](https://i.ytimg.com/vi/sqIeGDIDq5k/mqdefault.jpg)
![Samurai Shodown 3 (alt) [Arcade] - play as Kuroko
This is a playthrough using Kuroko in an alternative Arcade version of Samurai Shodown 3. Read on below for more information...
Kuroko is a CPU opponent who appears at Stage 6 in a one-player game. He operates as a mirror match character, meaning that he clones the opponent by morphing into him or her at the start of a match. He is a non-selectable character in this game.
NOTE: Most Continues cut out of the video to save time and vide file size.
Here is the information on the character:
When he is highlighted on the character select screen, his sprite does not have any animation. The colors are also wrong.
On the character select screen, when he is selected, on the Technique / Level section, his colour palettes are wrong and shows more color change glitches if the player switches between the modes. The same applies to his portrait on the right.
On the character select screen, in the Technique / Level scetion, when he is selected, he uses Zankuros animations with glitched colours.
On the fight screen, he does not have any name text under the lifebar.
When you win a match with him in single-player or 2-player, you will get his WELL DONE winning screen with Kuroko in a glitched colour palette. This glitched color palette seems to be copied from the last character he cloned.
In the pre-match cutscene before fighting CPU Kuroko, the player Kuroko has a glitched sprite of Zankuro behind him. You can see this at 12:18 in the video.
If Kurokos opponent is Zankuro, he will use Haohmarus transform animation to morph into Zankuro. There is no Zankuro morph animations because the two characters are not supposed to fight each other.
In gameplay, the super move commands for him that appear are the same no matter which character he is transformed into, and are wrong.
If you beat the game with him, his ending text is the same as Zankuros defeated speech.
CHAPTERS
00:00 - Intro, Title, Character Select
00:47 - Regular fights
09:42 - Cutscene 1
10:01 - Regular fights
12:18 - Cutscene 2
12:25 - vs. Kuroko (mid-boss)
15:18 - Kuroko on Continue screen
15:33 - Regular fights
25:00 - Cutscene 3
25:12 - vs. Zankuro 1st phase (final boss)
26:38 - Cutscene 4 and vs. Zankuro 2nd phase (final boss)
27:46 - CPU Zankuro defeated cutscene and text
28:35 - Kuroko ending text
29:05 - Credits/staff
31:28 - BONUS: Kuroko on Ranking screens Samurai Shodown 3 (alt) [Arcade] - play as Kuroko](https://i.ytimg.com/vi/t2wKaWXkgXQ/mqdefault.jpg)
![Tekken 3 [Arcade] - play as Gun Jack
This is a playthrough using Gun Jack in the Arcade version of Tekken 3. Read on below for more information...
Gun Jack is a hidden character in the game. He is a time-release unlockable playable character.
GUN JACK TIME RELEASE
From the games first power on, Gun Jack will be selectable in 69 days. His Coming Soon screen is supposedly on 59 days.
TO FIGHT GUN JACK
After his Coming Soon screen has occurred, play a 1-player game and either get to Stage 3 in 50 seconds or less; OR get to Stage 4 in 11000 or less.
Gun Jack will appear on Stage 4 or Stage 5 depending on which condition you met above.
The above is not confirmed.
GUN JACK STORY
When Jane was a child, she was rescued from a bacteriological war zone by Jack-2. After the Tekken 2 tournament, the robot was destroyed by a satellite laser. When Jane reached the age of 17, and with the help of funding from the Mishima Zaibatsu, she then spent the next 10 years restoring Jack-2 to 90% functionality. She eventually learns that the Mishima Heavy Industries were responsible for Jack-2s A.I., and discovers something called Project Gun Jack. She snuck into Mishima Heavy Industries and secretly installed the hidden program, resulting in the creation of Gun Jack.
GUN JACK GAMEPLAY
Its Jack... anyone who knows Tekken will generally have an idea of how Jack plays right? Lots of clumsy swinging punches, sequence uppercuts and some hard-hitting moves and throws. In Tekken 3, Gun Jack has a large repertoire of special throws, as well as gaining Ganryus Sumo Stomp. Jack, as always, makes for a great opponent - because every time you hit him, those mechanical hit sound effects sure feels good.
