Uploaded December 2016 | Updated September 2026, 2 weeks ago
The showing of restarting at the checkpoint upon using a continue after getting a game over in "Sonic 1 (16-bit): Master Edition IV – Final Phase".
It seems nobody knows about this feature. When you get a game over, if you have a continue, you can restart at the checkpoint like in "Sonic 3 & Knuckles". Huge difference from the original "Sonic 1 (16-bit)".
OTHER CHANGE: Getting 50,000 points now earns you an extra life. Another difference from the original "Sonic 1 (16-bit)".
To view the playlist of the aftermath, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1iadK7QORMbgHya8AkQ37nl
The showing of restarting at the checkpoint upon using a continue after getting a game over in "Sonic 1 (16-bit): Master Edition IV – Final Phase".
It seems nobody knows about this feature. When you get a game over, if you have a continue, you can restart at the checkpoint like in "Sonic 3 & Knuckles". Huge difference from the original "Sonic 1 (16-bit)".
OTHER CHANGE: Getting 50,000 points now earns you an extra life. Another difference from the original "Sonic 1 (16-bit)".
To view the playlist of the aftermath, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1iadK7QORMbgHya8AkQ37nl
![Super Smash Bros. [N64] - Kirby Combos
Kirby combos in Super Smash Bros. for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Kirby can do on different characters.
NOTE: For up smash combos, dashing is important. Dash first, then immediately use up smash.
Up smash combos:
0% to 116% ~ 0:10
- Back aerial (with lag canceling), up tilt, forward aerial, up tilt, forward aerial x2, up smash
0% to 120% ~ 0:25
- Down aerial (with lag canceling), up tilt x2, forward aerial, up tilt, forward aerial x2, up smash
Neutral aerial combos:
0% to 102% ~ 0:42
- Up tilt x3, forward aerial, up tilt, forward aerial, neutral aerial
0% to 107% ~ 0:53
- Back aerial (with lag canceling), up tilt x2, forward aerial, up tilt, forward aerial, neutral aerial
0% to 110% ~ 1:04
- Down aerial, up tilt, forward aerial, up tilt, forward aerial, neutral aerial
Forward smash combos:
0% to 81% ~ 1:15
- Down aerial, up tilt, forward aerial, forward Smash
0% to 93% ~ 1:22
- Up tilt x2, forward aerial, up tilt, forward aerial, forward smash
0% to 112% ~ 1:32
- Back aerial (with lag canceling), up tilt, back aerial, up tilt, forward aerial x2, forward smash
Note that Kirbys down aerial and forward aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts (and possibly the 1st use of forward aerial). Grabbing after down aerial (with lag canceling) also works.
To view the playlist of the combos, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK Super Smash Bros. [N64] - Kirby Combos](https://i.ytimg.com/vi/ff-BlUhhpks/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Trick Track Trek [101%]
My 101% speedrun tutorial of Trick Track Trek 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.
Warp Barrel:
Entering the Warp Barrel is faster. After entering Bonus Room #3, the level is revisited to enter 2 other Bonus Rooms, as well as getting the K-O-N-G letters. The Start+Select trick is used afterwards.
After letter O:
Use the nut spat by Mini-Necky to determine when to cartwheel off of the moving platform and make that long jump.
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 - Trick Track Trek [101%]](https://i.ytimg.com/vi/fpLx1kqg45I/mqdefault.jpg)
![Super Mario Bros. Classic Series - Arcade-Style Gameplay
This is a demonstration (demo) of the arcade-style gameplay in the Super Mario Bros. classic series (1, The Lost Levels, 2, 3, and World).
Timestamps:
- 2D Classic Series [Start] ~ 0:00
- Super Mario Bros. ~ 0:05
- Super Mario Bros.: The Lost Levels ~ 6:35
- Super Mario Bros. 2 ~ 14:47
- Super Mario Bros. 3 ~ 31:22
- Super Mario World ~ 46:19
- 2D Classic Series [Finish] ~ 1:02:48
About the title, I decided that there has to be a video showcasing these five Super Mario games on Famicom and Super Famicom (avoiding pronunciation ambiguity with the EarthBound character on the pronunciation of NES and Super NES as...Ness and Super Ness; even pronunciations of SNES as...Sness and Snezz) shown in this video. To clarify, I categorize these five Super Mario games as the 2D classic series. This way, the clarification will leave out the two Super Mario Land games (excluding the first Wario Land), along with Super Mario 64 and even Super Mario Sunshine, since they are considered part of the classic era (or golden era, based on different perspectives). In video gaming, the term classic (and golden age) not only emphasizes arcade-style gameplay (limited lives, score carryover, time limits, et cetera), but it emphasizes consistency, quality, and enduring excellence. I could settle with the name classic pentad (pentad means a group or set/series of five), specifically for these five Super Mario games. But I chose to go with classic series, since the term classic is generally safe to use without it being too problematic.
