Uploaded December 2022 | Updated September 2026, 3 weeks ago
This is a playthrough using Ogre II / True Ogre in the Arcade version of Tekken 3. Read on below for more information...
Ogre II is the final boss of the game, and this is his 2nd form. He is a time-release unlockable playable character.
NOTE: Continues used and some cut out to save time and keep video file size low.
===== HOW TO SELECT OGRE II =====
From the game's first power on, Ogre II will be selectable in 114 days. Prior to that you'll get the "ENHANCED OGRE COMING SOON" message in 109 days.
===== OGRE II STORY =====
The 2nd form of him, called True Ogre, is basically a beast. When in this form he loses the ability to speak and acts like a wild beast, however he also gains the ability to fly and breathe fire. This form of him was eventually defeated by Jin Kazama after Paul Phoenix beat the 1st form of Ogre and left the scene early.
===== OGRE II GAMEPLAY =====
Like Ogre I, this guy's fighting style is basically an amalgamation of moves from various other Tekken characters... mostly ones from the prequels who are not present in Tekken 3. Such characters include Baek, Wang, Bruce, Jun, Lee, Kazuya, Kunimitsu, Ganryu and Armor King. In the Arcade version here, Anna is among these characters because her actual character/moveset isn't in this version of the game.
Ogre II / True Ogre does have some unique moves of his own however, and these moves include the two fire-breathing moves, a series of tail attacks, a horn attack and a flying swoop move when he gets up from the ground. He loses the Ancient Power move that the 1st form of him has though.
===== INFORMATION / TRIVIA =====
---- In the Arcade version of the game, there is a glitch whereby on the first occasion you get to Ogre II and you lose to him and Continue, you'll only fight Ogre II (without fighting Ogre I anymore) if you use subsequent Continues. The glitch here is that despite fighting Ogre II, only Ogre I's music theme will play, meaning that Ogre II's music theme never plays.
---- In the Arcade version of the game, he is never referred to as True Ogre unlike in the PS1 version of it.
---- In the Arcade version of the game, he is reportedly referred to as "Enhanced Ogre" in the time-release messages.
---- In single-player mode, if the player uses Heihachi and beats 1st form Ogre, Ogre will absorb Jin's power instead of Heihachi to become Ogre II / True Ogre.
---- Whenever his second form (Ogre II / True Ogre) is in battle, the stage background will always be pitch black except for the ground. The darkness can be removed via third party methods.
---- He and an advanced version of him appears in the Devil Within mode in the PS2 version of Tekken 5.
---- In single-player mode, he still fights against himself as the last boss.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:36 - Regular fights
06:11 - Lose, Continue Screen, Character Select screen
06:22 - Regular fights
09:31 - vs. Heihachi (sub-boss)
10:38 - vs. Ogre I (penultimate boss)
11:38 - vs. Ogre II / True Ogre (final boss)
12:14 - Congratulations and credits/staff
13:35 - Name entry screen
This is a playthrough using Ogre II / True Ogre in the Arcade version of Tekken 3. Read on below for more information...
Ogre II is the final boss of the game, and this is his 2nd form. He is a time-release unlockable playable character.
NOTE: Continues used and some cut out to save time and keep video file size low.
===== HOW TO SELECT OGRE II =====
From the game's first power on, Ogre II will be selectable in 114 days. Prior to that you'll get the "ENHANCED OGRE COMING SOON" message in 109 days.
===== OGRE II STORY =====
The 2nd form of him, called True Ogre, is basically a beast. When in this form he loses the ability to speak and acts like a wild beast, however he also gains the ability to fly and breathe fire. This form of him was eventually defeated by Jin Kazama after Paul Phoenix beat the 1st form of Ogre and left the scene early.
===== OGRE II GAMEPLAY =====
Like Ogre I, this guy's fighting style is basically an amalgamation of moves from various other Tekken characters... mostly ones from the prequels who are not present in Tekken 3. Such characters include Baek, Wang, Bruce, Jun, Lee, Kazuya, Kunimitsu, Ganryu and Armor King. In the Arcade version here, Anna is among these characters because her actual character/moveset isn't in this version of the game.
Ogre II / True Ogre does have some unique moves of his own however, and these moves include the two fire-breathing moves, a series of tail attacks, a horn attack and a flying swoop move when he gets up from the ground. He loses the Ancient Power move that the 1st form of him has though.
