JokiA showcase of the secret fight against Akuma in X-Men: Children of the Atom. Played with Psylocke without losing a round. -- More info below --
While the true Street Fighter and Marvel crossover didn’t start until X-Men Vs. Street Fighter, it technically had its beginnings with X-Men: Children of the Atom. In this game, Akuma was playable through the use of a secret (and convoluted) code on the character select screen, but he could also be fought as a secret opponent after meeting certain requirements. While interesting, his overall inclusion is somewhat half-baked. He uses the exact same sprite he had in Super Street Fighter II: Turbo, which looks incredibly out of place next to the more cartoony and colorful sprites of the other characters (his Alpha sprite didn’t exist yet at this point in time). The size of his sprite is also a lot smaller than the new sprites, which makes Akuma look really small compared to everyone else. Most disappointing of all though, is that he has no character art whatsoever. His character portrait during the match is completely empty and his side of the victory screen after a match is also completely empty. He does have a unique credits roll that shows all the characters in their dizzy pose (a reference to his credits roll from Super Turbo), so at least there’s that.
If you want to fight Akuma, you’ll have to meet a series of special requirements during the first 5 matches of the game’s Arcade Mode (the list of requirements is pretty long, so here’s a link: gamefaqs.gamespot.com/arcade/583657-x-men-children-of-the-atom/cheats). After meeting these requirements, Akuma will be your 6th opponent, using Cyclops’s Danger Room stage.
The fight itself is pretty difficult. The AI for the characters in X-Men: COTA in general is pretty cheap and Akuma is no exception. For starters, it’s best to stay mostly in the air. Akuma is incredibly hard to approach, since he usually attacks you the moment you get in range. If you’re going to dash towards Akuma, make sure you attack him with moves that have long range. When you’re in the air, attack him with projectiles, since that’s one of the only things the AI doesn’t know how to properly counter (in fact, you can basically win the entire match by simply spamming projectiles in the air, though this is obviously really cheap). He also doesn’t Anti-Air very often if you’re Super Jumping, so you can use that to your advantage and pressure him with aerial attacks (if you’re using Psylocke, you can use her j.HP + j.HK air combo or her j.LK if you want to do a Cross-up). One last thing I want to mention, is that I noticed that the AI-controlled Akuma seems to have a shorter Hit- and Blockstun duration than the other characters. Most notably, I couldn’t get Psylocke’s infinite to work on him unless I did it really quickly (in which case it won’t work for very long, since you need to do it somewhat slowly). I haven’t seen this mentioned anywhere else, but it might be something you have to look out for.
X-Men: Children of the Atom [60FPS]: Vs. Akuma (Psylocke, No Losses)Joki2020-12-13 | A showcase of the secret fight against Akuma in X-Men: Children of the Atom. Played with Psylocke without losing a round. -- More info below --
While the true Street Fighter and Marvel crossover didn’t start until X-Men Vs. Street Fighter, it technically had its beginnings with X-Men: Children of the Atom. In this game, Akuma was playable through the use of a secret (and convoluted) code on the character select screen, but he could also be fought as a secret opponent after meeting certain requirements. While interesting, his overall inclusion is somewhat half-baked. He uses the exact same sprite he had in Super Street Fighter II: Turbo, which looks incredibly out of place next to the more cartoony and colorful sprites of the other characters (his Alpha sprite didn’t exist yet at this point in time). The size of his sprite is also a lot smaller than the new sprites, which makes Akuma look really small compared to everyone else. Most disappointing of all though, is that he has no character art whatsoever. His character portrait during the match is completely empty and his side of the victory screen after a match is also completely empty. He does have a unique credits roll that shows all the characters in their dizzy pose (a reference to his credits roll from Super Turbo), so at least there’s that.
If you want to fight Akuma, you’ll have to meet a series of special requirements during the first 5 matches of the game’s Arcade Mode (the list of requirements is pretty long, so here’s a link: gamefaqs.gamespot.com/arcade/583657-x-men-children-of-the-atom/cheats). After meeting these requirements, Akuma will be your 6th opponent, using Cyclops’s Danger Room stage.
The fight itself is pretty difficult. The AI for the characters in X-Men: COTA in general is pretty cheap and Akuma is no exception. For starters, it’s best to stay mostly in the air. Akuma is incredibly hard to approach, since he usually attacks you the moment you get in range. If you’re going to dash towards Akuma, make sure you attack him with moves that have long range. When you’re in the air, attack him with projectiles, since that’s one of the only things the AI doesn’t know how to properly counter (in fact, you can basically win the entire match by simply spamming projectiles in the air, though this is obviously really cheap). He also doesn’t Anti-Air very often if you’re Super Jumping, so you can use that to your advantage and pressure him with aerial attacks (if you’re using Psylocke, you can use her j.HP + j.HK air combo or her j.LK if you want to do a Cross-up). One last thing I want to mention, is that I noticed that the AI-controlled Akuma seems to have a shorter Hit- and Blockstun duration than the other characters. Most notably, I couldn’t get Psylocke’s infinite to work on him unless I did it really quickly (in which case it won’t work for very long, since you need to do it somewhat slowly). I haven’t seen this mentioned anywhere else, but it might be something you have to look out for.
Hope you enjoy!Mega Man X [60FPS]: Launch Octopuss Stage (Buster Only/No Dash/No Damage)Joki2022-06-12 | A playthrough of Launch Octopus’s stage without taking damage or dashing and using only the Mega Buster. -- More info below -- Launch Octopus’s stage, while difficult to figure out, is actually not that bad once you’ve mastered it. The main problems here are the two Anglerge mid-bosses and the part with the bombs. With the Anglerge mid-bosses, it’s all about avoiding the eel-like enemies they send out. If you have a Lvl. 2 Charge Shot ready when they’re coming for you, you can take out the eel that would otherwise hit X’s feet. Stand in a specific spot on top of that and they’ll never be able to hit you. For the first fight, you should stand in front of the second green coral from the left. For the second one, go to the leftmost green coral and stand slightly to the right of its stalk. Finally, there’s the problem with the bombs, which are being dropped by the Cruiziler on the water’s surface. If you want to play it safe, you can just take out the Cruiziler so you can safely get across, but doing so with just the Mega Buster is pretty time-consuming. The path with the bombs is much faster, but there’s one major issue: the pattern of the bombs is completely random. Sometimes you can get past them just fine, other times you’ll get completely surrounded by them with no way out. Basically, just take the path with the Cruiziler for consistency and the path with the bombs if you’re willing to take the risk.
As for Launch Octopus himself, he’s not only one of hardest Mavericks in the entire game to beat under normal circumstances, but also the hardest one alongside Sting Chameleon to beat without taking damage. Whereas with Sting Chameleon it was only due to his attack where he makes spikes fall from the ceiling, with Launch Octopus it’s because of… well, everything. There are a metric ton of things to talk about when it comes to Launch Octopus’s attacks and patterns, but, to keep it brief, here are the most important things you should know:
1: Take out his Homing Torpedoes with the Mega Buster and walk under him if he jumps. He has a couple different jump heights, including one that goes pretty low, so make sure you’re ready to walk under him immediately when he jumps.
2: Stay either relatively close to Launch Octopus or a full screen away from him. These are the most effective distances to stay at to avoid getting cornered.
3: Launch Octopus’s attack where he spawns four piranhas is the number one problem here. All of the other tips after this are all about different ways to deal with this one specific attack, which goes to show just how problematic it is.
4: Make sure you always use Charge Shots when destroying his attacks (Charge Level doesn’t matter) in case he spawns piranhas. Not only are Charge Shots extremely good at taking out the piranhas, but a Lvl. 1 Charge Shot also does two points of damage to Launch Octopus. You can also land a free Lvl. 2 Charge Shot on him after he uses his whirlpool attack for three points of damage.
5: When he does spawn piranhas, shoot the first two that are coming for you with your Charge Shot and jump over the other two. Rinse and repeat if he spawns piranhas again immediately after.
6: He can also use any of his other attacks after spawning piranhas, all of which you can dodge with well-timed jumps. Just make sure you don't jump too high in case Launch Octopus jumps himself. If he uses his attack where he shoots Homing Torpedoes twice in a row while staying on the ground, then you should jump over the first wave, land, and take out the second wave with the Mega Buster. If you try to jump over both waves in anticipation and he suddenly decides to jump, you're getting hit.
7: If he corners you at any point and starts spawning piranhas, it’s pretty much game over.
Hope you enjoy!Mega Man X [60FPS]: Sting Chameleons Stage (Buster Only/No Dash/No Damage)Joki2022-06-11 | A playthrough of Sting Chameleon's stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Sting Chameleon has possibly the hardest Maverick stage in the entire game when doing a No Damage run. The majority of the stage is actually really, really easy, but the issue here lies with the cave section. When you have the Foot Parts, you can Dash Jump to reach area above the cave entrance, where you can then fight RT-55J to get the Body Part. Doing so also affects the cave section, as it will now be completely devoid of obstacles outside of the Crag Men enemies. If you don’t defeat RT-55J, however, he’ll constantly stomp around, which causes rocks to fall from the ceiling when you travel through the cave. Where and when these rocks will fall is completely random, which is the main reason why this stage is difficult to beat without taking damage. Some sections of the cave also have higher ground or a low ceiling, which in turn gives you even less time to react. Good reaction time still goes a long way here (tip: keep your eyes on the ceiling as much as you can), but don’t be surprised if many runs end in failure because of bad RNG.
Speaking of RNG, that’s the name of the game with Sting Chameleon, who is easily the worst Maverick to beat without taking damage. The similarities with his stage don’t end here, because Sting Chameleon is also mostly very easy, save for one attack which also happens to involve things falling from the ceiling (spikes in this case). This attack might actually be the hardest one to avoid in the entire game, as you have next to no time to react to it. The only strategy I found that helps somewhat, is constantly moving back and forth so you can quickly move out of harm’s way. Even then, you’ll still need good reaction time to avoid everything. However, depending on your current position during the attack, you can very easily find yourself in a situation where damage is pretty much unavoidable, especially if multiple spikes fall right next to each other. It also doesn’t help that the duration of the attack is completely random, ranging from roughly one second to about five. Basically, your best bet is to hope that Sting Chameleon barely uses this attack, which is exactly what happened during the run in this video. There were also many, many runs where he used this attack about three to six times, though, so you better hope Lady Luck is on your side.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Mega Man X [60FPS]: Boomer Kuwangers Stage (Buster Only/No Dash/No Damage)Joki2022-06-10 | A playthrough of Boomer Kuwanger's stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Boomer Kuwanger’s stage isn’t very hard, but it definitely requires some memorization. This is mainly the case during the elevator section, where you can avoid getting hit by the Jammingers by standing in a specific place whenever one spawns. The order is as follows:
Right - Left - Middle - Left - Left – Middle
Once you’ve memorized everything in the stage, you should be able to reach Boomer Kuwanger pretty consistently.
Speaking of Boomer Kuwanger, his fight isn’t very hard either. You can just continuously Wall Jump on either of the walls and jump over him once he’s under you and throws his Boomerang Cutter. Then, when you reach the other side, you hit him with a Lvl. 3 Charge Shot and rinse and repeat. This method does take a while, so you can also try to drop down from the wall and hit him with a Charge Shot when he’s teleporting around the room. Be careful, though, as he can also teleport right under you. Finally, make sure you Wall Jump on the middle portion of the wall. That way, if he throws a Boomerang Cutter from the middle of the room, you can Wall Jump to the top portion of the wall to dodge it.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Mega Man X [60FPS]: Spark Mandrills Stage (Buster Only/No Dash/No Damage)Joki2022-06-08 | A playthrough of Spark Mandrill’s stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Spark Mandrill has one of the harder stages in the game. If you want to get through unscathed, then knowing where and when enemies appear is key, especially during the dark sections. The biggest offender, however, is the Thunder Slimer mid-boss. It’ll periodically drop slime blobs from its body that, when stepping in them, will cause you to get stuck in place. If he happens to start attacking right when this happens, it’s usually game over. Thankfully, you can destroy the slime blobs when they’re in the air or on the ground with Charge Shots and free yourself quickly by tapping the D-Pad if you’re stuck in one. His only other attacks are bouncing around the arena and firing lightning bolts (he can’t use the latter if you’ve beaten Storm Eagle’s stage beforehand). These attacks, minus potential slime blob shenanigans, aren’t hard to dodge when dashing, but without the Foot Parts, you’ll need good timing to get past them.