ADDITIONAL INFORMATION / TRIVIA
Gun Jack only appears in Tekken 3 and Tekken Tag Tournament 1. And this is the only version of him with this unique name.
A modified version of Gun Jack appears as the first boss in the Devil Within mode contained in the PS1 version of Tekken 5.
As he appears in Tekken 3, he can be considered to be Jack-3. The same applies to Tekken Tag Tournament 1.
In his PS1 Tekken 3 ending, Jane looks somewhat like a specific attired Claire Redfield from Resident Evil 2.
VIDEO MOMENTS
Oh wait I am meant to be knocked out - 1:13 & 2:05
CHAPTERS
00:00 - Intro, Title, Character Select
00:36 - Regular fights
06:25 - Lose, Continue Screen, Character Select screen
06:36 - Regular fights
10:34 - vs. Heihachi (sub-boss)
11:33 - vs. Ogre I (penultimate boss)
12:18 - vs. Ogre II / True Ogre (final boss)
13:03 - Congratulations and credits/staff
14:23 - Name entry screen Tekken 3 [Arcade] - play as Gun Jack](https://i.ytimg.com/vi/thXzsHZ5ap4/mqdefault.jpg)
![KOF98 UM [Arcade] - EX Ryo, EX Robert & EX Yuri
This is a playthrough using EX Ryo Sakazaki, EX Robert Garcia & EX Yuri Sakazaki 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.
EX Ryo, EX Robert & EX Yuri are alternative versions of their regular counterparts. They are all immediate hidden playable characters.
HOW TO SELECT THEM
On the character select screen, highlight either Ryo, Robert or Yuri, hold Start and press any attack button to select the Alternate versions of them. Youll know its them because when you press and hold Start, their icons change.
ABOUT EX RYO
This version of him is based on his King of Fighters 94 counterpart. He uses his BGM theme from KOF96.
ABOUT EX ROBERT
This version of him is based on his King of Fighters 94 counterpart.
ABOUT EX YURI
This version of her is based on her King of Fighters 94 counterpart. She uses her BGM theme from Art of Fighting 2.
MID-BOSS RUGAL FIGHT
In this playthrough I fight against regular Rugal as the mid-boss. The conditions to fight him are quite difficult to achieve. You can see this starting around 10:16 in the video.
OTHER INFORMATION / TRIVIA
When all three are selected in your team, they have the Art of Fighting team ending image after the credits.
Obviously, they have different moves to their regular counterparts.
They have different images for their character select icons, Order portraits and lifebar icons to their regular counterparts.
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
00:45 - Character Select, Order Select & Location
01:19 - Standard Fights
10:11 - vs. Rugal (mid-boss)
12:06 - Standard Fights
15:36 - vs. Orochi Team (sub-boss)
20:23 - vs. Orochi (final boss)
22:36 - Credits & Score Ranking
24:29 - Art of Fighting Team ending image
24:40 - Score Ranking KOF98 UM [Arcade] - EX Ryo, EX Robert & EX Yuri](https://i.ytimg.com/vi/tl9ezwG6hEI/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Guile
This is a play-through using Old Guile (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 Guile is a another version of the regular Guile. He is a hidden playable character.
NOTE: 3 Continues used. 2 continues cut out of the video to save time and reduce video file size.
HOW TO SELECT OLD/SSFII GUILE
On the character select screen, select Guile with any button, and immediately input Up, Down, Down, Down and then press LP or LP + LK.
If youve done it correctly youll hear Guiles voice and his portrait colours will change into his original ones.
MOVELIST
Key: B = Back; F = Forward; D = Down; U = Up; MK = Medium Kick; P = any Punch; K = any Kick
THROWS
Shoulder Throw: when close, F + MP or B + MP
Suplex: when close, F + HP or B + HP
Flying Mare: in the air when close, any Direction besides U + MP/HP
Flying Buster Drop: in the air when close, any Direction besides U + MK/HK
COMMAND NORMALS
Knee Kick: B + MK or F + MK
SPECIAL MOVES
Sonic Boom: charge B, then F + P
Somersault Kick: charge D, then U + K
OLD/SSFII GUILE 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 Double Somersault Kick. However he has the same special moves as the new Guile.