===== INFORMATION / TRIVIA =====
---- In the Arcade version of the game, there is a glitch whereby on the first occasion you get to Ogre II and you lose to him and Continue, you'll only fight Ogre II (without fighting Ogre I anymore) if you use subsequent Continues. The glitch here is that despite fighting Ogre II, only Ogre I's music theme will play, meaning that Ogre II's music theme never plays.
---- In the Arcade version of the game, he is never referred to as True Ogre unlike in the PS1 version of it.
---- In the Arcade version of the game, he is reportedly referred to as "Enhanced Ogre" in the time-release messages.
---- In single-player mode, if the player uses Heihachi and beats 1st form Ogre, Ogre will absorb Jin's power instead of Heihachi to become Ogre II / True Ogre.
---- Whenever his second form (Ogre II / True Ogre) is in battle, the stage background will always be pitch black except for the ground. The darkness can be removed via third party methods.
---- He and an advanced version of him appears in the Devil Within mode in the PS2 version of Tekken 5.
---- In single-player mode, he still fights against himself as the last boss.
===== CHAPTERS =====
00:00 - Intro, Title, Character Select
00:36 - Regular fights
06:11 - Lose, Continue Screen, Character Select screen
06:22 - Regular fights
09:31 - vs. Heihachi (sub-boss)
10:38 - vs. Ogre I (penultimate boss)
11:38 - vs. Ogre II / True Ogre (final boss)
12:14 - Congratulations and credits/staff
13:35 - Name entry screen
![Art of Fighting 1 [Arcade] - King in 1P mode
This is a play-through of 1-player mode using King in the Arcade version of Art Of Fighting 1. Read on below for more information...
King is the 4th enemy character in the 1-player Story Mode. She is a playable character, but she can only be used in 2-player versus matches.
HOW TO SELECT KING
She is available on the character select screen whenever youre in 2-player versus mode.
KING MOVES
Special Moves
Venom Strike: QCF + Kick
Furious Kick: QCB + Kick
Flying Strike: DB, F + Kick
KING GAMEPLAY
She is one of the weaker characters against the CPU opponents, mostly due to her damage output being relatively lower... her jumping kick, which the kick is upwards, doesnt help either. Her Venom Strike comes out fast, but her Flying Strike takes a while to come out.
KING INFORMATION
She does not have a Super nor a Desperation move.
After the Bonus Games, if it shows the Ryo or Robert special move advice commands, you cannot see her demonstrations but can hear her sounds.
In the Bonus Game where you need to perform the Haou Shoukou Ken multiple times, she obviously cannot pass it as she doesnt have the move.
After the Bonus Games, the text box can be blank for certain outcomes and it plays a wrong voice. And when it shows the Robert car scene, the text box is blank and the wrong text is shown at the bottom.
As this is the original version of the game, the game shows the ending after the 3rd Bonus round. You can see this happen in the video with the Ice Pillar Smash and the Haou Shoukou Ken training. This means that John Crawley is her final opponent.
TRIVIA
The debut game of King.
If she is defeated by being knocked out by an opponents Special Move, parts of her costume will be ripped.
When she is knocked down, she has the iconic yell and scream voice.
King has the same birthday date with Mature and Shingo Yabuki.
Some sources speculate that her real name is Claire, but there has been nothing from SNK that suggests this.
She is the only character in the Art of Fighting series to have the same voice actress in all of her game appearances (in her source games and in The King of Fighters games).
THE ORIGINAL GAME
The version of Art of Fighting 1 seen in this video is the original version. As it is the original version, it means that glitches, halts, freezes and crashes can potentially happen when playing as enemy and boss characters in a 1-player game. These problems occur because of the Bonus Games, and there are ways to get round this within the game as you long as you know how. Also, you dont get to fight Mr. Karate when playing as the enemy characters.
ABOUT AOF1
The game features impressively large 2D sprites for its time. The AOF series, with its usage of graphical zooming, music style, sound effects and voices, has always gave you that intense and stylish atmospheric feel in fights.
CHAPTERS
00:00 - Intro, Title, Character Select
00:43 - vs. Todo
02:27 - vs. Jack
04:12 - Bonus Stage 1
04:57 - vs. Lee
06:56 - vs. King
10:19 - Bonus Stage 2
11:05 - vs. Micky
12:47 - vs. John
15:08 - Bonus Stage 3
15:53 - Ending
16:12 - BONUS: King in Haoh Shoukou Ken bonus game and ending
17:19 - Staff/Credits Art of Fighting 1 [Arcade] - King in 1P mode](https://i.ytimg.com/vi/Ra_SBu8TLxU/mqdefault.jpg)
![MK3 (proto 13071995) SNES - Motaro playthrough
This is a playthrough using Motaro in a prototype version of Mortal Kombat 3 for the SNES. Read on below for more information...