For the first four 2D classic Super Mario games, I play the 8-bit versions (through a Famicom fan mod called Super Mario All-Stars, mainly for convenience and quality-of-life improvements). I am well aware of the many ways to play them nowadays. But I chose to play the 8-bit versions for the original graphics, sound effects, and music. I rarely have a favorite something when I play video games (which is a good thing for me nowadays). For the fifth and final 2D classic Super Mario game, Super Mario World, I chose the All-Stars + World version for the minor updates.
Here is the simple story arc, sticking to the 2D classic Super Mario games.
Mushroom Kingdom arc:
- Super Mario Bros.
- Super Mario Bros.: The Lost Levels
- Super Mario Bros. 2
- Super Mario Bros. 3
- Super Mario World
NOTE: The Lost Levels (known as Super Mario Bros. 2 in Japan) is a direct sequel to Super Mario Bros., Super Mario Bros. 2 (known as Super Mario USA in Japan) is an indirect sequel to both Super Mario Bros. and The Lost Levels, Super Mario Bros. 3 is a direct sequel to The Lost Levels (known as Super Mario Bros. 2 in Japan), and Super Mario World (a.k.a. Super Mario Bros. 4) is a direct sequel to Super Mario Bros. 3. Super Mario Bros. Classic Series - Arcade-Style Gameplay](https://i.ytimg.com/vi/g9xBKprnPZU/mqdefault.jpg)
![Tomb Raider III [PS] - Abnormal Gameplay
Abnormal gameplay of Tomb Raider III for the PlayStation.
WARNING: Incoming multiple handstands and failed swan dives! These were intentional! If you are prone to these, do not watch this video!
- Secret #1 ~ 0:16
- Swing Animation ~ 0:48
- Secret #2 ~ 1:31
- Highest Jump Fall Height ~ 2:39
- Secret #3 ~ 2:45
- Highest Jump Fall Height (Straight) ~ 3:03
- Good Monkey #1 ~ 4:25
- Semi-Trap Room ~ 5:49
- Highest Swan Dive Height ~ 7:38
- Good Monkey #2 ~ 8:01
- Another Swing Animation ~ 11:58
- Secret #4 ~ 14:20
- Secret #5 ~ 15:52
- Good Monkey #3 ~ 18:11
- Secret #6 ~ 18:30
- Short Route to Puzzle Element ~ 20:19
- Long Route ~ 20:56
- Standard Highest Safe Fall Height ~ 23:57
- Standard Highest Jump Fall Height ~ 24:49
- Puzzle Element ~ 25:25
- Tiger Strategy ~ 29:53, 30:13
- Bad Monkey ~ 30:58
- Inventory ~ 32:02
- Cutscene ~ 32:52
- Statistics ~ 34:50
Changes & new features after Tomb Raider II:
- Lara no longer makes a grunt sound when she bunks or bangs against the wall (new engine).
- Graphics are significantly different (new engine).
- Sound effects on everything have been changed (new engine).
- Midair grab speed after doing a running jump along with a standing jump has been buffed.
- Side Step button has been reconfigured to being the Walk button.
- Crawl and crouch-climbing abilities are introduced.
- Monkey bars are introduced.
- Sprint and diving roll abilities are introduced.
- Swing animation has been changed, due to the monkey bars being introduced.
- Wading in water is still a thing, but it was changed a bit, mostly after being one tile lower (slanted).
- Uneven tiles are introduced.
- Poisonous hazards are introduced.
- Flares now last for 30 seconds, rather than 60 seconds.
- Medipack color is now green, rather than red (PlayStation version).
- Camera on Laras position has been shifted slightly to the left.
- The energy and breath meters still display the same from Tomb Raider II, but the colors are noticeably different, and they are shifted very slightly to the left (PlayStation version). Tomb Raider III [PS] - Abnormal Gameplay](https://i.ytimg.com/vi/gAcsbTkIJsI/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Loopy Lights [101%]
My 101% speedrun tutorial of Loopy Lights 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.
Level starting:
Normally, in the SFC version, cartwheeling into the first Advanced Klaptrap would be possible on v1.0 and v1.1. But in the GBA version, its the opposite.
Bonus Room #1:
More Barrel Cannon physics strategy. But this time, its tricky.
After Bonus Room #1:
Use the background to determine when to jump on that Advanced Klaptrap. Otherwise, this part will be annoying.
Lettor O section:
This section can cause trouble.
After Star Barrel:
While approaching the 2nd Kritter, cartwheeling is usually the better option. However, theres quite a random chance that Diddy will instantly bounce off of the tire after jumping. Overall, this section can be uncomfortable to approach because of that tire.
After Bonus Room #2:
Defeating the Advanced Klaptrap after coming out of Bonus Room #2 is the better option, thus making this section a little more manageable. Doing this section any other way is very risky.
Be sure to go to Candy after this level.
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 - Loopy Lights [101%]](https://i.ytimg.com/vi/gBIn0j9NFL4/mqdefault.jpg)
![Super Smash Bros. [N64] - Yoshi Combos
Yoshi combos in Super Smash Bros. for the Nintendo 64.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Dream Land. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Yoshi can do on different characters.
NOTE: Double jump cancel (DJC) along with lag canceling is required to do most of the combos. Doing the double jump cancel trick along with lag canceling takes a lot of practice. And even then, it is very difficult to get used to doing it consistently.