Without the Shotgun Ice, Spark Mandrill is also one of the harder bosses in the game. His attacks are not only fast and hard to dodge, but they’re also capable of killing you in only 3 hits if you don’t have any upgrades yet. On top of that, Spark Mandrill is one of the few Mavericks that is significantly harder without the Foot Parts. Normally, you can use the wall to dash Wall Jump over Spark Mandrill when he uses his dash punch. However, without the Foot Parts, you actually can’t jump over Spark Mandrill after he’s used said attack, since X can’t jump far enough with his regular Wall Jump. As a result, your only other option is to jump over his dash punch normally, but since it comes out ridiculously fast, you can’t really do it on reaction. Luckily, Spark Mandrill always attacks at very specific intervals, so if you learn the timing and jump in advance, then you should be able to dodge his dash punch pretty consistently. His Electric Sparks can also be jumped over, so if happens to use that attack instead, then you’ll also dodge that. One last thing to note, is that you can actually interrupt his dash punch with a Charge Shot. Problem is, he can immediately do an attack again after this, including another dash punch, so relying on this is not a good idea.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Mega Man X [60FPS]: Armored Armadillos Stage (Buster Only/No Dash/No Damage)Joki2022-06-07 | A playthrough of Armored Armadillo’s stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Armored Armadillo’s stage isn’t too bad overall. You could feasibly get through most of this stage without taking damage even if you don’t know the layout that well. The only tricky parts are the minecart sections. The first two don’t require any player input to get past until the end where you have to jump off. In both cases, you need to jump off the minecarts a certain way to avoid jumping headfirst into enemies. The final minecart section has an easy ending, but the actual ride is trickier. It’s very easy here to accidentally get hit by enemies, even if you’re just standing on the minecart. In particular, the very first bat at the part where you jump over the two columns will pretty much always hit you unless you take it out first, which, thankfully, you can easily do by just shooting a few regular shots beforehand. As for all of the other enemies, they can simply be avoided as long as you stand on the left side of the minecart.
Armored Armadillo himself isn’t too bad either. His immunity to Charge Shots makes him seem difficult at first, but this is not the case at all. His rolling and shooting attacks are both easy to dodge and spamming Buster Shots during the latter lets you land a ton of hits on him. However, any type of shot from the X-Buster will only do 1 point of damage to him when he still has his armor, so you’ll definitely be there for a while.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Mega Man X [60FPS]: Storm Eagles Stage (Buster Only/No Dash/No Damage)Joki2022-06-06 | A playthrough of Storm Eagle’s stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Storm Eagle arguably has the easiest stage in the game. The only real danger here is falling into a bottomless pit, as most of the enemies in this stage can be destroyed instantly with only a Lvl. 2 Charge Shot. The only part that requires some finesse is the section with the Flamers. However, a Lvl. 3 Charge shot along with two Normal Shots will take them out the moment they’re in range, so they’re not really an issue either.
The fight against Storm Eagle is also one of the easiest in the game, especially when you have the Foot Parts. Without those, it’s a slightly harder, but not by much. The main danger here is getting blown off the Death Rogumer, either by the wind Storm Eagle creates when he flaps his wings or his Storm Tornado. Without the ability to dash, these two moves can spell doom if you’re too close to the edge. You can potentially survive offstage if you slide off the sides of the airship and do very short Wall Jumps, but doing so is very difficult. It’s much easier to just stay as close as possible to Storm Eagle at all times, especially since he doesn’t have any close-range attacks. One interesting thing to note, however, is that some of Storm Eagle’s attacks won’t actually come out if you’re too far away from him, specifically his egg spit and Storm Tornado attacks. You can even see this happening with his Storm Tornado in this very video at 3:29. This doesn’t work when he flaps his wings, though, so this is more of an interesting tidbit and not an actual strategy you should ever use.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Mega Man X [60FPS]: Flame Mammoths Stage (Buster Only/No Dash/No Damage)Joki2022-06-04 | A playthrough of Flame Mammoth’s stage without taking damage or dashing and using only the Mega Buster. -- More info below --
Flame Mammoth’s stage is very straightforward, even with all these restrictions. If you memorize where the enemies are and how to deal with them properly, then you’re all set. Just make sure to take the upper path during the final section of the stage, as it’s way easier than the bottom one.
The fight against Flame Mammoth isn’t too bad either, even without being able to dash. The only real danger here is potentially getting cornered. If this happens, just start wall jumping and then jump over Flame Mammoth when he also reaches the corner.
Some character and enemy sprites used in the Thumbnail were taken from the Mega Man X page on The Spriters Resource (spriters-resource.com/snes/mmx/).
Hope you enjoy!Rayman 1 [60FPS] Version Differences: Anguish Lagoon Part 3 (Atari Jaguar vs. PS1)Joki2022-03-16 | A showcase of the two different variations of Anguish Lagoon Part 3 in the original Rayman game. The two variations in question are from the Atari Jaguar and the PS1 versions, with later releases all being based on the PS1 version.
The layout itself isn’t actually all that different between versions. Most parts are identical and even the overall length is the same. The real differences come from Bzzit, the mosquito that Rayman rides on.
In the Atari Jaguar version, Bzzit has the ability to shoot energy projectiles, essentially turning the level into a Shoot ‘em up. Besides shooting, you can also move Bzzit around very precisely with the D-Pad. The one big problem that the Jaguar version suffers from however, is that Bzzit himself is very large, which makes it very easy to get hit by enemies or get crushed between an obstacle and the scrolling screen, especially in the early parts of the level. One last interesting thing to note about this version, is that the final stretch of the stage has the numbers 1,3,6 and 4 spelled out in Tings. If you input this code during the game’s opening sequence, you’ll get access to a Rayman-themed Breakout minigame as a neat little bonus.
In the PS1 version, Bzzit is no longer able to attack. Instead, you now simply use Rayman’s fist like you would in any other level. You can still move Bzzit around with the D-Pad, but the controls feel more slippery than they did in the Jaguar version, so don’t be surprised if you find yourself overshooting a lot. On the plus side, Bzzit’s sprite is now smaller, making it a lot easier to dodge enemies. Finally, while the Jaguar version features only the Shmup-style gameplay, the PS1 version actually switches things up. Once you get roughly halfway into the stage, Bzzit will suddenly speed up and you have to carefully follow the trail of Tings to make your way to the end while avoiding obstacles along the way. Interestingly enough, Bzzit’s sprite also changes to the one he uses in the Jaguar version during this portion of the level.
Between the two versions, I’d go with the PS1 version. While not being able to shoot with Bzzit is a bummer, I find the stage itself to be a bit more fun and interesting. The Jaguar version version isn’t bad by any means, though, so if you’re interested, I recommend checking out both.
The Image used for the borders comes from a gallery of backgrounds from Rayman Legends (imgur.com/gallery/Ki21YZY). I couldn’t find any proper art of the Dream Forest from Rayman 1, so this was the next best thing.
Hope you enjoy!Street Fighter III: New Generation (Arcade) [60FPS]: Gill Playthrough (No Losses)Joki2022-02-22 | A playthrough of Street Fighter III: New Generation with Gill without losing a single round. Played on the Arcade version of New Generation, where Gill is only playable via cheats.
Gill, being a Boss Character, is extremely broken. While he can ToD nearly the entire cast with a single jump-in Combo, you don’t even need it to completely shut down your opponent. His Pyro- and Cryokinesis cover many angles, are extremely fast and consist of two hits, so they beat out every other projectile in the game. His St. MK, Cr. MK and Cr. HK all have disgustingly long range and are very quick to boot (you can easily win entire matches with just these three moves). His Cr. HP is one of the best moves in the entire game, as it serves as both a great Anti-Air and a Launcher into Gill’s strongest Combos. Finally, he has access to Resurrection, which can revive you after being KO’d if you have a full Super Bar. While it is possible to hit Gill during Resurrection with certain moves to prevent him from getting all of his life back, the AI (thankfully) doesn’t know how to do this.
If you’re interested in playing Gill yourself, here are the best Combos I could find: (Moves in parentheses can be left out of Combos)
Midscreen Combos: * Cr. LKx3 Does little damage, so it's not very useful.
* Cr. LKx1/2 - St. MP (Link) St. MP will whiff on crouching opponents.
* (J. HP -) Cr. LK xx DP+P Only works if you're right next to your opponent. DP+P is unsafe on block and whiffs on crouching opponents.
* St. LPx1/2 - St. MP (Link) St. LP and St. MP will both whiff on crouching opponents.
* Cr. MP - Cr. MK (Link) Easy to do, as you have a pretty big window to link the Cr. MK.
*J. HK - Cr. HK This combo works even if you hit the opponent with J. HK from far away.
* (J. HP -) Cr. MK xx DP+P Only works in close range of your opponent. DP+P is unsafe on block and whiffs on crouching opponents.
* (J. HP -) Cr. HP - QCB+P - QCB+P/St. HP/DP+P A second QCB+P does more stun and keeps the opponent close to you, while St. HP does more damage and is a great Corner Carry. DP+P is more optimal than QCB+P, but can be tricky to land sometimes.
* Cr. HP - DP+P Only do this Combo if the opponent is too far away for a QCB+P to hit after launching them with Cr. HP.
* QCF+MP - DP+Px2 - St. MK You need to Anti-Air the opponent with Pyro- or Cryokinesis for this Combo to work. DP+P won't reach if you're too far away and requires good timing in order to hit your opponent, so expect to whiff this Combo a lot.
Corner Combos: * QCF+HP/QCF+MP - DP+Px3 - St. HP The most damaging Combo I could find with Gill, but also very difficult to land. You can also initiate this combo from midscreen if you Corner Carry the opponent with DP+P.
* (J. HP -) Cr. HP - St. MKx4 - DP+P (Stun only) Only works if the opponents gets stunned during the J.HP, Cr. HP or the first St. MK.
* (J. HP -) Cr. HP - QCB+P - St. HP - DP+P/St. HP The St. HP finisher only works on some opponents, so stick to DP+P for the most part. Does good damage and is easy to do.
Infinites: * (J. HP -) Cr. HP - QCB+P - Cr. HP - QCB+P xN (Gill only) Infinite that only works on Gill. In New Generation and 2nd Impact, Gill has a weird property where he is briefly considered standing right before hitting the ground when he is in a juggleable state. Since the juggle counter resets when you're on the ground, this allows you to relaunch Gill with Cr. HP indefinitely. Requires good timing (you have to hit Gill with Cr. HP right before he touches the ground), but it has a rhythm to it that you can learn pretty easily. Can be done midscreen and in the corner. Can also initiated off of anything that will juggle as long as you can hit Gill with a Cr. HP afterwards.
* (J. HP -) Cr. HP - St. HPx5 (stunned) x3 (Yun, Yang, Ibuki and Oro only in the right corner) Technically not an infinite, as it can only be done three times in a row (you can't stun the opponent a third time). However, every character will already get KO'd during the second loop, so it might as well be an infinite. A very unique infinite, as it only works on four specific characters in the right corner. When these characters get frozen by Gill's St. HP while they're airborne, their hurtbox becomes wide enough to the point where you can still hit them with St. HP (normally, the first St. HP would push you out of range). Very easy to do against Yun, Yang and Ibuki, but very inconsistent against Oro.
