Uploaded December 2023 | Updated September 2026, 3 weeks ago
This is a playthrough using Shadow King in the 3DO game Shadow: War of Succession. Read on below for more information...
Shadow King is the end boss of the game, and he is an unlockable playable character.
===== HOW TO SELECT SHADOW KING =====
The method of unlocking him is rather unorthodox. Here's how to do it:
1) Play through a single-player game and reach CPU Shadow King. When fighting him, press Play on the other controller to have Player 2 join in.
2) On the character select screen, you will find that Player 2's cursor is on Shadow King's icon (you normally cannot highlight this icon). Select him. Player 2 is now Shadow King.
Alternatively to make Player 1 Shadow King, get to CPU Shadow on Player 2's side instead, and during the match press Play on Player 1's controller to have Player 1 join in.
===== SHADOW KING IN SINGLE-PLAYER MODE =====
You can use Shadow King in the single player mode. Do the above process and use the player Shadow King to defeat the other player. Do NOT have the other player Continue. You will then get to play through the game with Shadow King.
===== SHADOW KING MOVES =====
Throw: when close, Back + A
Reverse Kick: Forward + B
Sweep: Back + B
Fireball: Forward, Forward + C
Hurricane Kick: Back + C or hold Back and press C
===== ADDITIONAL INFORMATION =====
---- He cannot block high.
---- In a 2-player game, if he is defeated, you get to see the other character's (the one who beat him) ending!
---- He has an ending of his own, meaning that he is meant to be played through a single-player game.
---- He has an alternative dark colour palette for mirror matches (against CPU Shadow King).
---- His aesthetics contrast the other characters as he is a "cartoon" design instead of real human. The same goes for his stage background elements.
---- There might be a hidden input command to highlight Shadow King's icon on the character select screen to freely and immediately select him.
---- I don't know his finishing move(s) if he has any.
---- The game is known as Shadow Warriors in Japan.
===== CHAPTERS =====
00:00 - Intro
01:04 - Menu and Character Select
01:40 - Regular fights
13:30 - Cutscene
14:28 - vs. Shadow King (boss)
15:42 - Ending
16:30 - Staff/credits
This is a playthrough using Shadow King in the 3DO game Shadow: War of Succession. Read on below for more information...
Shadow King is the end boss of the game, and he is an unlockable playable character.
===== HOW TO SELECT SHADOW KING =====
The method of unlocking him is rather unorthodox. Here's how to do it:
1) Play through a single-player game and reach CPU Shadow King. When fighting him, press Play on the other controller to have Player 2 join in.
2) On the character select screen, you will find that Player 2's cursor is on Shadow King's icon (you normally cannot highlight this icon). Select him. Player 2 is now Shadow King.
Alternatively to make Player 1 Shadow King, get to CPU Shadow on Player 2's side instead, and during the match press Play on Player 1's controller to have Player 1 join in.
===== SHADOW KING IN SINGLE-PLAYER MODE =====
You can use Shadow King in the single player mode. Do the above process and use the player Shadow King to defeat the other player. Do NOT have the other player Continue. You will then get to play through the game with Shadow King.
===== SHADOW KING MOVES =====
Throw: when close, Back + A
Reverse Kick: Forward + B
Sweep: Back + B
Fireball: Forward, Forward + C
Hurricane Kick: Back + C or hold Back and press C
===== ADDITIONAL INFORMATION =====
---- He cannot block high.
---- In a 2-player game, if he is defeated, you get to see the other character's (the one who beat him) ending!
---- He has an ending of his own, meaning that he is meant to be played through a single-player game.
---- He has an alternative dark colour palette for mirror matches (against CPU Shadow King).
---- His aesthetics contrast the other characters as he is a "cartoon" design instead of real human. The same goes for his stage background elements.
---- There might be a hidden input command to highlight Shadow King's icon on the character select screen to freely and immediately select him.
---- I don't know his finishing move(s) if he has any.
---- The game is known as Shadow Warriors in Japan.
===== CHAPTERS =====
00:00 - Intro
01:04 - Menu and Character Select
01:40 - Regular fights
13:30 - Cutscene
14:28 - vs. Shadow King (boss)
15:42 - Ending
16:30 - Staff/credits
![Turtles Tournament Fighters [SNES] - play as Clone Leo
This is a playthrough using Clone Leo in Tournament mode in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
Clone Leo is a character who appears only in Story Battle mode as a CPU opponent for Leonardo. He is an non-selectable character.