Regarding other differences, these include:
He does not have New Guiles neutral Fierce and Roundhouse, and also his close-up Roundhouse
He does not have the neutral moving Forward which are new command normals for New Guile
His spinning knuckle normal is his regular neutral Fierce and not a command normal unlike New Guile
ABOUT GUILE
The staple military guy of the Street Fighter franchise. In Street Fighter II, his original storyline unfolds where he holds M.Bison responsible for the d£ath of his best friend Charlie, and seeks to destroy Bison for revenge. After he defeats Bison and is about to end him, his wife Jane and daughter Amy arrives and interrupts this.
OTHER INFORMATION / TRIVIA
Old Guile has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Guile.
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 Guile.
Along with Old Fei-Long, he is a character with the fewest special moves in the game.
His overall appearance is modelled after Jean Pierre Polnareff from JoJos Bizarre Adventure.
He is designed/developed in this manner specially to appeal to American audiences.
Later on in the franchise, he is known as the Air Force Pilot.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
10:57 - Lose, Result, Continue
11:20 - Regular fights
14:44 - vs. Balrog
16:16 - vs. Vega
18:20 - vs. Sagat
20:00 - vs. M.Bison
21:31 - Ending
22:30 - BONUS 1: special credits/staff when no Rounds lost
23:49 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Guile](https://i.ytimg.com/vi/ud1nT0ynnMc/mqdefault.jpg)
![Turtles Tournament Fighters [SNES] - Karai in 1P Mode
This is a playthrough using Karai in Tournament mode in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
Karai is the true final boss in the game, and can only be reached on difficulty level 3 and higher. She is a hidden playable character who can be unlocked via an input command, but she can only be used in VS Battle or Watch mode mode.
UNLOCK KARAI & RAT KING
On the title screen main menu, use Controller 2 and input the following:
X, Up, Y, Left, B, Down, A, Right, X, Up
If youve done it correctly youll hear Askas voice. Karai and Rat King can now be selected in VS Battle or Watch mode. On the character select screen, they are to the left (cannot be seen), scroll between Leonardo and C.Shredder to highlight Karai or Rat King.
UNLOCK BOTH BOSSES STAGES
On the title screen main menu, use Controller 2 and input the following:
L, R, L, R, L, R, A
If youve done it correctly youll hear a thunder sound effect. The Metro Train and Studio 6 stages can now be selected in VS Battle or Watch mode.
KARAI MOVE LIST
Key: [NP] = Normal Punch; [FP] = Fierce Punch; [NK] = Normal Kick; [FK] = Fierce Kick; [P] = any Punch; [K] = any Kick
THROWS
Toss Across: when close, F + [NP]
Ground Slam: when close, F + [FP]
COMMAND NORMALS
Sliding Weak Punch: B + [NP]
Sliding Strong Punch: B + [FP]
Sliding Mid Kick: B + [K]
Low Sliding Punch: DB + [P]
Low Sliding Sweep: DB + [K]
Diving Punch: in the air, D + [NP]
SPECIAL MOVES
Wall Jump & Homing Throw: [NP] + [NK]
Wall Jump & Blazing Punches: [FP] + [FK] when Gauge isnt full/flashing
(both above can also be performed in the air, this allows you to use the Blazing Punches when your gauge is full/flashing)
SUPER MOVE
Dark Thunder: [FP] + [FK] when gauge is full/flashing
ABOUT KARAI
Karai is a character who has appeared in the TMNT comics and in several other media as a high-ranking member of Shredders Foot Clan. She is supposedly Shredders disciple and adopted daughter. Her allegiance (to the heroes or villains) varies between the media.
In the SNES version of TTF, she worked with Rat King to orchestrate the games events. In the Story Battle mode of the game, Karai (who is not known to the Turtles) arrives in New York with the forces of the Shredder Elite to avenge Shredder, and kidnaps Splinter and April ONeil to lure the Turtles into fighting her minions.
DESIGN
In the SNES version of TTF, her design is very different to the Genesis TTF version of Karai. As the SNES game aims for a more flamboyant style, her moves here are crazy and dramatic, unlike the Genesis Karai.