Hope you enjoy!Rayman 1 [60FPS] Version Differences: Bongo Hills Part 1 (PS1 vs. MS-DOS)Joki2022-02-20 | A showcase of the two different variations of Bongo Hills Part 1 in the original Rayman game. For this comparison, I played the versions of Rayman 1 where these layouts originally came from, those being the PS1 and MS-DOS versions (the Jaguar version came out around the same time as the PS1 version, but I decided to go with the latter for the superior physics and sound quality). Some versions of Rayman 1 either have the exact same layout as the PS1 (Saturn) or a slightly edited version of it (Jaguar), while others use the MS-DOS layout (DSi and iOS/Android). In the GBA version, Part 1 of Bongo Hills is omitted entirely, starting you off at Part 2 instead.
The original layout from the PS1 version is a full-fledged, Band Land-style level. It introduces many of the new obstacles and enemies you’ll see throughout this world, such as the slippery Musical Staves, Lightning Eyes and Moths. Many of these enemies and obstacles are also tougher than what you encountered in The Dream Forest, which is a sign of things to come. Overall, as the introductory level to Band Land, I think it’s solid.
The revised layout from the MS-DOS version serves as more of a transitional level. It starts you off in a short, grassy area reminiscent of The Dream Forest. Once you jump on some clouds to reach higher ground, however, you find yourself in actual Band Land territory, complete with Musical Staves and Wrong Notes. In terms of size, it's a lot shorter than the PS1 version. It’s also much easier, but since the later parts of the level weren’t changed in any way, it just ends up making the rest of Bongo Hills feel like a huge difficulty spike. Overall, while I think it’s a decent level, it feels somewhat half-baked.
Between the two versions, I’d go with the PS1 version. While I really like the transition between The Dream Forest and Band Land from the MS-DOS version, the PS1 version’s level design feels more thought-out and in line with the rest of Bongo Hills in terms of difficulty.
Note: Sorry about the brief stutter that occasionally happens during the showcase of the MS-DOS version. I was only able to fix it by turning off V-Sync, but since this would cause screen tearing instead, it was either one or the other.
Hope you enjoy!The KOF 98 UM FE Singleplayer ExperienceJoki2021-12-03 | Just play online instead (which has Rollback Netcode now!).Castlevania: Rondo Of Blood [60FPS]: Stage 5 - All Paths (Whip Only, No Damage)Joki2021-08-21 | Two playthroughs of Stage 5'/Alternate Stage 5 from Castlevania: Rondo of Blood that showcase both paths you can take, using only the whip and without taking any damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided.
Timestamps: 0:00 Upper Path 3:33 Lower Path
Stage 5’/Alternate Stage 5 is considered by most to be the hardest stage in Rondo of Blood. It can also only be played after you’ve beaten Dracula for the first time, technically making it the final level in the game. It features lots of difficult enemy patterns and combinations and a ton of bottomless pits, things that weren’t present much in the other levels in Rondo of Blood. These elements make the stage’s difficulty very similar to that of the old-school Castlevania games.
The first section of the stage features platforming over water, with the second half having you ride on platforms across the water while avoiding Bats. The main difficulty of this section is the randomness when it comes to the Merman enemies, as they can jump out of the water at any point and take you by surprise. You can even get hit by one swimming in the water when you’re on the first moving platform if you’re really unlucky. If you’re just doing a normal playthrough of this stage, then you can simply crouch when they’re about to hit you, since this can prevent Richter from getting knocked back (this doesn’t work against every attack, though). If you’re playing as Maria, then you can also double jump to reach the platforms above and skip the moving platforms entirely, though you’ll have to fight the Skeleton Warriors if you choose to do so.
The second section features an upper path and a lower path. The upper path is significantly easier, as you only have to defeat a couple of Spear Knights and go up the stairs at the end. The lower path on the other hand has moving platforms above bottomless pits that you have to ride while avoiding Medusa Heads. Meanwhile, the Spear Knights on top will also stab downwards in an attempt to hit you, though you can avoid this by taking out the Spear Knights first before taking the lower path.
If you took the upper path, then you’ll encounter a few Axe Knights and then two Great Armors at the end. The fight against the two Great Armors is by far the hardest part of the entire stage. It is nearly impossible to not take damage when both of them attack at the same time, so you’ll want to take out one of the Great Armors as fast as possible. In a normal playthrough you can also use Item Crashes (assuming you have enough Hearts) to deal with them faster, like the Holy Water or the Cross. Finally, there’s some meat hidden in the block above the door if you need to recover some health.
If you took the lower path, then you’ll get to a room where you’ll have to jump across moving platforms to reach the end. Meanwhile, a single Bat will constantly fly from the other side of the room that can potentially knock you into the pit below. This room is a bit tricky with Richter, but absolutely trivial with Maria due to her double jump. Definitely easier than the room on the upper path. The next screen is the exact same for both paths. You have cross the bridge while avoiding the Peeping Eyes that come from the bottom of the screen. The best strategy I found is to moonwalk across the bridge so you can immediately attack the Peeping Eyes when they get close to you. Otherwise you have to awkwardly turn around first, which leaves you vulnerable. Afterwards, simply defeat the single Blue Axe Knight and you can move on.
The final room once again differs depending on the path you took. The upper path features Medusa Heads, a bunch of Spear Knights that stab downwards and a single Blue Axe Knight while the lower path has Crows and multiple Axe Knights and Spear Knights. Between these two, the upper path is once again the harder one because of the Medusa Head combined with the many bottomless pits. The only difficult part of the lower path is hitting the Ravens, but otherwise it’s a cakewalk.
Since this stage has no boss, you simply move on to stage 6 when you reach the end, while you get to keep all the Hearts you collected as a nice bonus.
The art used for the borders is taken from the cover art of the Rondo of Blood vinyl.
Hope you enjoy!Mega Man X2 [60FPS]: All Raider Killer Forms (Buster Only, No Damage)Joki2021-06-01 | I couldn’t find any videos on here showcasing all the different forms, so I decided to make one myself. Played without taking any damage and with just the Mega Buster.
Timestamps: 0:00 - First Form (Green) 0:39 - Second Form (Blue) 1:26 - Third Form (Red) 2:19 - Final Form (Purple)
The Raider Killer is probably the most unique miniboss in X2. Right after the vertical shaft with the last set of searchlights, there’s a huge room with falling blocks that you have to pass. In this same room are also three strange scanning reticles. However, if they manage to scan X, they simply disappear afterwards. It isn’t until you reach the next room that you find out their true purpose. Once you reach this room, the Raider Killer suddenly appears and, depending on how many times you got scanned previously, transforms into a specific form. He has four different forms in total, with each new form gaining extra abilities.
-First Form (Green)- If you manage to avoid every scanning reticle, then the Raider Killer will stay in his base form. In this form, he is only capable of two attacks: firing a pink energy burst and jumping to the other side of the arena while firing three lasers downward. Both attacks are easy to dodge and you have more than enough time to react to them, leading to a very easy fight.
-Second Form (Blue)- If you get scanned by one scanning reticle, then the Raider Killer will transform into his second form. In this form, he is now able to fire his pink energy bursts at two different heights: high and low. His high shot can still be jumped over, though it requires some good timing. Alternatively, you can also dash under it, but this means that you’ll constantly have to switch between dashing and jumping, whereas you can also just focus only on jumping.
-Third Form (Red)- If you get scanned by two scanning reticles, then the Raider Killer will transform into his third form. In this form, he gains a quick pounce attack that is much harder to react to than his normal jump. If you see it coming, then you can dodge it by dashing under him.
-Final Form (Purple)- If you get scanned by all four scanning reticles, then the Raider Killer will transform into his final form. Now fully upgraded, he gains the ability to fire a pink, translucent shield at X. You can destroy the shield simply by shooting at it, though this can take quite a number of shots (a fully charged Buster shot can destroy it instantly). You can also avoid it by doing a Wall Kick off of the walls on the sides of the arena, though this requires a 7 pixel Wall Kick* and leaves you open to his jump attacks.
*If you do a Wall Kick without holding left or right, then your Wall Kick gets slightly more vertical reach. This allows X to Wall Kick off of walls that are just barely too high for him to reach, like the ones on the sides of the Raider Killer room.
Hope you enjoy!Mega Man GB Series [60FPS]: All Mega Man Killer Fights (Buster Only, No Damage)Joki2021-02-17 | Note: I’m aware Quint and Terra technically aren’t part of the Mega Man Killers, but the roles they have in their respective games are so similar that I decided to include them anyway (especially Quint, since he even appears alongside the Mega Man Killers in Wily Star in Mega Man V).
A showcase of every Mega Man Killer fight in the Mega Man series on Game Boy, known as Rockman World in Japan. All fights are done with only the Mega Buster (no Charge Shot) and without taking any damage.
Timestamps:
0:00 - Mega Man: Dr. Wily’s Revenge: Vs. Enker 0:47 - Mega Man II: Vs. Quint 1:41 - Mega Man III: Vs. Punk 3:36 - Mega Man IV: Vs. Ballade (1st Fight) 4:28 - Mega Man IV: Vs. Ballade (2nd Fight) 5:36 - Mega Man V: Vs. Terra 7:37 - Mega Man V: Vs. Enker 8:07 - Mega Man V: Vs. Quint 8:39 - Mega Man V: Vs. Punk 9:29 - Mega Man V: Vs. Ballade
Fight Descriptions:
- Mega Man: Dr. Wily’s Revenge: Vs. Enker Enker’s fight in Mega Man: Dr. Wily’s Revenge is one of the hardest Mega Man Killer fights. He moves and attacks very quickly and the small arena size gives you next to no breathing room. When Enker shoots his energy projectile, he and his spear take up half of the arena, so you need to get to the other side before that happens. The best way to do this is by constantly alternating between tapping left and right and shooting every time you’re facing his direction. This way you can score a ton of hits on him and get out of his attack range at the same time. Finally, when he jumps and lands in the middle, he can either run directly to you or do another jump. The best way to cover both options is by jumping, as you’ll jump over his dash and you can stay right under Enker himself as he’s jumping (that is, as long as you stop holding A with Mega Man in time to avoid doing the highest possible jump).
- Mega Man II: Vs. Quint The Toad Man of the Mega Man Killers. Slide under him when he jumps towards you and keep your distance from the rocks he digs up. That’s it.
- Mega Man III: Vs. Punk Punk is one of the easier Mega Man Killer fights. The size of the arena you fight him in is pretty small, but his attacks aren’t extremely fast or hard to dodge. Just jump over his Screw Crushers and, depending on the height he does it at, jump over/slide under his ball attack. Early on in the fight, he’ll throw his Screw Crushers horizontally, which can be a bit tricky to dodge. Thankfully, he’ll start throwing them diagonally down shortly after, mitigating the problem pretty much entirely.
- Mega Man IV: Vs. Ballade (1st Fight) The first fight against Ballade is easy. His attacks are all pretty slow and easy to avoid. His Ballade Crackers in this fight are really weak and can be destroyed very easily, so use this opportunity to land a lot of hits on him. Other than that, just avoid his jumps and jump over him when he starts running towards you. His attack pattern can be a bit random though, so don’t let your guard down.
- Mega Man IV: Vs. Ballade (2nd Fight) Pretty much the hardest fight of all the Mega Man Killers. His attacks are very similar to those he had in the first fight, but they’re all a lot faster. This is mainly an issue with his running attack, as it is extremely difficult to react to it in time. However, by making Ballade jump in a specific pattern, you can give yourself a bit more leeway to dodge it. The pattern I used works pretty well in this regard. Also, the Ballade Cracker he shoots now is much faster and destroying one creates a big explosion, so it’s best to just jump over it instead.
