Uploaded July 2016 | Updated September 2026, 2 weeks ago
The showing of the Foot Holder glitch and how to bypass them in Ice Man stage and the 1st Wily Castle stage of "Mega Man" for the Famicom.
As many may know, the Foot Holders are infamous for being uncooperative. And if they weren't bad enough, there's that glitch to worry about. The glitch happens when Mega Man falls through a Foot Holder for absolutely no reason. This glitch happens when a Foot Holder is going diagonally up. Sometimes it doesn't happen, sometimes it does. This makes the Foot Holders not only uncooperative, but glitchy as well. Those two problems combined together make them the absolute worst enemies in the entire series.
Don't ever trust the Foot Holders. They're nothing but trouble. Instead, use the Magnet Beam to bypass them.
UPDATE: Apparently, there are invisible Magnet Beams at those sections. Invisible Magnet Beams make the Foot Holders glitchy. Lazy design on Capcom's part.
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SMALL TIP: The Foot Holders can be manipulated a tiny bit either by shooting repeatedly or moving around a little.
The showing of the Foot Holder glitch and how to bypass them in Ice Man stage and the 1st Wily Castle stage of "Mega Man" for the Famicom.
As many may know, the Foot Holders are infamous for being uncooperative. And if they weren't bad enough, there's that glitch to worry about. The glitch happens when Mega Man falls through a Foot Holder for absolutely no reason. This glitch happens when a Foot Holder is going diagonally up. Sometimes it doesn't happen, sometimes it does. This makes the Foot Holders not only uncooperative, but glitchy as well. Those two problems combined together make them the absolute worst enemies in the entire series.
Don't ever trust the Foot Holders. They're nothing but trouble. Instead, use the Magnet Beam to bypass them.
UPDATE: Apparently, there are invisible Magnet Beams at those sections. Invisible Magnet Beams make the Foot Holders glitchy. Lazy design on Capcom's part.
----------
SMALL TIP: The Foot Holders can be manipulated a tiny bit either by shooting repeatedly or moving around a little.
![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z2-E
This is Sonic 1 (16-bit): Master Edition IV – Final Phase (true REV00). It is a ROM hack of the original Sonic 1 (16-bit). The hack was created by VegaLTE, powered by TheBlad768.
Master Edition music version download:
http://www.mediafire.com/file/lsxd92n5h39tued/Sonic+1+-+Master+Edition+lV+-+Final+Phase.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
Original music version download:
http://www.mediafire.com/file/jpcu0dq6j1of5hm/Sonic+1+-+Master+Edition+lV+-+Final+Phase+%28O.M%29.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
This hack is very hard. However, its actually easier than Sonic 2 (16-bit): Master Edition 3 and Sonic 3 & Knuckles: Master Edition 2. But it still puts your skills to the limit. If youre an expert of the original Sonic 1 (16-bit), then by all means, give this hack a go! If you arent, dont play this hack, unless you want to get frustrated very easily.
With that said, every level of this hack will be shown. This can be called a guide/walkthrough.
Save states were used to practice certain parts that were very hard and extremely hard to get by. Save states were only used at the beginning of each level.
About the music being out of tune in this hack, its SUPPOSED to be like that! It was mostly for changed levels that are very hard (or very chaotic)!
To view the playlist of the entire hack, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jlm5O-83Dqi1NRK-f6yEgG
Zones & Acts:
Zone 1: Green Hill
- Act 1
- Act 2
Zone 2: Marble
- Act 1
- Act 2
Zone 3: Spring Yard
- Act 1
- Act 2
Zone 4: Labyrinth
- Act 1
- Act 2
Zone 5: Star Light
- Act 1
- Act 2
Zone 6: Scrap Brain
- Act 1
- Act 2
- Act 3
Zone 7: Final
Zone 5: Star Light [Extra]
Zone 4: Labyrinth [Extra]
Zone 3: Spring Yard [Extra]
Zone 2: Marble [Extra] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z2-E](https://i.ytimg.com/vi/lSZSrN7SzIs/mqdefault.jpg)
![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z1-E
This is Sonic 1 (16-bit): Master Edition IV – Final Phase (true REV00). It is a ROM hack of the original Sonic 1 (16-bit). The hack was created by VegaLTE, powered by TheBlad768.
Master Edition music version download:
http://www.mediafire.com/file/lsxd92n5h39tued/Sonic+1+-+Master+Edition+lV+-+Final+Phase.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
Original music version download:
http://www.mediafire.com/file/jpcu0dq6j1of5hm/Sonic+1+-+Master+Edition+lV+-+Final+Phase+%28O.M%29.bin
NOTE: This is the false REV00 (modified spike damage behavior). Download to true REV00 (original spike damage behavior) is strictly prohibited.
This hack is very hard. However, its actually easier than Sonic 2 (16-bit): Master Edition 3 and Sonic 3 & Knuckles: Master Edition 2. But it still puts your skills to the limit. If youre an expert of the original Sonic 1 (16-bit), then by all means, give this hack a go! If you arent, dont play this hack, unless you want to get frustrated very easily.
With that said, every level of this hack will be shown. This can be called a guide/walkthrough.
Save states were used to practice certain parts that were very hard and extremely hard to get by. Save states were only used at the beginning of each level.
About the music being out of tune in this hack, its SUPPOSED to be like that! It was mostly for changed levels that are very hard (or very chaotic)!