Up smash combos:
0% to 86% ~ 0:10
- Up tilt, down aerial, up smash
0% to 102% ~ 0:18
- Back aerial (with lag canceling), up tilt, down aerial, up smash
0% to 116% ~ 0:26
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), up tilt, down aerial, up smash
Down special combos:
0% to 112% ~ 0:53
- Back aerial (with lag canceling), up tilt, down aerial, up tilt, down special
0% to 126% ~ 0:47
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), up tilt, down aerial, up tilt, down special
Up aerial combos:
0% to 126% ~ 1:00
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), up tilt, down aerial, forward tilt, up aerial
Forward aerial combos:
0% to 81% ~ 1:13
- Back aerial (with lag canceling), neutral aerial x4 (DJCd, with lag canceling), forward aerial
0% to 82%, #1 ~ 1:20
- Back aerial (with lag canceling), neutral aerial x3 (DJCd, with lag canceling), dash attack, forward aerial
0% to 82%, #2 ~ 1:27
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), forward tilt, dash attack x2, forward aerial
0% to 83% ~ 1:35
- Back aerial (with lag canceling), neutral aerial x3 (DJCd, with lag canceling), forward tilt, forward aerial
0% to 84%, #1 ~ 1:42
- Back aerial (with lag canceling), neutral aerial x2 (DJCd, with lag canceling), forward tilt, neutral aerial (DJCd, with lag canceling), forward aerial
0% to 84%, #2 ~ 1:50
- Back aerial (with lag canceling), neutral aerial x2 (DJCd, with lag canceling), forward tilt, dash attack, forward aerial
0% to 84%, #3 ~ 1:57
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), forward tilt, dash attack, forward tilt, forward aerial
0% to 94% ~ 2:05
- Back aerial (with lag canceling), neutral Aerial (DJCd, with lag canceling), forward tilt, dash attack x2, forward tilt, forward aerial
0% to 99% ~ 2:13
- Up tilt, down aerial, forward tilt, forward aerial
0% to 115% ~ 2:21
- Back aerial (with lag canceling), up tilt, down aerial, forward tilt, forward aerial
0% to 129% ~ 2:30
- Back aerial (with lag canceling), neutral aerial (DJCd, with lag canceling), up tilt, down aerial, forward tilt, forward aerial
Note that connecting with Yoshis DJCd neutral aerial after starting with back aerial can be extremely difficult to keep the combo going on a character, especially on Mario. Timing on the 1st DJCd neutral aerial after using back aerial is nearly frame perfect (3 frames away from Mario recovering). However, Yoshis DJCd neutral aerial can be a shield break combo. If the 1st DJCd neutral aerial is shielded, repeating that move with DJC (and ending with an up smash) will most likely break that characters shield, due to shield pressure. Yoshis down aerial can be escaped by using DI. However, that can also be a shield break combo.
To view the playlist of the combos, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK Super Smash Bros. [N64] - Yoshi Combos](https://i.ytimg.com/vi/gZl6KCZN3hs/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Oil Drum Alley [101%]
My 101% speedrun tutorial of Oil Drum Alley 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 #2:
Getting single bananas is important. Be sure to jump with the Barrel, or else.
Bonus Room #4:
More Barrel Cannon physics strategy.
Jumping on flaming Oil Drums:
If the flaming Oil Drum is floating over an abyss, its possible to jump on it infinitely, as long as the button is pressed before landing on it. It may seem like its frame perfect on jumping, but it actually isnt, at least not over abysses. But on solid ground (whether the flaming Oil Drum is floating over it or not), jumping on it after landing is frame perfect.
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 - Oil Drum Alley [101%]](https://i.ytimg.com/vi/guXn-Go25tY/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Candys Dance Studio 4 [101%]
My 101% speedrun tutorial of Candys Dance Studio 4 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.
Candys Dance Studio 4:
In the GBA version, playing Candys dancing mini-game (as well as getting Perfect rating [1 Hit allowed]) is required to get 101%.
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 - Candys Dance Studio 4 [101%]](https://i.ytimg.com/vi/hEG7FnL1Wrs/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Ice Age Alley [101%]
My 101% speedrun tutorial of Ice Age Alley 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.
Expresso the Ostrich:
Expresso is a bit slower in the GBA version than he was in the SFC version. The gliding physics are different from the SFC version, but he is still quite useful. Since the K-O-N-G letters are required to get 101%, getting Expresso after getting the letter K is the best option. Otherwise, getting Expresso in Bonus Room #1 would be the normal route. Normally, in the SFC version, it would be impossible to reach Bonus Room #1 with Expresso. This would be the case for the GBA version as well. But because the hitbox is larger than it seems, its possible to get into Bonus Room #1 with Expresso. He is required to reach Bonus Room #2.
After Bonus Room #2:
Getting past Manky Kong with Expresso without slowing down too much is hard. Other than that, Expresso is used throughout the entire level.
Be sure to go to Funky after this level.
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 - Ice Age Alley [101%]](https://i.ytimg.com/vi/hMW1G8p4ZbA/mqdefault.jpg)