- Mega Man V: Vs. Terra Terra might seem difficult at first, but by making his Spark Chaser move in a certain pattern like I do during this fight, he becomes really easy. Other than that, just watch out for his circular beam, which can freeze you in place if you get hit by it. You can dodge it with a well-timed jump, but this particular attack creates quite a bit of slowdown, so keep that in mind when you’re trying to time it.
- Mega Man V: Mega Man Killer Rematches In Mega Man V, the 2nd stage of Wily Star features rematches with all of the previous Mega Man Killers and Quint. They all fight the same way they did in their original games, though Ballade seems to be a combination of both of his versions. The major difference is that all of them, with the exception of Quint, are much slower than they were originally, consequently making the fights much easier. Other than that, they are no different than before, so if you managed to beat them in their original games, you should have no trouble beating them here.
Hope you enjoy!Street Fighter III Series [60FPS]: All Secret Fights (Ibuki, No Losses)Joki2020-10-13 | A showcase of every secret fight in SFIII without losing a single round. Played with Ibuki. Timestamps: 0:00 SFIII: 2nd Impact: Vs. Rival (Character-Specific) 1:33 SFIII: 2nd Impact: Vs. Akuma 3:08 SFIII: 2nd Impact: Vs. Shin Akuma 4:47 SFIII: 3rd Strike: Vs. Q 6:19 SFIII: 3rd Strike [BONUS]: Vs. Shin Akuma (Unused)
- Street Fighter III: 2nd Impact: Vs. Rival (Character-Specific) If you manage to get 5 Super Art Finishes without using any continues, then you’ll face your rival after defeating your current opponent. In Ibuki’s case, it’s Elena, but every character has their own specific rival (Sean’s rival, for example, is Yang). This is also the only possible way to face that character, as they’ll never appear in your character’s Arcade Mode otherwise. The fight itself isn’t special in any way though, except for the fact that the fight takes place on the same stage as the previous match instead of your rival’s home stage. Once you’ve defeated your rival, the game will progress normally again.
- Street Fighter III: 2nd Impact: Vs. Akuma If you manage to get at least 2 Perfects without losing a single round, then you’ll be able to face Akuma. Once you reach your character’s final opponent, Akuma will suddenly appear and use the Raging Demon on them, taking their place as your final opponent. In 2nd Impact, Akuma is very powerful. He’s one of the best characters in the game and his AI can be very difficult to deal with. That said, he has two major weaknesses: low health and a small stun bar. In Ibuki’s case, her F + HK Command Normal (Bonshou Geri) and her Cr. HP both deal good damage and a lot of stun, with the former being great for Whiff Punishing and the latter being a great Anti-Air. Aside from these two, use Cr. MK to slide under Akuma’s Gohadoukens to get in more easily. Akuma also tends to use his Tatsu a lot on block, so you can punish him for that if you’re quick enough. Finally, Akuma’s AI tends to use Goshoryuken a lot as an Anti-Air, so if you jump in and parry it, you get a free punish. Once you defeat Akuma, one of two things will happen: either the match ends and a special ending plays, or you’ll be able to face Shin Akuma if you met the necessary requirements.
- Street Fighter III: 2nd Impact: Vs. Shin Akuma If you manage to get at least 3 Perfects, get no more than 3 Cheap Wins and not lose a single round, Akuma will transform into Shin Akuma after defeating him with at least one Super Art Finish. Shin Akuma is basically a more powerful and faster Akuma with an even cheaper AI. Despite that, he still has low health and a small stun bar, so his weaknesses are the same. Just play it a little safer and you should be able to beat him the same way you beat regular Akuma. After you defeat Shin Akuma, you’ll get a different special ending that reveals Gill survived Akuma’s Raging Demon via Resurrection.
- Street Fighter III: 3rd Strike: If order to face Q, you’ll need to meet quite a few requirements. You have to get at least 5 Super Art Finishes and 2 Special Points, you can’t lose a single round and you can never get a lower rank than a D. After meeting these requirements, you’ll be able to face Q after you beat your 7th opponent, signified by him briefly appearing on-screen. This is the only possible way to fight him as an AI opponent, as Q never appears during Arcade Mode otherwise. The fight will take place on the same stage as the previous match, but this time with Q’s theme playing. As for the fight itself, the AI-controlled Q is no different from a player-controlled Q in terms of strength. So if you know the matchup, then he shouldn’t be a problem. Once you’ve defeated Q, the game will progress normally again.
- [BONUS] Street Fighter III: 3rd Strike: Vs. Shin Akuma (Unused) Even though Shin Akuma never actually appears in 3rd Strike normally, he is still present in the game’s coding and almost fully functional. If you’re using MAME, then you can use the MAME cheat folder to fight against him or use him yourself if you want to (you can also select his unused stage this way). Since he doesn’t have his own character art, he uses Chun-Li’s instead. He’s exactly the same as 2nd Impact Shin Akuma moveset-wise, so he doesn’t have any of 3rd Strike Akuma’s moveset changes and additions. A couple of his moves are somewhat glitched however, mainly his Tatsu (both versions), his SAII and his SAIII. His Tatsu has some glitched animation frames and the aerial version seems to lack a hurtbox (it does have a hitbox though, which makes his air Tatsu impossible to counter). His SAII will occasionally cause him to freeze in place, though he returns to normal after a while. Finally, his SAIII sometimes fails to gain any height, keeping him relatively close to the ground. The fight itself is really hard (even harder than Gill from my experience) because of his high damage output and speed. Your best bet is to simply play it safe and try to find an opening when possible.
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 6 & Ending (Whip Only, No Damage)Joki2020-09-09 | A playthrough of the 6th and final stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- Despite being the last stage in the game, it’s actually rather short and easy. The first section consists of a bridge you have to traverse while dealing with five Phantom Bats. Thankfully, you don’t have to actually fight them, because you can simply go past them with proper platforming. The way all five Phantom Bats fly around is random however, but there are a few sets of patterns that they seem to randomly pick one from at the start of the stage. So if you memorize their various patterns and recognize the one they’re using, you should be able to get past them easily.
Afterwards, you’ll enter a short clock tower-esque section. Getting past the Skeletons is easy, but when you get to the Eagles and Hunchbacks, it gets a bit tricky. Luckily, I managed to find a strategy that is almost 100% foolproof. The strategy is as follows:
1: After the last Skeleton, just keep walking left and immediately drop down onto the gear. 2: Stay in place while facing left and take out the two Hunchbacks when they get near you. 3: Turn around and take out the Eagle that comes from the right (This wasn’t necessary during this run, but it usually is). 4: Make a beeline for the stairs on the left.
The only way I’ve had this strategy fail, is if one of the Hunchbacks that got dropped in the wall manages to jump out on the left side instead of the top.
Once you go down the stairs, you have to deal with one last section with Eagles and Hunchbacks. I have a strategy for this section that is, once again, almost 100% foolproof. The strategy is as follows:
1: After getting off the stairs, take out the Hunchback(s) on the gear to your right. 2: Once the Eagles that dropped those Hunchbacks are out of the way, drop down to the lower ground and start climbing the stairs. 3: About halfway on the stairs, turn around to take out the Eagle that’s coming your way and start climbing the stairs again. 4: Near the end of the stairs, descend a little so the next Eagle will fly over you. 5: Get to the top and take the stairs to the next room.
The only way this strategy will fail, is if a Hunchback gets under you and does a high jump. If he doesn't, then you should be good.
After exiting the tower, you’ve reached the final boss of the game, Dracula. He teleports around the room and shoots three fireballs. His body is completely invulnerable, with his head being his only weak spot. In order to land hits on him and avoid his fireballs, you simply have to jump towards him when he opens his cape (you’ll jump over the fireballs this way) and hit him with your whip. The real difficulty of this fight comes from Dracula’s teleportation. If he materializes right where you’re standing, you’ll take contact damage. That said, there are tricks you can use to influence where Dracula will teleport to. These are the two I use:
1: When you land on the ground after hitting Dracula with your whip, start walking away from him. When Dracula disappears, keep walking for about 2 seconds and then immediately turn around. If done right, Dracula will teleport right behind you and you’ll barely avoid him. Occasionally, after you immediately turn around, Dracula might throw you for a loop and teleport in front of you instead, but you can still avoid this if you react in time. 2: If walking away from Dracula isn’t possible (if you're in the corner, for example), then walk through Dracula instead. Just keep walking and Dracula should eventually teleport behind you.
After you fully deplete Dracula’s health bar, he’ll transform into his final form: a giant, grotesque monster that, once again, can only be damaged by hitting his head. He attacks by shooting three fireballs (telegraphed by him when he raises his arms) and jumping around, which is either a high or low jump. If you want to get to the other side of Dracula, then you’ll have to walk under him when he does a high jump. Now let me get one thing straight: the height at which Dracula jumps, is NOT completely random. If you duck in front of Dracula right after he lands from his previous jump, he’ll do a high jump. This is 100% guaranteed and pretty much a necessity if you want to get through this fight with just the whip. Other than that, you only have to make sure you don’t get hit by Dracula’s fireballs. This is easily done by jumping when he raises his arms. Since his fireballs home in on your current position, this will cause the fireballs to go over you once you’re back on the ground. If you whip him in the face right when he’s about to shoot his fireballs, you can even destroy them right away. With this knowledge, the fight against Dracula’s final form should be a cakewalk.
After finally killing Dracula, you can grab the Magic Crystal, finish the stage and the end credits will roll.
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 5 (Whip Only, No Damage)Joki2020-09-08 | A playthrough of the 5th stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- This stage is actually one of the easier ones to do a perfect run on. The only part that consistently ruined runs, was the very beginning of the stage, mainly the Skeleton on the upper part of the screen. If he ends up jumping to the right of the screen (in this run, he stayed on the left side), then you have to dodge the bones he throws while you’re climbing the stairs. How high he throws the bones and how many of them is completely random. If you’re really unlucky, he can throw four bones at once. If you’re on the stairs when that happens, you’re pretty much screwed. So if the Skeleton goes to the right side of the screen during a run, just hope you don’t get really bad RNG. Thankfully, since this happens at the very beginning of the stage, it’s not a big deal if you mess up and have to try again.
Outside of this situation, the rest of the stage is not a problem once you know the layout and how to beat certain enemy formations. One particular enemy that gives most people trouble is the Axe Knight, which you only encounter in this stage. Even with a fully upgraded whip, these enemies take nine hits to defeat, which gives them plenty of time to counterattack. They attack you by throwing their axes either high or low, with the axes returning to them like a boomerang after a short while. This attack, however, is actually not as intimidating as it might look. Not only can you destroy the axes in one hit, but you can destroy them at both altitudes with your whip while standing. The Axe Knights also have a tendency to walk away from you when you’re attacking them, but you can easily catch up to them by jumping. When you destroy one of their axes just after they throw it, you can get about four to five hits on them with your whip before they throw another axe. Just destroy the axe again and repeat this strategy until you take them out.
The main reason this level is often considered difficult by a lot of people, is the infamous ‘Hallway’, the section with Axe Knights and Medusa Heads right before the boss. In actuality, the hallway is really not as hard as it may seem when you know how to properly deal with both enemies. Just remember these four things:
1: Take your time with the Medusa Heads. Observe their patterns and either dodge them or take them out. 2: Use the strategy I described to take out the Axe Knights with ease. 3: Don’t forget to jump in on the Axe Knights when you get the chance, preferably right after a Medusa Head has passed you/you destroyed a Medusa Head and the Axe Knight isn’t going to throw an axe. This can also cause the next Medusa Head to spawn higher up, making it much easier to take out. 4: Do NOT face the right side of the screen for too long. This can cause a Medusa Head to spawn from that side, which is not only harder to dodge, but if you face left again, a Medusa Head will spawn from that side too. This means you’ll have two Medusa Heads on screen at the same time, with both coming towards you from a different side. Coupled with the Axe Knights, this makes everything WAY more difficult, so try to avoid facing right too much at all cost.
