Yakuza 6's arcade trophy only asks you to play the six games. Clearing the arcade section of the Completion List takes considerably more: four score targets, every Virtua Fighter stage, wins with its full playable roster, and Puyo Puyo's rivals and win totals.
Do these through Club SEGA in your story save. The separate two-player menu is useful for playing with someone, but the completion route is through Kiryu's arcade visits.
Club SEGA at Theater Square has Space Harrier, Out Run, Fantasy Zone, and Super Hang-On. The Nakamichi Street branch has Virtua Fighter 5: Final Showdown and Puyo Puyo. Check each cabinet's displayed difficulty instead of assuming two machines beside each other are identical. Use the easiest available setting for completion.
The four score targets are:
- Space Harrier: over 2,000,000.
- Out Run: over 3,000,000.
- Fantasy Zone: over 50,000.
- Super Hang-On: over 4,000,000.
These are individual-run targets. Several low-scoring attempts don't add together into the required score. Let a successful attempt end, return to Kiryu, check the Award, and save. Don't reload your pre-arcade save after a good run out of habit.
Space Harrier
Use the built-in rapid-fire command instead of repeatedly pressing the ordinary fire button. Keep it held while moving. If vertical movement feels wrong, check the invert option before spending more attempts fighting your own controls.
The basic rhythm is to shoot through enemy groups while moving out of their firing line. Broad loops help keep you moving, but don't follow the same circle blindly when a pillar or another solid obstacle enters that path. Enemies you destroy stop being a problem; scenery you can't destroy still needs to be avoided.
The first dragon boss needs shots into its head. Keep firing as it swings around, but move away from the projectiles rather than chasing the head into a collision. During the second stage, pay particular attention to the indestructible pillars. If you reach its boss before passing the score target, attack the central head through the surrounding formation while continuing to dodge.
A productive run can reach two million around the later part of Stage 2. Treat that as an estimate, not a scripted unlock. Your score depends on what you've actually destroyed. Keep playing until the counter has passed the target.
Out Run
Start in low gear and shift into high once you've accelerated to roughly 150 km/h. If you crawl away from the starting line or a major crash, check the gear instead of assuming the accelerator isn't working. Return to low gear to rebuild speed, then shift back up.
Use the left fork for a straightforward early route. You need to get through the first checkpoint and make progress into the next section, not complete every possible road or reach all five endings.
Watch the approaching bend signs. Ease off the accelerator before a sharp curve, then accelerate again as the road straightens. Staying at maximum speed until you're already sliding toward a roadside obstacle usually costs more time than slowing down deliberately.
Traffic is another reason to look ahead. Make small adjustments to pass, especially near corners. Swinging all the way across the road to avoid one car can put you into another or off the asphalt. If your attempts keep ending at the same bend, practice entering that bend slower instead of restarting and repeating the same approach faster.
Three million is much kinder than the five-million target in Yakuza 0. A clean first checkpoint and a reasonable second section are enough to put it within reach. Watch the score rather than treating an old Yakuza 0 video as the required route.
Fantasy Zone
Hold rapid-fire, which is R2 on the standard PlayStation layout or RT on Xbox. The bottom map shows the enemy bases you still need to destroy. Clear those bases to bring out the boss. The world wraps horizontally, so use the map rather than turning around repeatedly and losing track of the last base.
Collect coins when it is safe and enter the shop balloon when it appears. An early Jet Engine is a useful upgrade because better movement helps you dodge. Don't buy the most expensive engine just because it exists. Overshooting a safe gap at high speed is still a death.
You lose upgrades when you lose a life. Temporary weapons also have their own limits, so buying one doesn't permanently solve the run. The built-in rapid-fire is already strong; engine control and staying alive matter more than stacking purchases without a plan.
On the first stage, destroy bases steadily instead of hovering around small enemies indefinitely. The first boss is the large tree-like enemy. Shoot its mouth when it opens and make small vertical movements to avoid the return fire. Leave yourself enough distance to react.
