Uploaded October 2022 | Updated September 2026, 2 weeks ago
This is a demonstration using "Clone Don" in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
"Clone Don" is a "character" who appears only in Story Battle mode as a mirror match CPU opponent for Donatello. He is an non-selectable character.
===== ABOUT THE CLONES =====
In the game's 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 character's gameplay/voices/endings/etc. however are identical to the regular Turtles.
===== OTHER INFORMATION =====
---- Clone Don's Ground Claw projectile is coloured blue. Normal Don's one is coloured light green.
---- As a hidden input command is needed to use Ultimate Attacks in Story Battle mode, it means that not many people will have seen the CPU Clone turtles use their Ultimate Attacks.
---- When the Clone turtles appear in Story Battle mode, they fight on a unique background/stage, which is a daytime version of the Sky Palace. This stage is non-selectable in Stage Select.
---- The same "purple clone turtle" concept is also used in the Mega Drive version of the game. This "tradition" was also used in other Turtles-related games as well.
===== TRIVIA =====
---- Regarding Aska, a certain item of attire is more revealing in the Japanese version.
---- Regarding Aska, she has a different and more animated winning pose in the Japanese version.
---- Regarding Aska, she was originally meant to be named "Mitsu" as an early beta version of the game shows.
---- The game is on three platforms - the NES, SNES and Genesis. However, the three games are significantly different to each other.
---- The USA version of the game came first, with the Japanese version following later.
---- In the Japanese version of the game, there are differences such as balance changes, new voice clips from Turtles in Time, a breakable wall extending the arena in the Studio 6 stage, and the ability to select the alternate colour palette by using the Start button on the select screen.
---- The European version uses "Hero" instead of "Ninja" in the game's title.
===== CHAPTERS =====
00:00 - Title, Character Select & Stage Select
00:15 - Demonstration
02:23 - Results screen
This is a demonstration using "Clone Don" in the SNES version of Teenage Mutant Ninja Turtles: Tournament Fighters. Read on below for more information...
"Clone Don" is a "character" who appears only in Story Battle mode as a mirror match CPU opponent for Donatello. He is an non-selectable character.
===== ABOUT THE CLONES =====
In the game's 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 character's gameplay/voices/endings/etc. however are identical to the regular Turtles.
===== OTHER INFORMATION =====
---- Clone Don's Ground Claw projectile is coloured blue. Normal Don's one is coloured light green.
---- As a hidden input command is needed to use Ultimate Attacks in Story Battle mode, it means that not many people will have seen the CPU Clone turtles use their Ultimate Attacks.
---- When the Clone turtles appear in Story Battle mode, they fight on a unique background/stage, which is a daytime version of the Sky Palace. This stage is non-selectable in Stage Select.
---- The same "purple clone turtle" concept is also used in the Mega Drive version of the game. This "tradition" was also used in other Turtles-related games as well.
===== TRIVIA =====
---- Regarding Aska, a certain item of attire is more revealing in the Japanese version.
---- Regarding Aska, she has a different and more animated winning pose in the Japanese version.
---- Regarding Aska, she was originally meant to be named "Mitsu" as an early beta version of the game shows.
---- The game is on three platforms - the NES, SNES and Genesis. However, the three games are significantly different to each other.
---- The USA version of the game came first, with the Japanese version following later.
---- In the Japanese version of the game, there are differences such as balance changes, new voice clips from Turtles in Time, a breakable wall extending the arena in the Studio 6 stage, and the ability to select the alternate colour palette by using the Start button on the select screen.
---- The European version uses "Hero" instead of "Ninja" in the game's title.
===== CHAPTERS =====
00:00 - Title, Character Select & Stage Select
00:15 - Demonstration
02:23 - Results screen
![Super Street Fighter II X [Arcade] - OLD Blanka
This is a play-through using Old Blanka (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 Blanka is a another version of the regular Blanka. He is a hidden playable character.
NOTE: 1 continue used deliberately to avoid CPU Akuma at the end.
HOW TO SELECT OLD/SSFII BLANKA
On the character select screen, select Blanka with any button, and immediately input Right, Left, Left, Left and then press LP or LP + LK.
If youve done it correctly youll hear Blankas voice and his portrait colours will change into his original ones.