The boss of this stage, encountered right after the hallway, is Death/the Grim Reaper, who is easily the hardest boss in the game. During the fight, Death will constantly spawn little sickles that will try to home in on you, while Death himself moves around the room (mostly in an effort to stay away from you). The small size of these sickles, coupled with the speed at which they move, can make it pretty hard to take them out. It’s also best to avoid jumping too much, since you might accidentally jump into one right when it’s spawning. On the flip side, you can use their homing property to your advantage. You can let them home in on you, after which you can walk away to a different spot and then simply destroy them from there. If you want to win this fight however, you’ll need to destroy Death himself, so try to follow him as much as possible. Just keep doing that while dodging/destroying the sickles and Death will go down eventually.
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 4 (Whip Only, No Damage)Joki2020-09-08 | A playthrough of the 4th stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- Probably the hardest stage in the game to do a perfect run on, mainly due to RNG. The first part of the stage (the cave area) is really easy once you know the optimal way to get through it, but once you get back to the surface, it starts to become difficult. After walking for a little bit, you’ll run into Eagles that drop Hunchbacks. As long as you immediately take out every Hunchback when they reach the ground, you should be fine. Be careful though, because the Hunchbacks can drop items that you might pick up by accident. After surviving the onslaught of Hunchbacks, you’ll reach the first Bone Dragon. These enemies are the main reason as to why this stage is hard to do a perfect run on. They move up and down, shoot fireballs at your current position and, depending on your luck, can be either easy or hard to take down. They telegraph their fireball attack by opening their mouths, so that’s your cue to attack/dodge. Always stay as far away from the Bone Dragons as possible to the point where you are just close enough to still reach them with your whip. This will also give you enough time to react to their attacks and makes them shoot their fireballs at a more favorable angle. Beyond the door after the first Bone Dragon are two more Bone Dragons (the boss is right after the final one). For each one of these, I’ve found good places to position Simon:
- 1st Bone Dragon: In between the broken pillar and the long pillar (the pillars to the left of the green part at the top of the screen) and then slightly to the left. - 2nd Bone Dragon: In between the two candles in front of the Bone Dragon and then slightly to the left. - 3rd Bone Dragon: In between the two blocks right after the last candle before the Bone Dragon.
Similarly, I’ve also found good strategies to deal with their attacks:
- 1st Bone Dragon: When he’s high up in the air, it’s best to jump so his fireballs go over you. If a fireball is coming for you while you’re on the ground, you can still jump over it if you’re quick enough. You can attack him while he’s high up, but he’s at his most vulnerable when he’s low to the ground, at which point you can land multiple hits on him. - 2nd Bone Dragon: Attack him while standing when’s he’s face to face with/higher up than Simon, but attack him while crouching when he goes lower. - 3rd Bone Dragon: Same as the 2nd Bone Dragon.
Just follow these tips and hope you don’t take damage because of back luck (such as unlucky movement patterns from the Bone Dragons and fireballs with angles that are really hard to hit/dodge).
The boss of this stage, Frankenstein’s Monster and Igor, is one of the hardest bosses in the game, mainly because of Igor (the Hunchback). He jumps around the entire screen, shooting fireballs after every single jump. Meanwhile, Frankenstein’s Monster simply moves around (usually away from you), though he can damage you on contact. In order to beat them, you have to damage Frankenstein’s Monster, since Igor only gets momentarily stunned when you hit him. The trick is to focus on hitting Frankenstein’s Monster for most of the fight, but when Igor gets to the center of the screen, you have to use that opportunity to stun him and walk through him to safely get to the other side of the screen (if Frankenstein’s Monster is in the way, just keep stunning Igor until Frankenstein’s Monster gets out of the way again). Alternate between these two and you should be able to take him down without too much trouble.
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 3 (Whip Only, No Damage)Joki2020-09-08 | A playthrough of the 3rd stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- This stage is where the difficulty starts to ramp up a bit. Aside from introducing Hunchbacks, Skeletons and Ravens, the stage also starts mixing Medusa Heads with other enemies to create tricky enemy formations. Getting through this stage comfortably requires that you know how to properly deal with these enemies.
The Hunchbacks will immediately make a beeline for you once they’ve appeared on screen. The easiest way to get rid of them, is to just stop moving the moment they spawn and then attack them with your whip when they’re almost going to hit you (this is not the tactic I use in the video since it’s slower, but it’s much easier). The Skeletons’ movement simply depends on what direction you’re facing: if you’re facing their direction, they’ll move away from you and if you have your back against them, they’ll come towards you. Simply face the direction that the situation calls for and take them out when you get the chance (or have them jump into a pit, like at 0:43). Finally, you have the Ravens, which move around depending on your position. Your best bet is to just stand still, wait for them to move and then take them out with your whip. Occasionally however, they may fly under the stage where you can’t hit them. When this happens, just wait for them to get in range again and then take them out. This tactic, however, is only required for the first couple of Ravens that you encounter. Pretty much every Raven later on in the level can be taken out the moment they appear on screen if you immediately jump towards them and hit them with your whip. As for the Medusa Heads, they’re not that hard to deal with if you once again take your time and observe their patterns. Also, the side of the screen the Medusa Heads spawn from is always the side that you’re currently facing, so use that to your advantage.
The boss of this stage, the Mummy Men, is one the easiest bosses in the game. All you have do, is walk to the center of the stage (this triggers the fight), go back to the blocks on the left, wait for the mummy on the left to move away from the lower block, get on the lower block once he does and then just start whaling on them with the whip. Just make sure to watch out for the bandages they throw and the Mummy Men themselves (their heads can hit you through the block).
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 2 (Whip Only, No Damage)Joki2020-09-07 | A playthrough of the 2nd stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- The stage itself is not much harder than the first one. There are more bottomless pits than before, but everything is still relatively basic. The only things that can give you a bit of trouble are the Medusa Heads. Just take your time, observe their patterns and take them out if necessary.
The boss of this stage, Medusa, is one of the easiest bosses in the game. When the fight starts, lure Medusa to the right side of the screen and jump over her when she gets close. Afterwards, Medusa starts moving around even lower on the screen, at which point you can simply jump over her at any moment. Just make sure you do so while she’s moving, because you’ll take damage if you try to jump over her when she’s stationary. If she’s stationary, she spawns snakes, which can easily be taken out with your whip in one hit (you can even stand while doing so). Just keep attacking her (while jumping over her when needed) and she’ll go down in no time.
Hope you enjoy!Castlevania (NES) [60FPS]: Stage 1 (Whip Only, No Damage)Joki2020-09-07 | A playthrough of the 1st stage from Castlevania (NES) using only the whip and without taking damage. Aside from Sub-weapons, Invisibility Potions and Rosaries are also avoided. -- More info below -- The stage itself is very easy to get through without taking damage. The only enemies you actually have to kill are the Zombies, because every other enemy can simply be avoided by either jumping over them or outrunning them.
The boss of this stage, the Phantom Bat, is actually pretty tricky with just the whip. He swoops down to attack you at a height that depends on your position. You can often trigger this attack by jumping, in which case you’re able to duck under it. When he swoops down near the ground instead, it’s much harder to dodge, so try to prevent him from doing that one. When he does this attack, you can hit him with your whip right when he’s coming for you and immediately after he’s passed you. You can also attack him when he’s slowly moving around, but always keep your distance when doing so, since he can start attacking in an instant.
Hope you enjoy!Mega Man 10 [60FPS]: All Special Stages (Buster Only, No Damage)Joki2020-08-31 | A playthrough of all the Special Stages from Mega Man 10 with only the Mega Buster and without taking any damage. These stages are based on levels from the Game Boy Mega Man games, specifically Dr. Wily’s Revenge, III and IV. They also feature bosses from these respective games, namely Enker, Punk and Ballade, who are collectively known as the Mega Man Killers.
Special Stage 1, based on Mega Man: Dr. Wily’s Revenge, is probably the hardest of the three. It features a lot of tricky platforming and many moments where you’ll need to act quick. Enker is also the hardest boss of the three, with fast movement and a degree of randomness when it comes to said movement.
Special Stage 2, based on Mega Man III, is the middle ground in terms of difficulty. It has its tricky moments, but for the most part it’s a relatively easy stage. Punk himself isn’t very difficult either as long as you make sure to stay all the way on the opposite side of the screen when he’s attacking. That way you’ll have enough time to see if you have to jump over or simply stand/walk under his attacks.
Special Stage 3, based on Mega Man IV, is the easiest of the bunch. Aside from the beginning of the stage, the only other tricky part is getting rid of some of the missiles with just the Mega Buster, which requires you to fire a shot at a specific height and quickly run after it. Ballade is also the easiest of the bosses. Just pay attention to his movement; if he stands still for a little bit after a jump, he’ll always run towards you.
Hope you enjoy!Street Fighter III: 3rd Strike [60FPS]: Full Playthrough (Ibuki, No Losses)Joki2020-05-06 | A full playthrough of Street Fighter III: 3rd Strike without losing a single round. Played with Ibuki.
List of some interesting tricks and oddities down below: - Raida cannot be parried. - Sazan (DF + MK) and Neck Breaker/Kubi Ori (QCF + P) can go under certain projectiles. - Ibuki’s forward dash can go through opponents at close range, effectively functioning as a cross-up. - Ibuki does a small jump at the beginning of her backdash, which allows her to dodge moves that hit low. - If you KO an opponent with Ibuki’s taunt, they’ll use their weak hit KO animation, but with their strong hit KO sound for some odd reason. - The Daigo Parry, which required Ken to do 15 parries, requires Ibuki to do 17 parries (two sets of 8 hits + the final hit). - Ibuki’s best Kara-throw is St. MK, though it increases her throw range by only 4 pixels. Even though the increase is far from substantial, mastering it can still be useful. - If you jump over an opponent and use her SA1, Kasumi Suzaku (QCFx2 + P in the air), Ibuki will automatically turn around to face the opponent. - The hits from Ibuki’s SA1 don’t connect properly on some characters when they’re in the air, which will result in them falling out of the move prematurely. - The sweep version of the 3rd hit of MK Tsumuji (QCB + K) can combo if the opponent is crouching. This can make it useful for Midscreen combos, since it keeps the opponent close to you and allows you to keep the pressure going. - Neck Breaker/Kubi Ori has a few interesting combo options that can be useful. MK Kubi Ori can combo off of Far HP, but only at certain distances. EX Kubi Ori can combo off of the same move and it can do so even at max distance. Finally, MK Kubi Ori can also be used as a finisher for Ibuki’s Cl. LP + Cl. MP (1st hit) + Cl. HP target combo. - It is actually possible to combo into SA1 off of Far HK. In order to do so, you need to be very close to the opponent (pretty much just outside of Cl. HK range), SJC forward the Far HK and immediately execute her SA1. The easiest way to do this, is by doing the SJC with a Tiger Knee motion and then immediately inputting QCF + P afterwards. - Ibuki’s hurtbox is a bit odd compared to other characters, as certain moves don’t work properly on her. An interesting example is Gill’s Moonsault Knee Drop. Normally, this move hits twice against opponents, but on Ibuki it only hits once most of the time (there are some exceptions). As a result, you only need to parry the move once with Ibuki instead of twice. However, Gill has no endlag when he lands on the ground this way, which means you can only punish him with moves with quick startup (Cl. LP + followup combo is pretty much the best option). - HK Kazekiri (DP + K) doesn’t always work properly on some characters when special canceled. On most characters, the move will knock them in the air. On other characters, the opponent will stay grounded, similarly to how EX Kazekiri works. This actually works on every character if you’re far enough away from them, but on some characters it will even work when comboing off of certain moves at close range. As a result, you can sometimes use HK Kazekiri as a makeshift EX Kazekiri on certain characters and use it to combo into SA1. Here’s a list based off of what I found while testing it:
All Characters - Far HP (at a far enough distance) Elena - St. LK + St. MK (target combo), St. MK, Cl. HP (1st hit) & Far HP (even at close range) Makoto - St. LK + St. MK (target combo), St. MK & Cl. HP (1st hit) Remy - St. LK + St. MK (target combo) & St. MK Ibuki, Oro, Yun & Yang - Every standing move that can be special canceled
Hope you enjoy!Street Fighter III: 2nd Impact [60FPS]: Full Playthrough (Ibuki, No Losses)Joki2020-01-05 | A full playthrough of Street Fighter III: 2nd Impact without losing a single round. Played with Ibuki (major differences between her New Generation, 2nd Impact & 3rd Strike incarnation are listed below).