OTHER INFORMATION / TRIVIA
Even when unlocked, her figure does not appear on the character select screen in VS Battle and Watch mode.
When using third party methods to play as her, after you defeat CPU Karai, she can appear on the screen with the two women and falling money, assuming you beat the game well enough.
When using third party methods to play as her in Tournament mode, after you defeat CPU Karai, and after the winning screen, the game will crash as she does not have a proper ending programmed in.
When using third party methods to play as her in Tournament mode, she is has no problems in the bonus game, despite her not being meant to appear here.
A lot of her moves have boss properties. Meaning that they are really fast, unnatural in movement, have great range, have high priority and inflict high damage.
Her appearance in the SNES version of the game is roughly based on the design from the Mirage comics.
In the Japanese version of the game (TTF: Mutant Fighters), her lifebar icon image is different.
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.
TIMESTAMPS
00:00 - Intro, Title menu, Character Select & April ONeil intro speech
02:14 - Regular fights
11:51 - Bonus game
12:37 - Regular fights
25:51 - vs. Rat King
28:45 - vs. Karai
31:50 - Special congratulatory screen
32:30 - Game crash message Turtles Tournament Fighters [SNES] - Karai in 1P Mode](https://i.ytimg.com/vi/uh6dKlp_uRU/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as Lee Chaolan
This is a playthrough of Arcade Mode using Lee in the PS1 version of Tekken 1. Read on below for more information...
Lee Chaolan is the sub-boss for Kazuya 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 LEE IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Kazuya. Lee will then be available on the character select screen by scrolling off the side of the row.
ABOUT LEE
As the adopted son of Heihachi, Lee holds a semi-important role in the Mishima storyline. He is one of the more popular characters in the franchise for his sleek style of fighting and his trademark thumbs-up & catchphrase of excellent.
LEE GAMEPLAY
He is a derivative of Law for the most part. Extras include Mishima-style axe kicks and Pauls jumping double axe kicks. In the PS1 version of the game, he was given several new moves not seen in the Arcade version... for example the infinite kicks and the Lazers Edge kick combo. He also has a new drop throw, which replaces his run up and flatten opponent throw (Laws one) of the Arcade version. Gotta make him less of a clone.
LEE ADDITIONAL INFORMATION
- In Tekken 1, in gameplay he uses Kazuyas voices. However, his laugh (during his win pose) is unique to him.
- On the character select screen, his still portrait image the last frame of his FMV portrait from the Arcade version.
- In Tekken 2, he was switched to be Heihachis personal sub-boss instead of Kazuyas.
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
09:53 - vs. Kazuya (personal sub-boss)
11:20 - vs. Heihachi
12:28 - Credits
13:34 - Name Entry
13:51 - Time Rankings
14:09 - BONUS: 2P Play Mode character select screen & Lee other costume Tekken 1 Boss Edition [PS1] - play as Lee Chaolan](https://i.ytimg.com/vi/uiju36OB_Rk/mqdefault.jpg)
![Guilty Gear X [DC] - play as Dizzy
This is a playthrough using Dizzy in the Dreamcast version of Guilty Gear X. Read on below for more information...
Dizzy is the final boss of the game, and she is an unlockable playable character.
HOW TO UNLOCK DIZZY
There are a few ways to do this. The fastest way is through a command input as explained below:
On the title screen where it states Press Start Button, press the following command:
Down, Right, Right, Up, Start
If youve done it correctly, youll hear Dizzys voice. Dizzy (along with Testament) will be unlocked and available on the character select screen.
DIZZY MOVES
Key: P = Punch; K = Kick; S = Slash; HS = Heavy Slash; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; RDP = Reverse Dragon Punch motion ; DF = diagonal Down-Forward
THROWS
- Let me help you: when close, F + HS or B + HS
COMMAND NORMALS
- Dragon Wing: F + P
- Demon Tail: F + HS
SPECIAL MOVES
- Spinning Scythe: QCF + S
- Ice Pillar: QCF + HS
- Homing Sword: RDP + S
- Piranha Charge: QCB + P
- Piranha Charge Fast: QCB + K
- Piranha Shield: QCB + S
- Piranha Beam: QCB + HS
OVERDRIVES
- Imperial Ray: HCB, F + S (requires half Tension gauge)
- Demon Archer: DF, HCF, B, F + P (requires half Tension gauge)
- Gamma Ray: F, B, F, HCF + HS (requires full Tension gauge)
INSTANT
Does not have one.