MOVELIST
Key: QCF = Quarter Circle Forward; QCB = Quarter Circle Back; DP = Dragon Punch motion (F,D,DF)
THROWS:
Wild Fang: when close, F + HP or B + HP
COMMAND NORMALS
Rock Crush: when close, F + MP or B + MP
SPECIAL MOVES
Electric Thunder: tap P rapidly
Rolling Attack: charge B, then F + P
Backstep Rolling: charge B, then F + K
Vertical Rolling: charge D, then U + K
OLD/SSFII BLANKA 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 Ground Shave Rolling. Regarding special moves, he also doesnt have Surprise moves.
Another difference is that he does not have the Amazon River Run command normal (the slide).
ABOUT BLANKA
In Street Fighter II, for years, the natives in his home country Brazil have reported seeing a half-man, half-beast roaming the rain forests. Blanka has apparently developed a taste for street fighting and competes in the second World Warrior tournament.
In his ending, he reunites with his mother, who recognizes him on televised broadcasts of his matches by the anklets he wears. She addresses him by his birth name, Jimmy, and reveals that she gave him the anklets before he was in a plane crash as a young boy. This crash caused him to grow up in the wild, although he has connections to a local village.
OTHER INFORMATION / TRIVIA
Old Blanka has two colour palettes. The first is the original World Warrior colours; and the second are unique colours that is specially made for Old Blanka.
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 Blanka.
His Japanese voice actor, Yuji Ueda also voiced Urien in Street Fighter III: 2nd Impact.
In Darkstakers: The Night Warriors, he is mentioned by Felicia in her ending.
He is Yoshinori Onos (former Street Fighter producer) favorite Street Fighter character.
CHAPTERS
00:00 - Intro, Title, Character Select
00:48 - Regular fights
13:21 - vs. Balrog
14:36 - vs. Vega
16:00 - vs. Sagat
16:49 - Lose, Result and Continue screens
17:14 - vs. Sagat
19:26 - vs. M.Bison
21:09 - Ending
21:49 - BONUS 1: special credits/staff when no Rounds lost
23:08 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Blanka](https://i.ytimg.com/vi/jtB7SjZ7m8E/mqdefault.jpg)
![Mortal Kombat II [Genesis] - play as Kintaro
This is a playthrough of single player mode using Kintaro in the Genesis/Mega Drive version of Mortal Kombat II. Read on below for more information...
Kintaro is the penultimate boss in the game, and he is an unplayable character.
ABOUT GENESIS MK2 KINTARO
Kintaro is an unplayable/non-selectable boss character in all official versions of MKII. Even if you used external methods (Action Replay, Game Genie, etc.) to select him and the player tried controlling him, it would cause loads of glitches and crashes, making it somewhat pointless unless you did it for curiosity and/or experimental purposes. Literally anything you did with him caused the game to crash, and this applies especially to the Arcade and SNES versions of him.
The Genesis/Mega Drive MK2 Kintaro however, is a bit different because under human control, he is far more lenient than the Arcade and SNES versions of him. This means you can actually do a lot of things with him without the game freezing. The best thing is that he actually has moves that damage the opponent (which can be repeated), so that combined with the control leniency, makes it possible to actually beat the game with him in single-player mode, as long as youre careful and avoid doing the things which can crash the game!
Another thing that helps greatly is that Kintaro has a bit of CPU-control embedded in the character, in which he momentarily automatically performs proper moves to hurt the opponent if activated. This is explained in more detail in the Additional Information section below.
ADDITIONAL INFORMATION
As mentioned earlier, he has a little bit of CPU-control embedded within him. You can activate the CPU for a temporary moment with certain moves from the opponent, such as having him block the opponents rapid LPs, which will cause Kintaro to automatically throw the opponent. Sometimes, you even get the roar Taunt afterwards as well. You can see examples of this happening at 04:07 and 06:50.
His sprites do not seem to be able to appear on the character select screen.
When playing as him as a registered character, he is locked to the Kahns Arena stage in fights. The only way to get him on another stage (as a registered character) is if his opponent is one of the hidden characters on the blue Portal stage.
His icon on the battle plan screen is his proper own icon (as normally seen on the battle plan above Shang Tsungs icon).
He does not have an alternative colour palette.
Sometimes one of his attacks inflicts almost a whole lifebar of damage!
As mentioned earlier, he actually has glitched moves that can damage the opponent. And you can repeat them without the game freezing. These damage hits are the same ones as when CPU Kintaro hits you; the only problem is that the animation sprites for the move are all wrong.
Obviously, you cannot perform any of Kintaros moves correctly. This also applies to his two special moves (the Fireball and Teleport Stomp). Only a CPU-controlled Kintaro can do these.