ABOUT THE CLONES
In the games coding, there is a flag/state which embeds itself into the Turtle characters. It is usually only used on a CPU-controlled Turtle character for the mirror match in Story Battle mode. Therefore, this means that they are not separate characters.
When the flag/state is on/applied, it implements the following features to the character:
1) Applies a unique purple colour palette
2) Applies a unique colour palette to his projectiles
3) Sets a unique lifebar image icon
The characters gameplay/voices/endings/etc. however are identical to the regular Turtles.
OTHER INFORMATION
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.
During Clone Leos Ultimate Attack, his fist aura projectiles are human flesh coloured with red energy. You can see this many times in the video, such as at 10:36. This is very different to normal Leos fist aura projectile colours, which are light green/blue with blue energy.
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 - Intro, Title & Character Select
02:11 - Regular fights
11:06 - Bonus Game
11:53 - Regular fights
27:10 - vs. Rat King
30:19 - vs. Karai
33:35 - Prize Money
34:11 - Ending Turtles Tournament Fighters [SNES] - play as Clone Leo](https://i.ytimg.com/vi/Tmz4sDp25mM/mqdefault.jpg)
![KOF2000 [Arcade] - play as boss status Zero
This is a playthrough using Zero in his proper boss status character in the Arcade version of King of Fighters 2000. Read on below for more information...
Zero is the final boss of the game. He is a non-selectable character in both the Neo-Geo MVS and AES versions of it.
ABOUT BOSS STATUS
His status can be set up (through third party methods) for a human player to play him just like the CPU Zero you fight against at the end of the game. By doing it this way, you get some unique features which would normally not be available if you had selected him as a separate character. These boss features are as follows:
BOSS FEATURES
It automatically bypasses the Order Select and Striker select sections, which means that you do NOT get to choose your Order nor Striker at any point in the game. You can see this happen in the video whenever the game heads to the Order/Striker select sections.
Because he is in boss status, it means that the player only gets one character (Zero) to use, making him a lone character.
On the fight/gameplay screens, as he is in boss status, he does not have the Striker nor Stock aspects displayed at the bottom of his side the screen.
Despite having no Striker showing on the gameplay screen, a Striker IS available to him, its the glitched Zero striker. You can see this in the video. This means that technically the CPU boss Zero has access to this striker as well, but is programmed to never use it.
As he is in boss status, it means that on the fight/gameplay screen there are no other team member names under his lifebar.
As he is in lone boss status, it means that before the Winning screen comes up (assuming you win a match), the other team member portraits do not appear prior.
Playing as him in the boss status will give you the generic Team Edit dialogues and endings.
Zero and Kula are the only two characters in the game to have this unique boss feature (obviously).
ZERO INFORMATION
When the CPU is controlling Zero, he can perform a different variation of the Phoenix Fang special move (the low cutting one thats done with DP + LP). In this version of the move, his landing animations is the same as the high cutting one (Supreme Flight). A human player cannot perform this move. You can see this at 18:00 in the video.
In a 1P game, if you lose a match, on the Continue screen he does not have a lose portrait. His dialogue in the text box is also wrong. You can see this around 18:21 in the video.
His portrait image and icon* can appear perfectly on the character select screen when accessed there. *However on the left or right side of the screen where the characters icons appear when you confirm a character, his icon is the glitched one of K.
On the character select screen, his icon position is below Kula. Obviously this is normally not accessible.
Despite being a non-selectable character, he has an alternative colour palette.
When in selection as a Striker, it is slightly glitched. Both are Zero (one being a shadow).
As Strikers, in gameplay his icon is a glitched coloured version of Ks or Another Ks icon. The glitch colours seem to be random as its often different for each match. (this is unexpected because he already has a proper icon on the character select and Striker select screens.)
In gameplay, his Striker or Another Striker move is glitched, as it just has him floating in and floating away again.
In the gameplay screen, when not the active character, his name ZERO appears perfectly despite being a non-selectable character and normally never appearing in a team.
In gameplay he cannot crouch, but does have low attacks.