GAME TRIVIA
- On the fight screen, she has a special pre-fight intro when her opponent is Sol Badguy.
- In single-player mode, on her bio screen, her move names are all started as Unknown.
- She is the only character in the game to not have an Instant K1ll move.
- She is only 1 of 2 characters in the game who can perform 2 successive air dashes.
- She is only 1 of 3 characters in the game who can perform a triple jump.
- She is only 1 of 2 characters in the game who can air dash after a double jump.
- In single player mode, on the route/stage screen, when you reach CPU Dizzy, she has her own unique pre-battle music theme.
- Her sentient shapeshifting wing characters are Necr0 and Undine.
- This instalment of the franchise marks the debut of Dizzy into the Guilty Gear franchise.
CHAPTERS
00:00 - Intro, Title, Character Select, Bio
01:10 - Regular fights
23:25 - vs. Testament (penultimate boss)
26:48 - vs. Dizzy (final boss)
29:29 - Ending image and staff credits
32:42 - Name entry and high score tables
33:19 - BONUS 1: Other colour palettes of Dizzy
34:04 - BONUS 2: Time Up lose pose
34:18 - BONUS 3: Time Up Draw pose
34:31 - BONUS 4: Something interesting Guilty Gear X [DC] - play as Dizzy](https://i.ytimg.com/vi/v0DwoExlTBc/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as Wang
This is a playthrough of Arcade Mode using Wang Jinrei in the PS1 version of Tekken 1. Read on below for more information...
Wang is the sub-boss for Law 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 WANG IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Law. Wang will then be available on the character select screen by scrolling off the side of the row.
ABOUT WANG
As one of the original sub-bosses of the franchise, he fills the Chinese-wise-old-master role and does the job quite well. He even has the friends-with-the-other-old-masters thing as well, complete with the visiting-their-grave scene.
In Tekken 1, he was very unnoticed due to the story of the franchise being very raw and uncooked at the time, and the fact that he was an unplayable character in the Arcade version and a hidden unlockable character in the PS1 version made him even more less known. I think his in-gameplay model is a bit of an eyesore in Tekken 1... he looked much better in Tekken 2, especially his character select screen portrait image.
WANG GAMEPLAY
He is basically a derivative of Michelle for the most part, with Ninas Chi Strike move. He has also been blessed with a lesser variation of Pauls Phoenix Smasher. In the PS1 version of the game he has a few extra unique moves, such as a low power strike, as well as having his own throws.
WANG TRIVIA
- In the Arcade version of the game, he is the only boss character to have his own unique voice for all situations/activities.
- He was changed to be Jun Kazamas or Baek Doo Sans sub-boss in Tekken 2.
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
08:17 - vs. Law (personal sub-boss)
09:25 - vs. Heihachi
10:26 - Credits
11:32 - Name Entry
11:48 - Time Rankings
12:07 - BONUS: 2P Play Mode character select screen & Wang other costume Tekken 1 Boss Edition [PS1] - play as Wang](https://i.ytimg.com/vi/vFil8HeNUDo/mqdefault.jpg)
![KOF2002 [Arcade] - O.Chris, O.Shermie, O.Yashiro
This is a playthrough using the Orochi Team which consists of Orochi Chris, Orochi Shermie and Orochi Yashiro in the Arcade version of King of Fighters 2002. Read on below for more information...
NOTE: Max gauge used in this playthrough.
Orochi Yashiro, Orochi Shermie and Orochi Chris are immediate hidden playable characters.
HOW TO SELECT THEM
On the character select screen, highlight either Chris, Shermie or Yashiro, hold Start and press any attack button to select the Orochi versions of them. Youll know its them because when you press and hold Start, their portraits change.