Under human control, he cannot even turn around properly nor get up properly after being knocked down.
When against the CPU, the CPU opponents have the ability to force throw, meaning that it makes them technically able to throw the bosses. If this happens against Kahn, it will freeze the game. The same goes for Kintaros throw.
In this version of the game, when fighting against CPU Kahn, the announcer still says Fight! and has the Fight text animation.
If you manage to beat the game with him, he jumps down onto the screen, and his ending will show a lot of scrolling glitched text. As the glitched text gets more severe, the game will crash. You can see this starting around 12:06 in the video.
In a Kintaro mirror match, it can cause some graphical flickering.
CHAPTERS
00:00 - Intro, Title, Menu, Character Select, Battle Plan
00:47 - Regular fights
09:18 - vs. Shang Tsung
10:04 - vs. Kintaro
10:59 - vs. Shao Kahn
11:49 - Shao Kahn defeated scene and congratulations
12:06 - Ending (glitched text and then crashes)
12:30 - Message Mortal Kombat II [Genesis] - play as Kintaro](https://i.ytimg.com/vi/kGF0JQLrH9U/mqdefault.jpg)
![Ultimate MK3 [Saturn] - play as Ermac
This is a playthrough of single player mode using Ermac in the Saturn version of Ultimate Mortal Kombat 3. Read on below for more information...
Ermac is a hidden unlockable playable character in the game.
NOTE: INFINITE LIFEBAR CHEAT USED ON THE LATTER STAGES DUE TO RIDICULOUS DIFFICULTY
HOW TO UNLOCK/SELECT ERMAC
There are two methods to do this:
- METHOD 1: THE ? OPTIONS SCREEN
1) On the title screen (with the purple skeletons), input the following:
C, R, A, Z, Y, C, Y, R, A, X (the R is the Right Shoulder button)
If youve done it correctly, you hear Shao Kahn laugh again upon the last button press.
2) Now on the menu screen, highlight Kombat, press Up and the hidden ? options will appear. In this options screen, you can enable/unlock Ermac, as well the other two hidden characters.
- METHOD 2: THE ULTIMATE KOMBAT KODE
Ermacs Ultimate Kombat Kode is 964-240.
In any instance when its Game Over, youll get a chance to enter an Ultimate Kombat Kode. Therefore when this screen appears, press the following:
HP x 9, BLOCK x 6, HK x 4, LK x 2, RUN x 4
If youve done it correctly, after the timer runs down, youll get a confirmation screen that states that Ermac is unlocked. On the character select screen he appears in place of the previous center dragon panel on the grid.
ERMAC MOVES
Key: B = Back; F = Forward; D = Down; U = Up; LP = Low Punch; HP = High Punch; LK = Low Kick; HK = High Kick; BLK = Block; RUN = Run
SPECIAL MOVES
- Green Fireball: D, B, LP
- Telekinetic Slam: B, D, B, HK
- Teleport Punch: D, B, HP
- Air Teleport Punch: during jumping, D, B, HP
FINISHING MOVES
- F1) Decapitation: RUN, BLK, RUN, RUN, HK (close-up)
- F2) Telekinetic Craze: D, U, D, D, D, BLK (sweep range)
- S) Stage Finisher: RUN, RUN, RUN, RUN, LK (close-up)
- A) Animality: n/a
- B) Babality: n/a
- FR) Friendship: n/a
HOW ERMAC WAS CREATED
Under the History and conception section:
https://en.wikipedia.org/wiki/Ermac
INFORMATION / TRIVIA
- Ermac does not have a complete finishing move set.
- He becomes yet another MK male ninja clone in the 2D games.
- In this version of the game, sometimes his damaged/being heavily hit voice yell is of a lower tone for some reason. It sounds a bit strange to me. You can hear this at certain points in the video, one example of this is at 15:29
- In his Green Fireball special move, the projectile graphic is identical to Shao Kahns one. It doesnt do as much damage as Kahns one of course.
- Ermac is the only new character to be introduced in UMK3.
- In the Saturn version of the game, the Ultimate Kombat Kodes have been shortened in comparison to the Arcade versions ones.
- In this version of the game, a lot of the backgrounds/stages use the wrong music tracks.