To view the playlist of the entire hack, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jlm5O-83Dqi1NRK-f6yEgG
Zones & Acts:
Zone 1: Green Hill
- Act 1
- Act 2
Zone 2: Marble
- Act 1
- Act 2
Zone 3: Spring Yard
- Act 1
- Act 2
Zone 4: Labyrinth
- Act 1
- Act 2
Zone 5: Star Light
- Act 1
- Act 2
Zone 6: Scrap Brain
- Act 1
- Act 2
- Act 3
Zone 7: Final
Zone 5: Star Light [Extra]
Zone 4: Labyrinth [Extra]
Zone 3: Spring Yard [Extra]
Zone 2: Marble [Extra]
Zone 1: Green Hill [Extra] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z1-E](https://i.ytimg.com/vi/lU5MaBLVTiU/mqdefault.jpg)
![Parasite Eve - Boiler Destruction Sequence [Set Timers]
Set timers during the boiler destruction sequence in Parasite Eve for the PlayStation.
Boiler destruction sequence:
- Boiler timer 1 = 35 seconds
- Boiler timer 2 = about 30 seconds
- Boiler timer 3 = just under 21 seconds
- Boiler timer 4 = about 13 seconds
- Boiler timer 5 = about 7 seconds
Apparently, the amount of time you have in each room (except the final one) is pretty forgiving.
Chase Guide:
https://www.youtube.com/watch?v 2jPV3fNK7M Parasite Eve - Boiler Destruction Sequence [Set Timers]](https://i.ytimg.com/vi/lVQajAa8bnE/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Vulture Culture [101%]
My 101% speedrun tutorial of Vulture Culture in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Barrel Cannon physics:
The Barrel Cannon physics are different from the SFC version. In the GBA version, holding either Left or Right on the D-Pad while holding the B button gives the ability to move in midair after shooting out of the Barrel Cannon. Holding only the B button after shooting out of the Barrel Cannon can make that section faster. Holding Right on the D-Pad without holding the B button after shooting out of the Barrel Cannon can make that section even faster. By holding only Right on the D-Pad, the Barrel Cannon gives extra speed. Of course, this only works when the Barrel Cannon is shooting horizontally. It doesnt work when the Barrel Cannon is shooting diagonally (except for certain ones that give extra speed).
Letter K:
The perched Necky glitch already existed in the SFC version on v1.0 and v1.1. The glitch exists in the GBA version as well. With this glitch, its possible to defeat Necky and get the letter K a bit faster. Its a little risky, but its not too punishing.
Bonus Room #1 approaching:
Normally, in the SFC version, a tire would be required to reach Bonus Room #1. This would be the case for the GBA version as well. But because the hitbox is larger than it seems, its possible to reach Bonus Room #1 without a tire.
After Bonus Room #1:
More Barrel Cannon physics strategy.
Letter O approaching:
The Mini-Necky glitch already existed in the SFC version on v1.0 and v1.1. If you do it right, you just narrowly miss the nut spat by Mini-Necky and go through it. It works every time.
Bonus Room #3 approaching:
Its actually possible to clip into Bonus Room #3, but its very hard.
Bonus Room #3:
More Barrel Cannon physics strategy. But for the 3rd Barrel Cannon, hold the B button and hold Right to get the letter N and fall down at the same time.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Vulture Culture [101%]](https://i.ytimg.com/vi/lYCcuy5KQV0/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Elevator Antics [101%]
My 101% speedrun tutorial of Elevator Antics in Donkey Kong Country for the Game Boy Advance.
Full 101% speedrun tutorial:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jt8qUOmntIhw7aTkle8zE_
NOTE: This tutorial is not meant to be friendly. There might be a bit of safeness. But to get the fastest possible time, these tricks must be performed.
Bonus Room #1 skipping:
Skipping Bonus Room #1 is faster because it sets up for revisiting the level in order to do the Start+Select trick, thus skipping the waiting game.
Single rope-jumping:
Single rope-jumping is the hardest trick in the game, at least in the GBA version. In the SFC version, while its possible to do the single rope-jumping trick, its pretty much a TAS-only trick. Single rope-jumping is faster than climbing. This trick will likely be done in this level.
After Steel Keg:
This section can be very hard without waiting. After cartwheeling into 2 Klumps, jump at the highest height in an attempt to collect 4 bananas. Immediately jump on the elevator and do the infinite jumping trick on the others (jumping on flaming Oil Drums over abysses), making sure every jump is high enough. Then immediately cartwheel into that Klump by the edge. After all of that, the screen-scrolling trick is done to delay the spawning of that Mini-Necky.
Last elevator section:
The screen-scrolling trick is done on the 2nd elevator to manipulate the 4th one into being up higher than usual.
Bonus Room #3 approaching:
Entering Bonus Room #3 without landing on the elevator is quite risky.
Bonus Area #1:
The level is revisited to enter Bonus Room #1 and do the Start+Select trick, thus skipping the waiting game.
In order to get 101% in the Game Boy Advance version, every Bonus Room has to be found. Not only that, but every picture (as well as the K-O-N-G letters) has to be collected. Donkey Kong Country [GBA] SR - Elevator Antics [101%]](https://i.ytimg.com/vi/laPottogdtY/mqdefault.jpg)

![Mega Man 2 [FC] - Metal Man Stage Boss
A guide/walkthrough of the battle against Metal Man in Mega Man 2 for the Famicom.
No damage taken.
This battle is challenging, but it is fair. There are a few strategies to get through it.
The conveyor belt switches every 6 seconds, and thats the strategy done on Metal Man. Once thats been figured out, its just the matter of timing his Metal Blades at top notch.
It turns out that nobody has ever done this strategy before. So this is the first video to show that. Mega Man 2 [FC] - Metal Man Stage Boss](https://i.ytimg.com/vi/m0_VOIFRKbA/mqdefault.jpg)



![Tomb Raider II [PS] - China FMV
China FMV of Tomb Raider II for the PlayStation. Tomb Raider II [PS] - China FMV](https://i.ytimg.com/vi/nNhtARONBo0/mqdefault.jpg)