Motaro is the penultimate boss of the game. In this prototype version of MK3, he is a non-selectable/unplayable character.
MOTARO UNDER HUMAN CONTROL
In this prototype version of the game, if you use unofficial methods to select Motaro as a player character, he is glitched for the most part under human control. You cannot perform any of his proper Normals here, and he does NOT have any special moves, or at least ones that cannot be accessed by the player. This is because the developers have not yet programmed him to have proper human controls unlike in the final version of the game, where he is playable there.
Here under human control, he acts almost exactly like his unplayable self in the Arcade version of the game. However the good thing here is that the majority of what the player can do with him does not glitch or freeze the game. Throwing with him will freeze the game, and Down + [Block] and releasing [Block] will glitch game in different ways (the staple SNES MK2/3 roulette glitch effects). His Running animation hasnt been properly done. He does retain the CPU Motaro weight, meaning that he cannot be swept over or knocked down by a Roundhouse (Back + HK) by the opponent.
Interestingly however, there are some CPU-embedded control when the player controls Motaro, as shown by him using the Teleport at 3:03 when Sindel tries to jump kick him; and at 3:06 he does the horse jump.
ADDITIONAL INFORMATION
In a versus game, if Motaro is selected, the VS screen is automatically bypassed just like in the final version of the game. This may suggest that he was already planned to be a playable character.
In gameplay, he is always locked to The Balcony background/stage unless facing Shao Kahn.
If you beat the game with him, he has an ending, but its messed up and glitched. You can see this in the video.
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:
Smoke is already unlocked from the start.
Pressing/holding the Select button depletes the other sides lifebar!
The copyright screen has the build date & 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 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.
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, lesser number of matches for routes. In the Master route you get 3 normal characters before facing Motaro and Shao Kahn; in the Warrior route you get 1 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, 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 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 with perfects, it results in the Double Flawless message, instead of just Flawless Victory.
In the 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 be Kano.
CHAPTERS
00:00 - Title, Menu, Character Select, Route
00:30 - Regular fights
03:48 - vs. Motaro
04:59 - vs. Shao Kahn
07:00 - Ending (glitched)
07:22 - Cast
08:08 - Staff credits MK3 (proto 13071995) SNES - Motaro playthrough](https://i.ytimg.com/vi/Rv01y-KRGoc/mqdefault.jpg)
![Tekken 1 Boss Edition [PS1] - play as P. Jack
This is a playthrough of Arcade Mode using P. Jack in the PS1 version of Tekken 1. Read on below for more information...
Prototype Jack is the sub-boss for Jack 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.
P. JACK INFORMATION
- HOW TO UNLOCK P. JACK IN THE NORMAL VERSION OF THE GAME:
Beat Arcade Mode with Jack. P. Jack will then be available on the character select screen by scrolling off the side of the grid.
ABOUT P. JACK
As a robot character, the regular Jack having an alternative prototype design of him as a personal sub-boss is a clever idea. In Tekken 1 he looks more wacky, particularly his default costume... its like as if he is pieced together with various metal and devices. He has a vastly different conservative look in Tekken 2, of which has now become his staple design as his appearances in TTT1 and TTT2 shows.
GAMEPLAY
He is another derivative of Jack... with one of the extra moves being Pauls hammer & smasher. That, along with one of his throws, I dont actually remember any other gameplay differences between him and regular Jack (there probably is more). Another thing is that his range of attack isnt actually that good, despite looking as if it is.
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
00:30 - Regular fights
09:29 - vs. Jack (personal sub-boss)
10:42 - vs. Heihachi
12:21 - Credits
13:29 - Name Entry
13:48 - Time Rankings
14:06 - BONUS: 2P Play Mode character select screen & P. Jack 2P costume Tekken 1 Boss Edition [PS1] - play as P. Jack](https://i.ytimg.com/vi/RwG7Mw9t1_A/mqdefault.jpg)
![Toshinden URA [Saturn] - play as Replicant
This is a playthrough using Repli (Replicant) in the Saturn game Battle Arena Toshinden URA. Read on below for more information...