CHAPTERS
00:00 - Title
00:10 - Ultimate Kombat Kode entry for Ermac & confirmation
00:34 - Main Menu, Character Select, Choose Your Destiny
01:13 - Regular fights
09:45 - Endurance match
12:28 - vs. Motaro
14:34 - vs. Shao Kahn
17:14 - Shao Kahn Treasures, Tournament Outcome/Ending
17:47 - Cast
20:05 - Staff/Credits Ultimate MK3 [Saturn] - play as Ermac](https://i.ytimg.com/vi/kUhHDmz9k7o/mqdefault.jpg)
![Super Street Fighter II X [Arcade] - OLD Fei Long
This is a playthrough using Old Fei Long (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 Fei Long is a another version of the regular Fei Long. He is a hidden playable character.
NOTE: 3 Continues used. 2 cut out to save time and reduce video file size.
HOW TO SELECT OLD/SSFII FEI LONG
On the character select screen, select Fei Long with any button, and immediately input Left, Left, Right, Right and then press LP or LP + LK.
If youve done it correctly youll hear Fei Longs voice and his portrait colours will change into his original ones.
MOVELIST
Key: QCF = Quarter Circle Forward; RDP = Reverse Dragon Punch
THROWS
Lifting Throw: when close, F + MP/HP or B + MP/HP
Vault Throw: when close, F + MK/HK or B + MK/HK
COMMAND NORMALS
Jumping Axe Kick: F + MK or B + MK
Hop Kick: F + HK or B + HK
SPECIAL MOVES
Rekka Ken: QCF + P
...... Second Punch: during Rekka Ken, QCF + P
............ Third Punch: during Second Punch, QCF + P
Flaming Kick: RDP + K
OLD/SSFII FEI LONG 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 Rekka Shin Ken. Regarding special moves, he does not have the Rekkuu Kick.
ABOUT FEI LONG
Fei Long is Capcoms answer to Bruce Lee... he looks like him, fights like him and sounds like him.
In Super Street Fighter II, he makes a string of action movies until he participates in the second World Warrior tournament. During the tournament, he realizes that he prefers the real thing over the staged, choreographed fight scenes in his movies, and gives up his movie career to disappear into the streets. Despite this, he soon returns to the world of cinema.
OTHER INFORMATION / TRIVIA
Old Fei Long has two colour palettes. The first is the original SSFII:TNC colours; and the second are unique colours that is specially made for Old Fei Long.
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 Fei Long.
In one of his win poses he demonstrates the use of nunchucks. He never actually uses this weapon in the SF franchise.
His character portrait images show him wearing a shirt. He doesnt actually have this shirt for his gameplay sprites. The reasons for the shirt in the portraits is so that the player can see what colour palette is selected.
In Fei Longs stage in the SSFII series, the roar you hear after a Round has ended is the voice of Anguirus from the Godzilla franchise.
Him and Cammy are the first characters in the Street Fighter franchise to have special moves whereby the command input is a Dragon Punch motion using a Kick button.
CHAPTERS
00:00 - Intro, Title, Character Select
00:47 - Regular fights
11:36 - Lose, Result, Continue
12:00 - Regular fights
14:40 - vs. Balrog
16:32 - vs. Vega
19:29 - vs. Sagat
20:50 - vs. M.Bison
22:20 - Ending
23:17 - BONUS 1: special credits/staff when no Rounds lost
24:35 - BONUS 2: credits/staff when Rounds lost, but no Continues used Super Street Fighter II X [Arcade] - OLD Fei Long](https://i.ytimg.com/vi/l8ZplQD7U3w/mqdefault.jpg)
![Mortal Kombat II Unlimited [Gen] - play as Shao Kahn
This is a playthrough of single player mode using Shao Kahn 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.
Shao Kahn is the final boss in the game, and he is an immediately selectable character in this version of the game.
SHAO KAHN MOVES
Key: P = any Punch; LP = Low Punch; HP = High Punch; HK = High Kick
- Uppercut: D + P
- Shoulder Charge: F , F + LP
- Spear: B, B + HP
- Taunt: B + HK
ABOUT MKII UNLIMITED SHAO KAHN
The m0d makes him selectable on the character select screen, his panel is next to Reptile to the right. Due to the sizing of the panels, the right side of his image is slightly cut off.
He uses his icon/image from Mortal Kombat 3 for his character select and Battle Plan icons.
As the m0d has implemented a versus screen for 2-player matches, Kahn naturally has one too. The image used here is from the MKII intro (which the original version of the Mega Drive game did not have). You can see this at 17:38 in the video.
Kahn now has his own profile/biography screen during the demos. You can see this at 17:52 in the video.
He has many new voices now.
He does not have an alternate colour palette for mirror matches.