When he selected by the player for use, after winning the first match, the final boss match music plays on the Striker select.
He has no SDMs.
He does not have an ending.
His icon appears perfectly on the Ability Ranking screen despite being a non-selectable character.
TRIVIA
He is known as Clone Zero in KOF2002 Unlimited Match.
In gameplay, when he is dizzied, his face contorts. As he is already in shapeshift disguise as Ling, it is unknown on what his real face looks like. My guess is that he probably looks somewhat like Original Zero seeing as he is a clone of him.
The developers have also made several jokes regarding his special move, dubbing it the Zero Fart. It is even lampooned in the 4-panel KOF comic strips.
His design is based on General Han from Fist of the North Star. His Zero Fart special move is also based on him.
CHAPTERS
00:00 - Intro, Title, Character Select
00:39 - Regular fights
12:15 - Cutscene 1
13:13 - Stage 6
15:35 - Cutscene 2
17:22 - vs. Zero (final boss, lose)
18:21 - Lose portrait and wrong text
18:30 - vs. Zero (final boss)
19:45 - Zero defeated scene 1
20:32 - Team Edit ending
21:19 - Cast and Credits KOF2000 [Arcade] - play as boss status Zero](https://i.ytimg.com/vi/Tn0SmbhHkSQ/mqdefault.jpg)
![Art of Fighting 2 [Arcade] - Bonus Game characters
This is a demonstration of two of the Bonus Game characters in the Arcade version of Art Of Fighting 2. Read on below for more information...
These two characters appear in the Strength Training Bonus Game as CPU opponents in which you have to dispose of. There are 4 of them overall, but I can only play as the two in the video. They are both non-selectable characters.
TECHNICAL INFORMATION
Gameplay-wise, there are 2 thug characters - one small and one large. Each of them has two skins, making a total of 4 thugs aesthetically. As mentioned earlier, only the first skin of them can be accessed.
The first thug is in lime green colour. He has two punches and can kick low, as well as jump and jump kick. He can dash back and forward, and can block high and low. He can use the Taunt function to lower the opponents gauge, but does not actually have any animations for this.
The second thug is in blue colour. He has two punches but cannot kick. He cannot jump nor crouch. He can dash back and forward, and can block high. He can use the Taunt function to lower the opponents gauge, but does not actually have any animations for this.
Both of them have incorrect zoom in/out view/aspect where if you zoom out they get larger, and if you zoom in they get smaller to normal size! Its basically reversed.
Neither have any voices nor any punch/kick air sound effects.
If you win a round with them, they have no winning pose meaning that the game cannot progress. You can one example of this at 01:46 in the video.
If you hit them enough, they get knocked down and blink (as if you beat them in the Bonus Game), but they get back up because they still have life in their lifebar.
On the gameplay screen, they have no name text.
On the character select screen, they use Temjins slot and Ryos image portrait, but the colours are glitched.
On the versus screen, they use Ryos image portrait, but the colours are glitched.
On the Continue screen, they have no portrait image. And the text in the dialogue box is wrong.
In gameplay they only have the one default colour palette. The other colours glitched.
They have no ending, the game crashes and resets if you win the game with them.
After they beat Mr. Big (final boss), one uses Ryos image portrait for the dialogue, and the other uses Roberts image portrait for the dialogue. Both portraits have glitched colours and the dialogue is incorrect. You can see this starting at 06:09 in the video.
CHAPTERS
00:00 - Title
00:10 - 1st character
01:56 - 2nd character
03:26 - 1st character Loser and Continue screens when defeated
03:45 - 2nd character Loser and Continue screens when defeated
04:00 - 1st character other colour palettes (glitched)
04:56 - 2nd character other colour palettes (glitched)
05:39 - Portrait images on the character select and versus screens
06:09 - beating the game with 1st character
06:21 - beating the game with 2nd character Art of Fighting 2 [Arcade] - Bonus Game characters](https://i.ytimg.com/vi/U-E9iTGmbEg/mqdefault.jpg)
![KOF98 Ultimate Match [Arcade] - play as Orochi
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 SNKs 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 its 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 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 Ultimate Match [Arcade] - play as Orochi](https://i.ytimg.com/vi/UGXdRcFtCxM/mqdefault.jpg)
![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)