Onna Sanshirou - Typhoon Gal/Walkthrough

Once you insert your coin into the cabinet of Taito Corporation's Japan-only 1985 fighting arcade game of Onna Sanshirou - Typhoon Gal, and press the Start Button, you will be treated to a short cutscene of its eponymous main character walking behind a tree, throwing off her shirt, skirt, socks and shoes, and jumping out the other side in her pink outfit; the text "READY!" will then appear upon the screen as the game's first round starts and a Type 1 White-Outfitted Opponent walks into view, from the right side of the screen. Although he does not have an energy bar like Onna Sanshirou's, his face shall turn blue when he is close to defeat - and, as mentioned on the Getting Started page, you have to throw him to finish him off, at which point he shall crawl off the side of the screen he is closest to. Two Type 2 White-Outfitted Opponents and two Black-Outfitted Opponents, who are indicated by the heads in the top-right corner of the screen, shall then follow him (one at a time); once you have defeated them all, another life bar marked "ENEMY" will appear in the top-right corner of the screen, and you will have to fight Bocher the Dojo Master (who did nothing but sit in place looking grimly, or smugly whenever she took hit or passed out, at Onna Sanshirou beforehand). As with the regular opponents, you'll again have to throw him to finish him off - and if he crashes through the wall, you'll receive a 5000-point bonus! If you finished the round without passing out, you'll then receive a "Perfect Bonus", of 100000 points; however, if you didn't, you'll only receive a maximum of 15 x 100 (this multiplier increases as time goes on), for every unit of energy you have remaining.

On the second round, Onna Sanshirou must take on three Type 2 White-Outfitted Opponents and three Black-Outfitted Opponents (two at a time); once she has defeated them all you will receive a maximum of 16 x 100 points for every unit of energy you have remaining. On the third round, she must take on two Type 1 White-Outfitted Opponents, two Type 2 White-Outfitted Opponents, and two Orange-Outfitted Opponents (who are only palette-swaps of the Black-Outfitted ones) - and once you have defeated them all, you will have to take on the second Dojo Master, Hogen. If you do not finish this round without passing out, you'll only receive a maximum of 15 x 200 points for every unit of energy you have remaining; on the fourth round, Onna Sanshirou must take on four Type 2 White-Outfitted Opponents and three Orange-Outfitted Opponents (two at a time again) and once she defeated them all you'll receive a maximum of 16 x 200 points for every unit of energy remaining. After this round the Orange-Outfitted Opponents are palette-swapped to Blue.

On the fifth round, Onna Sanshirou must take on two Type 1 White-Outfitted Opponents, two Type 2 White-Outfitted Opponents and two Blue-Outfitted opponents; once she has defeated them all, you will have to take on the third Dojo Master, Dumplin. If you do not finish this round, without passing out, you will only receive a maximum of 15 x 300 points for every unit of energy you have remaining - and on the sixth round, Onna Sanshirou must take on four Type 2 White-Outfitted Opponents and three Blue-Outfitted Opponents (two at a time once again). Once she's defeated them all you will receive a maximum of 16 x 300 points for every unit of energy you have remaining; after this round, the Blue-Outfitted Opponents are palette-swapped to Green.

For the seventh round, Onna Sanshirou has to take on two Type 1 White-Outfitted Opponents, two Type 2 White-Outfitted Opponents, and two Green-Outfitted Opponents; once she has defeated them all, you will have to take on the fourth (and last unique) Dojo Master, Franky. If you do not finish this round without passing out you will only receive a maximum of 15 x 400 points for every unit of energy you have remaining - and on the eighth, and last unique, round, Onna Sanshirou has to take on four Type 2 White-Outfitted Opponents, and three Green-Outfitted Opponents (two at a time yet again). Once she's defeated them all you will receive a maximum of 16 x 400 points for every unit of energy you have remaining; after this round the cycle will start over again at a higher level of difficulty, and the game will continue until you either run out of lives or reach Round 256 (displayed by the game as "Round 0", at which point the cabinet will lock up). It's also worth noting that if you're using MAME to play this game, and get a game-over with a score that's not high enough for you to enter your name on the high score table, the emulated cabinet will also lock as its protection not being fully emulated.