MKII UNLIMITED SHAO KAHN GAMEPLAY
Both his Shoulder Charge and Spear special moves are available to the player. They appear to be accurate to the CPU Shao Kahns ones, likely meaning that the m0dder took the original properties of the special moves (as the CPU Kahn uses them) and implemented them here for the player Kahn.
He can now walk backwards. However the animation used when he walks back is still the walking forwards cycle, making him look like as if he is moon walking.
He cannot crouch.
He can jump, but cannot perform any aerial attacks. His jumping animation is just 1 frame and are all of the same sprite, which makes him very vulnerable and a massive target.
His Uppercut operates differently to the CPU Shao Kahn one - the player Kahn knocks the opponent into the air. The CPU Kahn one just knocks the opponent back like a normal boss hit.
He recovers slower from his normals than the CPU Kahn, especially if they are blocked by the opponent. The CPU Kahn operates in a way where if his Punch or Kick is blocked, he recovers very quickly.
After he hits the opponent with a normal punch or kick (unblocked), there is a short temporary period where he cannot move. The CPU Kahn operates like this as well. It is unclear on whether the m0dder left this in for accuracy or for balance purposes.
When alternating from a standing Block into a low Block, there are some incorrect animations in-between.
His standing normals has the Roundhouse kick sound effects, the CPU Kahn doesnt have this.
His Uppercut has the male grunt voice effect, the CPU Kahn does not have this.
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
01:20 - Regular fights
11:15 - vs. Ermac (hidden character)
12:22 - vs. Shang Tsung (mid-boss)
13:13 - vs. Kintaro (penultimate boss)
14:30 - vs. Shao Kahn (final boss)
15:34 - Shao Kahn defeated and congratulatory text
15:51 - Shao Kahn ending
16:10 - Cast and Credits/staff
17:38 - BONUS: demonstration of versus screen portrait and in-game profile Mortal Kombat II Unlimited [Gen] - play as Shao Kahn](https://i.ytimg.com/vi/lMm6sHPLl9Y/mqdefault.jpg)
![KOF98 UM [Arcade] - Heavy-D!, Lucky & Brian
This is a playthrough using the American Sports team which consists of Heavy-D!, Lucky Glauber and Brian Battler 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.
Heavy-D!, Lucky & Brian (American Sports team) are a possible sub-boss team if you have made the Omega Rugal route. They are regular playable characters.
For this playthrough, I have alternated between the characters for each match.
ABOUT HEAVY-D!
Heavy-D! made his debut in KOF94. He was created to be a pugilist fighter, inspired by the many popular boxers in other fighting games back then. He was named after M.C. Heavy-D, a former hip hop artist from the group Heavy D & the Boyz.
ABOUT LUCKY
Lucky made his first appearance in KOF94. He is a former basketball player, as well as a Karate champion. He enters the KOF94 tournament as a result of Heavy-Ds request, to support and bolster the confidence of his teammate and to test his own fighting skills.
During development of the game, his prototype design was based on the character Hakim in the martial arts film, Game of Death. (the really tall guy in the blue shirt whom Bruce fights)
In KOF98 and 98UM, he is significantly redesigned in that he no longer has the puffy jacket from KOF94.
ABOUT BRIAN
Brian made his debut along with Heavy-D and Lucky in KOF94. He is obviously an American football player who is of the violent brute type. He was supposed to come from an earlier SNK game, Football Frenzy, but this concept may have been scrapped.
In early designs of Brian, it depicted him in a more traditional American football player fashion, but his final design shows him without a helmet and in a more casual uniform. This was done to make him not look exactly like the character Johnny Maximum in the World Heroes series.
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
00:44 - Character Select, Order Select & Location
01:16 - Standard Fights
13:08 - vs. Eiji (mid-boss)
14:27 - Standard Fights
18:47 - vs. 96 Boss team (sub-boss)
23:20 - vs. Goenitz (final boss)
25:49 - Credits
27:42 - American Sports team ending image
27:53 - Score Ranking KOF98 UM [Arcade] - Heavy-D!, Lucky & Brian](https://i.ytimg.com/vi/lnWXKseSUPw/mqdefault.jpg)
![KOF98 UM [Arcade] - play as Nightmare Geese
This is a playthrough using Nightmare Geese / EX Geese in the Arcade version of The King of Fighters 98 Ultimate Match. Read on below for more information...
Nightmare / EX Geese is an alternate version of regular Geese. He is a hidden playable character in the game.