- In New Generation only, Ibuki’s MP had a Close variant, which turned into You Men (B + MP). - Originally, Far HP could not be special canceled and its only possible follow-up was Oiura Ken (press HP a second time). The ability to special cancel HP was added in 3rd Strike. - Oiura Ken can be super canceled in New Generation and 2nd Impact, but not in 3rd Strike - In New Generation and 2nd Impact, Ibuki’s LK had a Far and Close variant. In 3rd Strike, her Cl. LK became her standard LK and Far LK was turned into Maki Geri (F + LK). - In New Generation and 2nd Impact, Ibuki’s MK had a Far and Close variant. In 3rd Strike, her Cl. MK became her standard MK (albeit somewhat slower) and her Far MK was turned into Ura Maki Geri (B + MK). - In New Generation only, Cl. HK was an infinite, as properly timed Cl. HKs could juggle opponents forever. This was fixed from 2nd Impact onward. - Cr. MP used to be a quick, short-ranged punch that could mostly only cancel into Light specials. In 3rd Strike, the move received an overhaul and turned into a slower, long-ranged punch that can mostly only cancel into Light and Medium specials. - Originally, Ibuki had an unconventional Cr. MK, with the move being a slide attack. In 3rd Strike, it got replaced with a more standard Cr. MK and her previous Cr. MK got turned into Sazan (DF + MK). - Because St. MK is slower in 3rd Strike, linking Koube Kudaki (F + MK) into St. MK is more difficult. - Ibuki did not have her Cl. LP + MP (1st hit) + HP target combo in New Generation (the same goes for her B + MP (1st hit) + HP target combo). - In New Generation, Ibuki had a Cr. MP + Cr. HP target combo, with 2nd Impact extending it by adding Cr. LK at the start. This target combo was removed in 3rd Strike, most likely because of the changes made to Cr. MP. - Ibuki did not have Tsuji Goe (DP + P) and Kasumi Gake (QCF + K) in New Generation and 2nd Impact. - In 3rd Strike, the input for Kubi Ori (Neck Breaker) got changed from QCF + K to QCF + P, probably due to the addition of Kasumi Gake. - In 2nd Impact only, Cl. MK could combo into LK Kubi Ori. - Linking Hien (RDP + K) into (EX) Kunai (QCF + P(P) in the air) is harder in 3rd Strike. - In New Generation and 2nd Impact, each non-EX version of Tsumuji (QCB + K) consisted of two hits with differing speeds depending on which K button was pressed, along with a secret third hit that you could get by pressing K at the right moment after the second hit. Also, every third hit could be turned into a sweep by holding down, though none of these sweeps could combo, save for the EX version. In 3rd Strike, every non-EX version of Tsumuji was changed to be more unique. The LK now consists of only two hits, with the option to turn the second hit into a sweep. The MK version is the same as before, secret third hit and all, though the sweep version of the third hit can now combo on crouching opponents. The HK version now always consists of three hits, with the option to turn the third hit into a sweep. - In New Generation, the first hit of each non-EX version of Tsumuji could be super canceled. This is also possible with the second hit in 2nd Impact. In 3rd Strike however, this is only possible with the 2nd hit of HK Tsumuji. - The sweep hits of EX Tsumuji could combo into both standing AND crouching opponents in 2nd Impact. This only works on crouching opponents in 3rd Strike. - Ibuki’s SAI (Kasumi Suzaku) only had 2 stocks in New Generation. This was changed to 3 stocks from 2nd Impact onward. - In New Generation and 2nd Impact, Ibuki’s SAIII was Hashin Sho, a Super Art consisting of an initial dash punch, followed up by a flurry of punches and kicks and ending with a Cl. HK, which could be followed up with a combo. This Super Art was the main reason why Ibuki was top tier in New Generation and 2nd Impact, since it had great damage output, ridiculous range and speed (the HP version can reach an opponent on the other end of the screen in about a second), 2 stocks that were relatively short and the ability to follow up afterwards with a combo. Also, in New Generation only, you could follow up with her Cl. HK infinite at the end of the Super, making it even more broken. In 3rd Strike, Hashin Sho was removed entirely and replaced with Yami Shigure, most likely due to how broken it was. - UOH is faster in New Generation and 2nd Impact. - In New Generation only, you couldn't pass through opponents with Ibuki's dash. - Ibuki had no EX moves in New Generation, since EX moves were first introduced in 2nd Impact. - Ibuki has no Kara-Throw, because New Generation and 2nd Impact use the same grab input as the older SF games. - Ibuki had no taunt in New Generation, since they weren’t introduced in the SFIII series until 2nd Impact.
Hope you enjoy!Street Fighter III: New Generation [60FPS]: Full Playthrough (Sean, No Losses)Joki2020-01-01 | A full playthrough of Street Fighter III: New Generation without losing a single round. Played with Sean (major differences between his New Generation, 2nd Impact & 3rd Strike incarnation are listed below).
- In New Generation only, Sean can't chain his St. LP, Cr. LP or Cr. LK into each other like in the other SFIII games. St. LP can link into another St. LP or a Cr. LP, however. - In New Generation and 2nd Impact, Sean’s Far MP is much faster and can be special canceled. - HP has no far standing variant in New Generation and 2nd Impact. instead, the move always behaves like 3rd Strike's close standing variant. - St. LK could be special canceled in New Generation and 2nd Impact. - St. MK is the same move as St. LK in New Generation, except it's slower, has slightly more range and does more damage. Just like St. LK, it can also be special canceled, which isn't possible with Sean's St. MK in 2nd Impact and 3rd Strike. - In both New Generation and 2nd Impact, Sean's Far HK is the same as Ken's St. MK, except it's much stronger. It got changed in 3rd Strike, though the animation still gets used in Sean's Cl. MP + HK target combo. - Sean has no command normals in New Generation. He gains Sean Pachiki (F + HP) in 2nd Impact and Rolling Sabat (F + HK) in 3rd Strike. - Sean's Cl. MP + HK target combo doesn't exist in New Generation. Instead, he has Ken's Cl. MP + HP target combo, though it can't be special canceled. - Ryuubi Kyaku is much slower in New Generation and 2nd Impact (except for the EX version). - Dragon Smash is completely different in New Generation and 2nd Impact. Instead of doing a two-handed uppercut, Sean starts with a normal Shoryuken and then, once in midair, slams the opponent to the ground. This version did different amounts of damage depending on which P button was pressed. In 3rd Strike, every non-EX version of Dragon Smash does the exact same amount of damage. - Due to Dragon Smash having little range in 3rd Strike, it can no longer combo off of Cr. MP and Cl. HK only works on certain characters. - During the grab part of Sean Tackle, Sean simply slams the opponent once with both his fists (three times during his EX Tackle). In 3rd Strike, he now punches the opponent once with each fist, though he still slams the opponent with both fists at the end of the EX version. - In New Generation only, LP Sean Tackle can combo off of Cl. HK. - LK Tornado can’t combo off of Cr. MK in 2nd Impact or off of Cr. MP in both New Generation and 2nd Impact. - In New Generation and 2nd Impact, the first hit of HK Tornado has very little startup and quickly propels Sean forward, allowing it to combo off of a lot of moves. Examples are St. MK (New Generation only), Cr. MK, Cr. HP, Cl. HP and Cl. HK (Cl. HP and Cl. HK only work on crouching opponents in 3rd Strike). - Tornado’s stun damage was drastically reduced from 2nd Impact onward. - Sean's SAII (Shoryu Cannon) had 3 stocks in New Generation. This was changed to 2 stocks from 2nd Impact onward. - Sean's SAIII (Hyper Tornado) had 2 stocks in New Generation and 2nd Impact. This was changed to 1 stock in 3rd Strike. - Sean has no EX moves, since they don't exist in New Generation. - UOH is faster in New Generation and 2nd Impact. - Sean has no Kara-Throw, because New Generation and 2nd Impact use the same grab input as the older SF games (i.e. you can only input a grab when you're close to the opponent). - In New Generation and 2nd Impact, Sean had a bug where if you whiffed standing normals while holding back, he would gain twice as much meter from them. This was fixed in 3rd Strike. - Taunts don't exist in New Generation, so Sean only uses his basketball during his intro as an opponent.
Hope you enjoy!Street Fighter III: 3rd Strike [60FPS]: Vs. Gill & Ending (Ibuki, No Losses)Joki2019-09-03 | Reuploaded with better gameplay. 3rd Strike's incarnation of Gill is probably the most infamous Street Fighter boss alongside Alpha 3 M. Bison. Gill was already pretty tough in New Generation and 2nd Impact, but the developers apparently didn't agree, so they made him even more ridiculous. Among these is the fact that all of Gill's attacks deal chip damage on block (even his normals), which gives him an incredible pressure game. His AI has also been cranked up to eleven, as he often input-reads the hell out of you, along with being extremely good at parrying. Add his ridiculous damage output to the mix and you've got quite possibly one of the hardest fighting game bosses out there. There are a few AI exploits you can abuse against Gill (for example, if he knocks you down and then does 2 crouching LPs in a row, he'll almost always do a Cyber Lariat once you get up), but these are few and far between and you have to be lucky to get him to use those exploitable patterns in the first place. All in all, I find that the best way to beat him is by playing lame. Just try to space him out and whiff punish him when you get the opportunity. Most importantly, do NOT try to be random because he WILL punish you for it.
After defeating Gill, you'll get a character-specific ending, along with a credits sequence and results screen, after which the game will boot back to the title screen.
Hope you enjoy!
Source for border: imgur.com/gallery/gvtB4GVStreet Fighter III: New Generation [60FPS]: Vs. Gill & Ending (Sean, No Losses)Joki2019-08-31 | Like the other Street Fighter III games, Gill is the Final Boss (and the only one, just like 3rd Strike). The difficulty of this fight pretty much depends on one factor, which is if you are good at Parrying his attacks or not. Without Parrying, Gill rarely leaves himself open long enough for you to land a big combo, making it hard to take him down. But with Parrying, you can easily create opportunities for big damage (for instance, by Parrying his Moonsault Knee Drop).This is especially good for Sean, since he can deal massive damage and stun with very simple combos.
After beating Gill, you get a character-specific ending, a short credits sequence and a ranking screen, after which the game boots back to the opening sequence.
Hope you enjoy!
Source for border: imgur.com/gallery/gvtB4GVDonkey Kong Country 2 [60FPS]: Krocodile Kore - Final Boss & 102% Ending (Diddy Only, No Damage)Joki2019-05-29 | After beating Kaptain K. Rool the first time in the Flying Krock, you obtain the last Kremkoin in the game. With it, you can enter the last level in the Lost World. After finishing it, the giant Kremling head in the center will open, revealing the true final level in the game: Krocodile Kore. In here you’ll have one last fight against K. Rool, which consists of what is essentially a battle of endurance (I again used only Diddy for more of a challenge). If you managed to avoid all of his projectiles, he’ll fire one last barrel with a cannonball in it that you can use against him. However, instead of it simply exploding in his face like before, this time it launches him straight into Crocodile Isle’s core, which causes the destruction of the whole island.