Repli is the mid-boss and penultimate boss of the game, and he is an unlockable playable character.
HOW TO UNLOCK REPLI & WOLF
On the main title screen where it says Press Start Button, press the following: A, B, Z, X, Y, C.
If youve done it correctly, youll hear a sound. Repli and Wolf will now be available on the character select screen.
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion; BDP = Backwards Dragon Punch motion; HCB = Half Circle Back; [S] = any Slash; [WS] = Weak Slash; [HS] = Heavy Slash; [WK] = Weak Kick; [HK] = Heavy Kick; [K] = any Kick
SPECIAL MOVES
Double Fireball: QCF + [S]
Eiji Helicopter: DP + [S]
Somersault Slice: QCB + [S]
Kayin Helicopter: BDP + [S]
Splits: QCB + [K]
Kneedrop: QCF + [WK]
Rise & Dive Kicks: QCF + [HK]
Slide: DF + [K]
Dive Kick: in the air, QCB + [K]
Somersault Kick: in the air, D, U + [K]
Suicide: dont know
SUPER MOVES
Desperation Move: HCB, HCF + [HS] (requires low life/flashing lifebar)
Overdrive: [Z] + [C] when Overdrive gauge is full/active
Final Technique: dont know, but pressing [Z] + [C] WITHOUT the Overdrive gauge does it (you also need the Easy Special Attacks cheat enabled for this)
ABOUT REPLI
Repli is a robotic copy of Sho Shinjo, created by Ronron. It is meant to be a prototype in a series of battle androids meant for the purpose of law enforcement. However the robot was stolen by Ronrons superior, Wolf. Wolf then reprogrammed it into becoming a ruthless slaying machine, with the goal of creating an army of Replicant androids to use in conquering the world. Repli was eventually defeated by the real Sho Shinjo with minimal fuss.
GAMEPLAY
As a clone character, Repli obviously plays just like Sho... the pair also have identical movelists. The main difference between the two is that Repli has faster speed for some of his movements, Normals, Specials and Supers, meaning that these moves come out faster and have quicker recovery. This probably makes him better than the real Sho.
BONUS FIGHT
Due to beating the game without using Continues has resulted in the hidden boss fight against Sho after the credits. You can see this starting around 29:07 in the video.
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] - play as Replicant](https://i.ytimg.com/vi/SSLqZTbjd2k/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD M.Bison
This is a play-through using Old M.Bison (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 M.Bison is a hidden version of the regular Bison. He is a hidden playable character.
NOTE: 1 Continue used.
HOW TO SELECT OLD/SSFII M.BISON
On the character select screen, select M.Bison with any button, and immediately input Down, Up, Up, Down and then press LP or LP + LK.
If youve done it correctly youll hear Bisons voice and his portrait colours will change into his original ones.
OLD/SSFII M.BISON 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, afterwards can guide using F or B
........ Skull Diver: P when being guided after head stomp
Devil Reverse: charge D, then U + P
OLD/SSFII M.BISON 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 Knee Press Nightmare. Regarding Special Moves, he loses the Fake Head Stomp. Regarding normals, he loses the jumping Strong juggle abilities.
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.
OTHER INFORMATION / TRIVIA
Old Bison has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Bison.
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 Bison.
He is the only character who has animation in his portrait image when he is the loser on the Winner/Loser screen.
The Arcade version of SSFIIX/SSFIIT is first game in the SFII series where M.Bisons punch auras no longer flashes. This means that the last game in the SFII series where M.Bison has flashing animation in his punch aura graphics is SSFII.
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
09:29 - Lose, Result, Continue
09:53 - Regular Fights
18:11 - vs. Balrog
19:50 - vs. Vega
21:44 - vs. Sagat
23:33 - vs. M.Bison
24:36 - Ending
25:10 - BONUS 1: special credits/staff when no Rounds lost
26:28 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD M.Bison](https://i.ytimg.com/vi/Tab-H3lDvas/mqdefault.jpg)
![Shadow Warriors [3DO] - play as Shadow King
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. Heres 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 2s cursor is on Shadow Kings 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 2s side instead, and during the match press Play on Player 1s 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 characters (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 Kings icon on the character select screen to freely and immediately select him.
I dont 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 Shadow Warriors [3DO] - play as Shadow King](https://i.ytimg.com/vi/TiyO1AVg0TI/mqdefault.jpg)
![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)