HOW TO SELECT EX GEESE
On the character select screen, highlight Geese, hold Start and press any attack button to select EX Geese. Youll know its him because when you press and hold Start, his icon changes.
ABOUT EX GEESE
EX Geese in 98UM is based on the nightmare version of him from Real Bout Fatal Fury Special. Under human control he is overpowered with high priority in his special moves, especially his projectiles.
He uses his BGM theme from Real Bout Fatal Fury Special, and does not appear as a CPU opponent in this version of the game.
DIFFERENCES
Nightmare Geese is certainly quite different to regular Geese, the differences are as follows:
His Reppuken are projectiles instead of static waves.
His Shippukens are full distance air fireballs.
He does not have the Deadly Rave DM; instead this is replaced with a super throw.
He does not have the Low Counter.
His Jaei Ken has aura aesthetics and hits differently; the HP Jaei Ken ends with a throw if it hits unblocked.
His Raging Storm has different graphics and hitboxes.
He has different character select icon and versus portrait images.
He has the same colour palettes are regular Geese.
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
09:50 - vs. Shingo (mid-boss)
11:14 - Standard Fights
14:44 - vs. American Sports team (sub-boss)
18:55 - vs. Omega Rugal (final boss)
21:49 - Credits & Score Ranking KOF98 UM [Arcade] - play as Nightmare Geese](https://i.ytimg.com/vi/lv1wNIgC-kM/mqdefault.jpg)
![Tekken 3 [Arcade] - play as Bryan Fury
This is a playthrough using Bryan Fury in the Arcade version of Tekken 3. Read on below for more information...
Bryan is a hidden character in the game. He is a time-release unlockable playable character.
BRYAN TIME RELEASE
From the games first power on, Bryan will be selectable in 99 days. His Coming Soon screen prior is supposedly on 89 days.
TO FIGHT BRYAN
After his Coming Soon screen has occurred, play a 1-player game, and on the deciding/last round of a match, get a Perfect win and your next opponent will be Bryan.
BRYAN STORY
He was a former soldier who became an officer in the International Police Organization. He was a skillful detective, but he was discovered by Lei Wulong to have connections with drug dealers.
He was killed in a sh00t-out in Hong Kong, and his corpse was taken to the laboratory of an underground scientist named Doctor Abel.
Abel had the goal of creating a Cyborg Army, so he revived Bryan through the use of cybernetics. Abel wanted the mechanics of the cyborgs to be built of the highest quality, so he sent Bryan off to collect Doctor Bosconovitchs own data on cybernetics. Bryan is part man, part cop... all zombie.
BRYAN GAMEPLAY
Bryan is basically the gameplay replacement for Bruce Irvin from Tekken 2... he is one of the best characters to use against the CPU opponents because of his hard-hitting moves. Try not to spam that Mach Breaker folks.
TRIVIA
Tekken 3 is the game of Bryans debut into the Tekken franchise.
His design could be based on the character Roy Batty from the 1982 movie, Blade Runner.
He laughs when hit by specific moves from certain characters.
CHAPTERS
00:00 - Intro, Title, Character Select
00:35 - Regular fights
05:19 - Lose, Continue Screen, Character Select screen, costume change
05:33 - Regular fights
08:26 - vs. Heihachi (sub-boss)
09:11 - vs. Ogre I (penultimate boss)
09:48 - vs. Ogre II / True Ogre (final boss)
10:13 - Congratulations and credits/staff
11:33 - Name entry screen Tekken 3 [Arcade] - play as Bryan Fury](https://i.ytimg.com/vi/m6v0h-K0Ruc/mqdefault.jpg)
![Fatal Fury 3 [Arcade] - play as Ryuji Yamazaki
This is a playthrough using Ryuji Yamazaki in the Arcade version of Fatal Fury 3: Road to the Final Victory. Read on below for more information...
Yamazaki is the mid-boss of the game. He is a non-selectable character in the Neo-Geo MVS version of it.
ABOUT YAMAZAKI
As one of the Hakkesshu (thats the Orochi fighters), he is somewhat important to a degree in the KOF storyline... he is one of the more popular villains of the KOF series due to his gangster like design and background.
FIGHTING STYLE
Probably the most well-known one-hand-in-pocket fighting game character... although Jotaro Kujo might like to have a word these days.
As he is one of the Orochi warriors, he has an array of Orochi-type moves (fast-blurred slashing moves, etc.)... he is known for the snake motif in which his fighting style has.