Just like in the first ending, Cranky will congratulate you on your victory while also checking your progress regarding the DK coins. If you collected every single one, Cranky admits that Diddy is as big a hero as they come and that Diddy takes after himself and Donkey Kong.
In the final cutscene in the game, DK, Diddy and Dixie are seen on a clifftop on Donkey Kong Island, overlooking the destruction of Crocodile Isle. As the island sinks into the ocean, it is revealed that K. Rool managed to escape as well. Once the island has completely sunk, K. Rool laughs ominously in the distance while slowly sailing away into the sunset.
Hope you enjoy!
Source for border: forums.unrealengine.com/community/released-projects/101027-lockjaw-s-lockerDonkey Kong Country 2 [60FPS]: Flying Krock - Final Boss & First Ending (Diddy Only, No Damage)Joki2019-05-29 | After making your way through Crocodile Isle, you finally reach the Flying Krock, where the final battle against Kaptain K. Rool takes place. This game's regular final boss is a huge step-up in difficulty compared to Donkey Kong Country. The fight itself takes quite a bit longer and his attacks are a lot harder to avoid (though you do get 2 DK barrels during the fight). You can use Dixie’s helicopter spin to have an easier time avoiding some attacks, but I intentionally used only Diddy to make the fight more difficult. Like in the first game, K. Rool has 3 phases and you have to hit him 9 times total to beat him. After doing so, Donkey Kong will free himself and uppercut K. Rool out of the Flying Krock, ending the fight.
Afterwards, you’ll visit Cranky, who congratulates you and checks your progress regarding the DK coins (at this point in the game, 38 is the highest amount you can possibly have without using the Kremkoin trick in Pirate Panic, which would allow you to finish the Lost World early). And finally, just like in the first game, you’ll get a nice little showcase of all the enemies and characters in the game.
Hope you enjoy!
Source for border: forums.unrealengine.com/community/released-projects/101027-lockjaw-s-lockerStreet Fighter III: 3rd Strike [60FPS]: Vs. (Unused) Shin Akuma (Ibuki, No Losses)Joki2019-05-21 | In 3rd Strike, Shin Akuma doesn't normally appear in the game, with the only final boss being Gill (and the game's secret fight featuring Q instead). However, leftover data from his 2nd Impact incarnation still exists in 3rd Strike and, with the help of cheats, you can either play as him or fight against him.
Despite being unused, he's actually suprisingly finished. In the time I spent fighting and testing him, I only noticed a couple of oddities:
- His aerial Tatsu seems to miss some animation frames, which are replaced by glitched graphics in-game (during the parts where he's missing animation frames he also seems to be invincible). - When doing his aerial Tatsu to Shoryuken combo, he will perform the Shoryuken before he even touches the ground after the Tatsu. - His SAII (Messatsu Goshoryu) is extremely glitchy, as it freezes him in place for a couple of seconds when he initiates it and he also gains a lot less height with it.
He also misses his Kongou Kokuretsuzan Super Art, since it was introduced in 3rd Strike and Shin Akuma is based on his 2nd Impact incarnation. Finally, he also has his very own stage, but it's basically the same as regular Akuma's stage, but with a red moon and a slightly reddish tint (also, the bird in the background has blue eyes instead of red ones for some reason).
Hope you enjoy!
Source for border: imgur.com/gallery/gvtB4GVDonkey Kong Country [60FPS]: Final Boss - King K. Rool & 101% Ending (No Damage)Joki2019-05-15 | After beating Master Necky Sr. in Chimp Caverns, you gain acces to Gangplank Galleon, where the final fight with King K. Rool takes place. Out of all the fights with King K. Rool in the SNES Country games, this one is definitely the easiest. He can be kind of hard if you aren't familiar with his attacks, but otherwise he's very predictable. The only tough part then is reacting to K. Rool's crown throws, which are very quick. But once you get the feel for those, K. Rool becomes very easy to beat (the fight is still really fun though).
As for the game's ending, there are only two versions, with very insignificant differences. After beating K. Rool, you get a small cutscene where Cranky congratulates you. Depending on your save file percentage, Cranky will say one of two things. If you have 100% or less on your save file, Cranky tells you that, had he been playing, he would have found everything and tells you that there are still some bonus rooms that you haven't found. If you have 101% on your save file, Cranky congratulates you on finding every bonus room in the game, stating that you're nearly as good as he used to be (you also get a small star next to your save file percentage if you got 101%).
Hope you enjoy!
Source for border: wallpaperflare.com/donkey-kong-video-games-nature-plant-leisure-activity-young-adult-wallpaper-cqtxg (what a weird URL)Knuckles Chaotix [60FPS]: Isolated Island (Opening Stage)Joki2019-05-12 | Isolated Island is the very first Zone you go through in Knuckles' Chaotix and, naturally, the easiest one. As the first Zone in the game, it makes you go through various obstacles so you can learn the game's mechanics (though most of the obstacles here don't appear in any of the other Zones in the game for some reason).
Overall, I find Isolated Island to be one of the best levels in the game. It's not too maze-like (unlike some other levels in the game), it has great visuals and the lack of enemies means you can go as fast as you want without having to worry about running into everything.
Hope you enjoy!
Source for border: imgur.com/MhisaliStreet Fighter III: 2nd Impact [60FPS]: Vs. Akuma/Shin Akuma & Ending (Ibuki, No Losses)Joki2019-04-20 | Reuploaded with better gameplay.
In Street Fighter III: 2nd Impact, Akuma once again appears as a secret boss. In order to face him, you need to have 2 perfects and you can't lose a single round. However, 2nd Impact also brings back Shin Akuma from the Alpha series as a secret boss. If you also want to fight him, you need to have 3 perfects, defeat Akuma with a Super Art during one of the rounds and not have more than 3 Cheap Wins (which is something you get by defeating an opponent with chip damage). Personally, I'd recommend just using save states for these requirements to save yourself the frustration.
Regular Akuma isn't too tough overall. He's extremely strong, but also extremely frail. The key to victory here is to stay in an advantageous position as much as possible. If Akuma manages to get you in a bad position, you could lose in a matter of seconds. But if you get Akuma in a bad position, you can turn him into a sitting duck. And should you get him in the corner, start hitting him with various different moves to try and break through his defenses. Other than that, just stay out of the corner yourself and Akuma shouldn't be too hard to take down. The only really annoying part is getting a Super Art Finish, which is necessary if you want to face Shin Akuma (without a Super Art Finish, the game immediately ends after beating regular Akuma).
As for Shin Akuma, he's basically the same as regular Akuma, but now he has two aerial fireballs, higher speed and he's even better at Parrying. Even so, you can just stick to the same strategy you used against regular Akuma. Just be a little more cautious to avoid eating a potential 50% damage combo.
After defeating Shin Akuma, you get a secret ending, which shows that Gill managed to survive Akuma's attack by resurrecting, setting up the events for Street Fighter III: Third Strike.
Hope you enjoy!
Source for border: imgur.com/gallery/gvtB4GVStreet Fighter III Series [60FPS]: Vs. Gill (Ibuki, No Losses)Joki2019-04-14 | Every fight against Gill from the Street Fighter III games. New Generation: 0:00 / 2nd Impact: 1:40 / 3rd Strike: 3:52
Gill is relatively unique in the sense that he has a completely different stage AND theme in every installment of Street Fighter III, making every fight interesting in its own way. On top of that, he is also different as a fighter in each installment.
New Generation Gill is the middle one in terms of difficulty. The main reason for this however, is because of New Generation itself. Attacks in this version of Street Fighter III do more damage than in later installments (and more stun damage too). Coupled with his attacks already being powerful on their own, Gill can kill you VERY quickly. And since most of his attacks are really fast, you have to play very carefully and defensively if you want to survive. Only try to get close to Gill if he leaves himself open or he WILL punish you. What makes all this even worse is his Resurrection Super Art. Since Gill has no other Super Arts to waste his bar on, he is guaranteed to resurrect if it's maxed out. Luckily, his meter gain is very slow in this game, so if you play well enough you can defeat Gill before he even has a chance to resurrect. And finally, make sure you can parry his Cryo- and Pyrokinesis so you can avoid taking too much chip damage (this applies to every version of Gill).
2nd Impact Gill is the easiest in terms of difficulty. Attacks in 2nd Impact have been toned down in power, so now you don't have to worry about losing to Gill in less than 10 seconds. Gill also gained another Super Art in this game, named Meteor Strike, which can take away about 3/4th of your health if you get hit by it. On the plus side, you not only take very little damage if you block it, but he also can't resurrect if he uses his bar on Meteor Strike. So if he has a full bar, it's best to try and bait him to use Meteor Strike. Other than that, if you just stick to the same strategy as in New Generation, then you're golden.
3rd Strike Gill is the hardest in terms of difficulty. this new, flashing version of Gill (because Capcom wanted to show off the power of their CPS-III system) is one of the hardest bosses in the entire Street Fighter series. His AI is much more aggresive, his attacks are much harder to punish, He gains meter much faster and he is insanely good at parrying. He once again gained another Super Art, named Seraphic Wing. This Super Art is unique in that it's literally unavoidable unless you hit him out of it at the beginning. And just like Meteor Strike it can remove about 3/4th of your health if you don't block it (it even removes about 1/4th on block). In order to beat Gill in this game, you need to play it SUPER safe, because if you use any (slighty) laggy moves in his vicinity, you WILL get punished. Just play the footsies & whiff punishing game and hope that he goes down before you do.
Hope you enjoy!
Source for border: imgur.com/gallery/gvtB4GVStreet Fighter III: 3rd Strike [60FPS] - Secret Fight: Vs. Q (No Losses)Joki2019-03-20 | While you can freely choose Q as a playable character, you can't actually fight him in Arcade mode normally, since he never shows up as a selectable opponent. Instead, you can fight Q right after the 7th opponent after meeting these requirements:
- Don't lose a single round - Get at least 5 super finishes - Get at least 2 special points, which you can obtain by getting a better rank in the following match (for example, if you got a C in the previous match and then got a B in the next one) - Don't get a lower grade than a C (not entirely sure about this one)
As for the fight itself, it's pretty easy. Q isn't that great of a character in this game, so he's not really hard to beat. A lot of his attacks are very punishable and he also has a huge hitbox. Just make sure you know when to block high or low and you're golden.
Hope you enjoy!
Source for border: imgur.com/gallery/TdYIdytMega Man 11 (Instrumental) [60FPS] - Tundra Man Stage (No Damage, No Double Gear, Buster Only)Joki2018-10-27 | Note: The game is played on Normal Difficulty with Tundra Man's instrumental track.
Tundra Man's stage is probably my favorite stage in the entire game. I already love ice/snow themed levels in general, but Tundra Man's stage is also really fun on top of that. It's also not a very difficult level either, barring the platforming sections combined with the blizzard. Though once you figure out the optimal paths for the latter, they become a cakewalk.
Tundra Man, just like his stage, is also pretty easy. Most of his attacks aren't hard to dodge and his pattern (as far as I'm aware) is always the same. The only hard part is dodging his Speed Gear attack, which can be pretty tricky if you're not using the Speed Gear yourself.
Hope you enjoy!Mega Man 11 (Instrumental) [60FPS] - Fuse Man Stage (No Damage, No Double Gear, Buster Only)Joki2018-10-23 | Note: The game is played on Normal Difficulty with Fuse Man's instrumental track.
Fuse Man's stage isn't very hard to beat without weapons or the Speed Gear, as long as you're quick on your feet. It's easily one of my favorite stages in the game, though I do think the stage is a bit boring visually. The beginning of the stage with the transmission towers and stormy clouds looks great, but this backdrop isn't used anywhere else in the level. It's a shame, because I would've loved to see some sort of platforming challenge involving the transmission towers, like in Volt Man's stage in Mega Man DOS (but actually fun and well-designed).