MOVE LISTS
Key: P = any Punch; K = any Kick; LK = Light Kick; LP = Light Punch; HP = Heavy Punch; HK = Heavy Kick; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion; ANY = any attack button
~~~~~ OROCHI CHRIS ~~~~~
COMMAND NORMALS
- Swing Hammer: F + LP
- Flip Kick: F + LK
- Slide: DF + LK
SPECIAL MOVES
- Flame Waves: QCF + P
- Jumping Flame: QCB + P
- Rising Flame: DP + P
- Close Combo: when close, HCF + K
DESPERATION MOVES
- Orochi Nagi: QCB, HCF + P ; hold P to delay (1 stock)
SUPER DESPERATION MOVES
- Orochi Nagi: QCB, HCF + LP + HP ; hold P to delay (MAX activated & 1 stock)
HIDDEN SUPER DESPERATION MOVE
- Orochi: HK, HP, D, HP, HK (25% or less life, MAX activated, & 1 stock)
~~~~~ OROCHI SHERMIE ~~~~~
COMMAND NORMALS
- Flip Kick: F + LK
SPECIAL MOVES
- Blow Orb: HCF + P or K
- Lightning Slash: QCB + P
- Corkscrew Shock: QCB + K
- Somersault Shock: during jump, QCF + K
DESPERATION MOVES
- Ankoku Raikou Ken: QCF, QCF + P (1 stock)
- Charging Lightening Kick: QCF, QCF + K (1 stock)
SUPER DESPERATION MOVES
- Ankoku Raikou Ken: QCF, QCF + LP + HP (MAX activated & 1 stock)
- Charging Lightening Kick: QCF, QCF + LK + HK (MAX activated & 1 stock)
HIDDEN SUPER DESPERATION MOVE
- Unmei no Ya: LK, LP, B, LP, ANY (25% or less life, MAX activated, & 1 stock)
~~~~~ OROCHI YASHIRO ~~~~~
COMMAND NORMALS
- Hammer: F + LP
- Straight Kick: F + LK
SPECIAL MOVES
- Grab & Flip: QCB + P
- Charging Suplex: HCF + K
- Flip & Toss: when close, HCF + P
- Multiple Slams: when close, HCB, F + P
DESPERATION MOVES
- Jumping Slams: QCF, QCF + K
- Multiple Slams: when close, HCB, HCB + P
SUPER DESPERATION MOVES
- Jumping Slams: QCF, QCF + LK + HK (MAX activated &1 stock)
- Multiple Slams: when close, HCB, HCB + LP + HP (MAX activated & 1 stock)
HIDDEN SUPER DESPERATION MOVE
- Armageddon: LK, HK, LP, LP + LK + HP (25% or less life, MAX activated & 1 stock)
ABOUT THE OROCHI CLAN
After Leopold Goenitz, these three are the remaining members of the Four Heavenly Kings of Orochi and are responsible for awakening and releasing the deity. They are basically the counter-equivalent to Kyo, Benimaru and Goro. O.Chris uses flames like Kyo; O.Shermie uses lightening like Benimaru; and O.Yashiro uses strength (Earth) like Goro. They are an integral part of the KOF storyline.
GAME TRIVIA
The Orochi versions of Chris, Shermie and Yashiro do not appear as CPU opponents in the game.
On the character select screen, as pressing Start accesses their Orochi forms, it means that the random select function cannot be started on their regular counterparts.
On the winning screen, their portraits are different to their regular counterparts.
On the fight screen, their lifebar icons are different to their regular counterparts.
Their music theme is a combination of O.Yashiro and O.Shermies individual themes from KOF97 and also O.Chris theme from KOF98.
They have special pre-fight intros when against each other.
Regarding sprite/animation aesthetics, Orochi Chris is given significant new standing neutral animations.
Regarding sprite/animation aesthetics, Shermie is made slightly more thicc.
CHAPTERS
00:00 - Intro, Title, Character Select
01:03 - Regular fights
14:52 - vs. K9999 (mid-boss)
15:58 - Regular fights
18:15 - vs. Omega Rugal (final boss)
20:38 - Rugal defeated cutscene
21:02 - Staff/credits
23:29 - BONUS 1: Alternate colour palettes
24:09 - BONUS 2: Time Over Draw poses KOF2002 [Arcade] - O.Chris, O.Shermie, O.Yashiro](https://i.ytimg.com/vi/wIPNRBJtZVg/mqdefault.jpg)