TECHNICAL INFORMATION
On the character select screen, his portrait/icon position is at the top next to Geese to his right. Obviously as an non-selectable character, you wont normally see this and the position is not normally accessible.
When playing as him in a 1P game, you do not get the Yamazaki accident fight midway through the route.
When playing as him in a 1p game, you do not get any pre-fight cutscenes, such as the ones with Yamazaki and Chonshu at the end.
If you beat the game with him, he does not have an ending.
Despite being a non-selectable character, he actually has an alternate colour palette.
Despite being a non-selectable character, he operates perfectly on the Continue screen and can appear on the name entry screen.
Between matches, on the map screen when he travels, his icon and its animation may be a bit strange.
TRIVIA
The debut game of Ryuji Yamazaki.
Unlike most of the other members of the Orochi clan, he does not care about the issue of Orochis (his would-be master) resurrection.
He does not really acknowledge or care about his Hakkesshu status.
His hairstyle is almost the same as Goenitzs one. It is not known on whether this was intentional though.
In some of his appearances in other fighting games where he isnt a mid-boss or boss, as a CPU opponent he tends to be a bit harder to defeat than other characters. An example of this is in Capcom vs. SNK 1. This may be a reference to his past as a boss character.
ADDITIONAL INFORMATION
The game is known as Garou Densetsu 3: Haruka-naru Tatakai in Japan.
Some other fighting game characters, such as Sol Badguy, Rouga Zanma and Jotaro Kujo, also fight with one hand in their pockets. Sol and Rouga are not as extreme of course, as their hands are not superglued into their pockets.
CHAPTERS
00:00 - Intro, Title, Character Select, Opponent Select
01:03 - Regular fights, 1st set
09:04 - Regular fights, 2nd set
20:18 - Loss, Continue screen , Character Select screen
20:38 - Regular fights, 2nd set
25:17 - vs. Ryuji Yamazaki
27:52 - vs. Jin Chonshu
30:12 - vs. Jin Chonrei
31:55 - Staff/credits
34:37 - Name entry/Rank Fatal Fury 3 [Arcade] - play as Ryuji Yamazaki](https://i.ytimg.com/vi/mAvtQLhXBcs/mqdefault.jpg)
![Matrimelee [Arcade] - Frog as a starting character (glitches)
This is a demonstration of using the Frog as a starting character in the Arcade MVS version of Power Instinct Matrimelee. Read on below for more information...
INTRODUCTION
In Matrimelee, there are two characters who can turn their opponents into animals temporarily. These characters are Clara and Sissy. Clara can turn the opponent into a bird or a pig; and Sissy can turn the opponent into a Frog. If you are turned into animal character, you can control them by moving them around.
The bird and the pig are able to attack the opponent through single strikes (that does next to no damage); but with the Frog you cannot hurt the opponent at all... and to make it worse, he is a much larger target unlike the other two animals.
Despite being temporary limited characters, they are almost like entirely different characters to play as, which this concept kind of has become a staple of the Power Instinct franchise.
DEMONSTRATION & INFORMATION
As the animals cannot be selected as regular characters, this is my attempt at trying to play as them start off as a regular character. As you can see in the video, it doesnt work properly at all and is very prone to glitching and resetting the game. Here is the information about the Frog:
Despite being the Frog from the start, the player has no control over him. It cannot move, attack nor do anything else. It just stands there. The animation is still, unlike normally when Sissy turns the opponent into him.
The colour palette of the Frog is incorrect with glitched colours. The colours of it can vary on different background stages.
When the opponent is near the Frog, it reacts by doing a different animation pose (think Fatal Fury 3). This is interesting and strange because the games regular characters do not have a feature where they change pose if their opponent is close to them.
The Frog is able to be hit and thrown by the opponent. Some hits from specific moves will crash and reset the game. Trying to throw the Frog will also result in a game reset.
Defeating the Frog can cause a crash with extreme visual glitches but without resetting the game. You can see this starting around 01:36.
It is probably possible to get the animal characters to be selected and function as regular characters, but I got bored.
TRIVIA
The frogs name is possibly Frogger. Matrimelee [Arcade] - Frog as a starting character (glitches)](https://i.ytimg.com/vi/n02oeMj-3a8/mqdefault.jpg)
![Street Fighter Zero 1 [PS1] - play as Gouki
This is a playthrough using Akuma/Gouki in the PS1 version of Street Fighter Zero 1. Read on below for more information...
Akuma is a hidden boss in the game, and he is an unlockable playable character.