Fuse Man isn't very hard either. His shots always follow your location, so make use of that. Finally, don't forget to use the slide to avoid his Speed Gear attack, because walking isn't fast enough.
Hope you enjoy!Mega Man X3 (PSX) [60FPS] - Final Boss & Good Ending (No Damage, No Gold Armor, No Z-Saber)Joki2018-09-20 | Note: The version used in the video is the English PAL (50Hz) version, but played on NTSC (60Hz). No Gold Armor or Z-Saber.
Mega Man X3's incarnation of Sigma, named Kaiser Sigma, has 3 forms. The first form is the standard humanoid Sigma, like in the previous games. The second form has Sigma using a giant battle body, just like in X1. Finally, the last form is the Sigma Virus, like in X2. But this time, you have escape from the Sigma Virus instead of fighting it. The first two forms might seem hard at first, but are really easy to beat once you have memorized their patterns. The same goes for the third form, although this form is pretty badly designed, since the unexpected lava can lead to some cheap deaths. After the destruction of the lab, the ending starts, followed by the cast roll. The ending is the same as the SNES version, but the cast roll has the addition of animated cutscenes and an entirely different song.
Hope you enjoy!Knuckles Chaotix [60FPS] - Final Boss & Good Ending (No Damage)Joki2018-07-29 | After beating all the levels, Knuckles & Co. will have to face off against two final bosses: Metal Sonic and Metal Sonic Kai/Titan Metal Sonic.
Metal Sonic's fight involves him using the Level Select machine as his weapon, with four of the levels now activating attacks. In order to beat Metal Sonic, you need to activate the panel with the cross symbol on it, which randomly destroys one of the other panels. Doing so requires good timing, as you need to hit the bumper while the panel with the cross symbol is being highlighted. If your timing is good enough, you can actually beat Metal Sonic without ever letting him attack. I thought this would be a bit boring, so I made sure to show off at least two attacks. His attacks aren't hard to avoid, but make sure to hold the other character, as they will just get hit by everything if you don't.
After beating Metal Sonic, you will face off against Metal Sonic Kai. He may seem intimidating, but his boss fight is actually really easy. He attacks with his arms in the first two phases and with a laser in the final phase, all of which are easy to dodge. Just like with regular Metal Sonic, your biggest concern here is keeping your other character out of harm's way. Just make sure you're not too reckless and the rest should be smooth sailing.
After defeating Metal Sonic Kai, if you collected the Chaos Rings, you get the Good Ending, which is just a credits sequence with a screen that's almost identical to the title screen, but with the addition of Sonic and Tails. The Bad Ending gets an interesting screen where Metal Sonic Kai incinerated everything. Overall, I prefer the Good Ending, if only because it's more upbeat.
Hope you enjoy!Castlevania II: Simons Quest [60FPS]: Final Boss & Best Ending (No Damage, No Sub-Weapons)Joki2018-07-26 | Note: The game is overclocked to remove the lag when traversing the castle.
Castlevania II's final boss is notorious for being incredibly easy to defeat with certain weapons. The Gold Knife and Sacred Flame cause Dracula to constantly take damage and the resulting hitlag prevents Dracula from moving. These factors combined make it possible to kill Dracula in about 10 seconds. That said, this boss is actually pretty difficult without those weapons. Dracula deals a ton of contact damage and the fangs he throws are difficult to avoid. The worst part is that avoiding contact damage is nearly impossible to do. The only way to avoid contact damage is by standing at the absolute edge of the left screen. If you're just one pixel to the right, you WILL take damage. Since you also cannot jump (you will get hit if you do so), it is sometimes impossible to avoid his fang attack, making a perfect run somewhat luck-based. Luckily, the Flame Whip doesn't need many hits to kill him, so the luck factor doesn't matter that much. After killing Dracula, you get one of three (horribly translated) endings, depending on how long it took you to beat the game. If you get the best ending, then there's also a little easter egg at the end.
Hope you enjoy!Sonic the Hedgehog 3 [60FPS]: Sonic - Final Boss & Good Ending (No Damage, No Insta-Shield)Joki2018-06-27 | Sonic 3 has three different final bosses for Sonic, which depends on how you play the game. If you play the game when it's locked on to Sonic & Knuckles (or if you play Sonic & Knuckles on its own), then you'll battle against Eggman's mech in the Doomsday Zone (or Great Eggman Robo in the Death Egg Zone if you didn't get all Chaos Emeralds). But if you play Sonic 3 on its own, you will instead fight Big Arm. This boss is still present in Sonic 3 & Knuckles, but only during Knuckles's playthrough for some reason. While I think Great Eggman Robo is a pretty good boss, I really don't like the Doomsday Zone. 50% of the battle is just collecting rings and the fact that you're invincible during all of it doesn't help much either. As a result, I usually prefer playing Sonic 3 on its own (when I want to play the game as Sonic) so I can fight Big Arm, who I think is the most enjoyable final boss when playing as Sonic.
Hope you enjoy!Sonic 3 & Knuckles [60FPS]: Knuckles - Final Boss & Best Ending (No Damage)Joki2018-06-18 | In Knuckles's story, the final battle isn't against Egg Robo, but against Mecha Sonic, who survived after the events of Sonic's story. His first form is very reminiscent of Mecha Sonic from Sonic 2, since he moves left to right with various spin attacks and needs to be hit 8 times. Afterwards, he'll use the Master Emerald's power to turn into his very own super state, during which he'll only be vulnerable when he needs to restore his power again. After getting hit another 8 times, Mecha Sonic is destroyed and Knuckles regains the Master Emerald while simultaneously getting rescued by Sonic's plane.
When compared to Sonic's final boss, I find Knuckles's final boss to be much more enjoyable, because Sonic's fight against Eggman is mostly just a tedious waiting game (I honestly think Big Arm is the better final boss for Sonic).
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Wily Stage 4 & Ending (No Damage)Joki2018-05-29 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
Although this is the final stage in the game, it's also the easiest. Mostly because it's barely a stage at all, being the shortest in the entire mode. This stage seems to just serve as a small build-up to the final boss. That said, it's not actually a freebie if you're doing a perfect run. This is because of a certain group of enemies: Moles (the drills). Moles have a tendency to randomly spawn all around Mega Man (though never directly under him), making it difficult to get past them unharmed. Make sure you have the Leaf Shield with you, since it kills them in one hit. Other than that and a small appearance from Proto Man, there's not much else going on here.
As the final boss we have this mode's version of the Wily Machine (though this boss's actual name has never been revealed). It has three phases and all of them are pretty easy. The attacks from the first two phases are easy to avoid, but the final phase can be a bit tricky. After destroying the legs and body, only the head of the machine remains, serving as this mode's Wily Capsule fight. During this phase, there is a chance that the head will fall down to the ground, leaving it wide open to attacks. The problem however, is that this attack is difficult to avoid. If he falls in your direction, he'll end up cornering you until you take a hit (though I believe you can avoid damage if you use a transport item). He didn't use this attack during my fight, but that was pretty lucky (he used it during all of my previous attempts). Just use the Thunder Beam to take him out as quickly as possible. After he's destroyed, the ending starts and the mode is finished.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Wily Stage 3 (No Damage)Joki2018-05-28 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
This is probably the hardest Wily stage so far, but that's really only in comparison to the previous Wily stages. For an endgame level, it's pretty simple. Just bring a good set of weapons and you can probably get to the boss on your first try. That said, this stage took me the longest so far to get a perfect run on. Though that wasn't because of the level...
...but because of the boss. Buster Rod G makes a final appearance as a boss after surviving the first encounter, using his buster instead of his rod this time around. While I love the design of this boss battle, it was quite difficult to not take any damage against him. His shots always aim for your current position, so you have to do your best to find safe spots and attack him inbetween his shots (this is a lot harder than it sounds). Not to mention that he shoots faster after losing half of his health. If you want, you can just shoot five Hard Knuckles at him right at the beginning, killing him in seconds, but I find that a bit cheap. Whatever strategy you end up using, just make sure you don't fall into the bottomless pit below.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Wily Stage 2 (No Damage)Joki2018-05-27 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
Not a very hard stage, despite it being near the end of the game. There are a few enemies that are a bit hard to avoid, but getting past them is still very doable, especially with multidirectional weapons.
The difficulty of this stage's boss, Iron Ball, depends on what weapon you use. If you use his weakness (Thunder Beam/Spark Shock), he'll go down in no time. But if you fight him with just your Mega Buster, then he can be a real pain. I'd definitely recommend the Thunder Beam, since it can also hit him when he's high up.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Wily Stage 1 (No Damage)Joki2018-05-26 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
As you will see in the video, I'm showing off both paths of this level. Normally, I wouldn't bother showing off two different paths in a stage, but that's because they're normally only one or two rooms long. In this particular stage, each path takes up about half of the level's entire length. In the end, I couldn't decide which path to take for this video, so I just did both.
As for the stage itself, it's pretty easy. Out of the two paths, I'd say the bottom one is the easiest. The only tough part is the huge platforming section above the bottomless pit. I don't use transport items (unless necessary) in order to give myself more of a challenge, but in reality you can easily skip this section with the Magnet Beam/Item-2/Rush Jet.
The boss, Fire Snakey, is relatively easy. I also find the fight itself to be pretty fun...when the game is overclocked. If you fight this guy in vanilla Wily Wars, the game will lag. HARD. While it makes the fight much easier (you can make very precise inputs because of the slowdown), it also makes the fight incredibly slow and tedious. In the end, no matter how you fight him, you shouldn't have trouble taking him down.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Hyper Storm H Stage (No Damage)Joki2018-05-25 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
Hyper Storm H's stage is, in my opinion, of medium difficulty. It's not as easy as Mega Water S's stage, but it's also easier than Buster Rod G's stage. If you brought the right weapons and your platforming game is on point, then you can get through this stage with ease.
Hyper Storm H is probably the easiest of the Genesis Unit. He doesn't have the threat of lethal spikes like Mega Water S does (The spikes on the walls during his fight are non-lethal) and he doesn't have the agility that Buster Rod G has. If you use the Fire Storm on him, then he'll go down in no time. Luckily, I managed to defeat him right after he was done using his inhale and exhale attack. After those attacks, he'll jump from one side of the room to the other, summoning Mets whenever he lands. Because the Mets fall on random spots, this attack is very hard to dodge. If you want to defeat him without taking damage, do your best to beat him before he can do his jump attack.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Buster Rod G Stage (No Damage)Joki2018-05-24 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
Buster Rod G's stage is definitely a bigger challenge than Mega Water S's stage. The enemy selection is more annoying and the stage also has some tight jumps over pits with spikes. This stage definitely takes more practice, but it's still very doable in the end.
As for Buster Rod G himself, he isn't that much harder than Mega Water S in my opinion. The real challenge is that his pattern isn't always exactly the same, which, in his case, can make it quite difficult to beat him without getting hit. If he's really giving you trouble, make sure you use the Hard Knuckle (this weapon destroys him in 4 hits). As the end of the battle against him implies however, this isn't the last you'll see of him.
Hope you enjoy!Mega Man: The Wily Wars *No Slowdown* [60FPS]: Wily Tower - Mega Water S Stage (No Damage)Joki2018-05-23 | Note: The game has been overclocked to remove all slowdown (this has no adverse effect on the rest of the game).
Mega Water S's stage is quite easy. With the right set of weapons you can easily breeze through this stage without any issues.
Mega Water S himself isn't hard either. He's very easy to avoid when you're both on the platform and he'll only use his most dangerous attack (shooting harpoons) when you're in the water. Just stay on the platform as much as possible and you can easily beat him.