The second boss has vulnerable inner parts protected by a moving outer ring. Keep shooting through the openings while watching the descending projectiles. Don't stare only at the weak point and drift into the volley. If the score target is already cleared before you finish the boss, there's no need to turn this into a full-game-clear attempt.
Fifty thousand is normally an early-game goal, around the first two stages depending on the run. Your three starting lives are more useful than a risky coin grab. When a coin requires flying through an enemy or bullet stream, leave it.
Super Hang-On
Choose the Very Easy cabinet and the beginner Africa course. Africa is the shortest course, with six stages, and you don't need to graduate to a harder continent for the Award.
Accelerate to 280 km/h, then hold the turbo command while continuing to accelerate. Turbo raises your speed further and helps you reach checkpoints before the timer runs out. Missing that mechanic makes the score run much harder than it needs to be.
Use turbo on straights and gentle sections, then release it before bends that you can't take safely at that speed. Keep watching both the road and other riders. A collision can wipe out the time gained from a long boost.
After a crash, rebuild speed before expecting turbo to work again. The useful loop is accelerate, boost where safe, ease off for the corner, and accelerate out. Don't hold boost through every turn just because the button is available.
Your progress through the course and score depend on how cleanly and quickly you ride. Keep going until the displayed score is above four million. There is no requirement to clear all four continents.
Virtua Fighter 5: Final Showdown
Use the right-hand Very Easy cabinet at Nakamichi Street. The cabinet setting is what matters; changing Kiryu's combat difficulty isn't needed to select it.
The Awards require clearing three stages, five stages, and the full arcade run, plus winning a match with each of the nineteen selectable characters and reaching thirty total match wins. You need a complete match victory with each character, not one round and not a win against each character.
For the roster checklist, win the opening match, quit back to Kiryu, then start with the next fighter. The nineteen are Akira Yuki, Pai Chan, Lau Chan, Wolf Hawkfield, Jeffry McWild, Kage-Maru, Sarah Bryant, Jacky Bryant, Shun Di, Lion Rafale, Aoi Umenokoji, Lei-Fei, Vanessa Lewis, Brad Burns, Goh Hinogami, Eileen, El Blaze, Taka-Arashi, and Jean Kujo.
Use the controls screen to identify Punch, Kick, Guard, and the combined commands. Punch plus Guard is the basic throw. Guard when a string is still coming, then answer after it finishes. Trying to interrupt every hit with a slow kick can turn an easy opponent into a repeated knockdown.
For the full clear, Vanessa's back-plus-Kick attack is a useful simple option against the arcade AI. Back means away from the opponent, so reverse the direction if you switch sides. It can carry a lot of fights, but don't treat it as invincibility. If it keeps getting blocked or you are being hit during startup, guard, let the attack finish, and try again with better timing.
On stages without a full boundary, ring-outs count. Pressure near the edge can win a round before the opponent's health is empty. Watch your own position for the same reason, especially when backing away.
Dural is the bonus opponent after the normal final stage. She matters for the full-stage Award. You can continue through earlier losses, but you don't get a continue against Dural. If she wins, you need another arcade run to challenge her again. Stay with the character you're comfortable using and avoid throwing away a good attempt by experimenting at the very end.
The roster sweep and a successful full run will put you close to thirty total wins. Repeat early matches for whatever remains and check the counter before doing another entire run unnecessarily.
Puyo Puyo has its own longer route: thirty cumulative wins, plus all ten rivals, with later rivals only becoming eligible during longer unbeaten runs. Finish the four scores and Virtua Fighter separately so one stubborn Puyo streak doesn't make the rest of the arcade checklist feel unfinished.
Yakuza 6's arcade trophy only asks you to play the six games. Clearing the arcade section of the Completion List takes considerably more: four score targets, every Virtua Fighte…
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