HOW TO SELECT AKUMA
There are two ways to select him, the easiest/quickest way is as follows:
FOR PLAYER 1:
1) On the character select screen, highlight the left random [?] box.
2) Hold the L2 button, and press Left, Left, Left, Down, Down, Down, and press LP + MP or LK + MK.
FOR PLAYER 2:
1) On the character select screen, highlight the right random [?] box.
2) Hold the L2 button, and press Right, Right, Right, Down, Down, Down, and press LP + MP or LK + MK.
(LP + MP gives you the default colour palette, and LK + MK gives you the alternate colour palette)
AKUMA MOVES
Key: P = any Punch; K = any Kick; 2P = any 2 punches together; 3P = all 3 punches; 2K = any 2 Kicks together; 3K = all 3 kicks; QCF = Quarter Circle Forward; QCB = Quarter Circle Back; HCF = Half Circle Forward; HCB = Half Circle Back; DP = Dragon Punch motion; RDP = Reverse Dragon Punch
COMMAND NORMALS
- Overhead Chopper: F + MP
- Hop Kick: F + MK
- Diving Kick: at the apex of Forward jump, D + MK
SPECIAL MOVES
- Cyclone Punch: QCF + P
- Air Cyclone Punch: during jump, QCF + P
- Flaming Cyclone Punch: HCF + P
- Whirlwind Kick: QCB + K
- Air Whirlwind Kick: during jump, QCB + K
- Star Dragon Fist: DP + P
- Roll: QCB + P
- Warp: DP or RDP + 3P or 3K
- Somersault: QCF, UF + P, and then:
...... Landing Trip: during Somersault, dont press any button
...... Palm Strike: during Somersault, P
...... Body Drop: during Somersault, K
...... Overhead Throw: during Somersault, when directly above opponent, P
...... Drop Throw: during Somersault, when directly next to opponent, K
SUPER COMBOS (all require gauge: P = Level 1; 2P = Level 2; 3P = Level 3)
- Super Star Dragon: QCF, QCF + P or 2P or 3P
- Super Cyclone Punch: HCB, HCB + P or 2P or 3P
- Super Air Cyclone Punch: during jump, QCF, QCF + P or 2P or 3P
- Rage of the Demon: LP, LP, F, LK, HP (requires level 3 gauge)
ABOUT AKUMA
Probably the most famous fighting game secret/hidden boss character, and the staple Street Fighter antagonist of Ryu. He is essentially a head-swap character in the 2D games, but there is no doubt that he has developed his own unique persona and style as the SF series progressed - the way he performed his moves became more and more different to Ryu/Ken.
Alpha 1 Akuma is certainly a very strong character to use... if I were to describe this version of him, then I would say that he is basically like an in-between of SFA2s regular Akuma and Shin Akuma. Basically stronger than regular Akuma, but not quite on Shin Akumas level.
ADDITIONAL INFORMATION & TRIVIA
Obviously, he can only be fought against as a hidden boss in the game.
His personal boss in the game is M.Bison.
Regarding the Alpha/Zero games, SFA1 is the only game where Akuma has some unique voices and grunts. They were changed for SFA2 and beyond.
His brother Gouken, and his master Goutetsu, appear in his ending.
Akuma is known as Gouki in Japan.
The game is known as Street Fighter Alpha outside of Japan.
In the Saturn version of the game, when the characters perform super combos, the shadow trails of the character are coloured differently. If you switch the music to Original, the shadow trails will be like the arcade version.
In the Saturn version of the game, some of the hit sound effects are different when compared to the PS1 version.
In the Saturn version of the game, in the character endings, the style of text in the dialogue box is different to the PS1 and Arcade versions.
In the Saturn version of the game, the character name text under the lifebars are shifted inwards a little.
In the Saturn version of the game, when you win a round with a throw, the win icon shows a baseball. This is different to the PS1 and Arcade versions where it showed a rope instead.
In the Saturn version of the game, when fighting on Charlies background, when you win a round there is no crowd noise (when they throw the money). On the PS1 and Arcade versions, the crowd makes a noise.
CHAPTERS
00:00 - Intro, Title, Character Select
00:51 - Regular fights
20:01 - vs. M.Bison (personal boss)
22:41 - Ending
23:10 - Staff/credits
24:41 - Special picture 2 (Rose and Chun-Li)
24:53 - You have mastered Gouki, statistics & Score Ranking Street Fighter Zero 1 [PS1] - play as Gouki](https://i.ytimg.com/vi/n2GbKATwRDo/mqdefault.jpg)