Uploaded November 2016 | Updated September 2026, 2 weeks ago
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:
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:
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, it's 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 you're an expert of the original "Sonic 1 (16-bit)", then by all means, give this hack a go! If you aren't, don't 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, it's 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:
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]
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:
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:
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, it's 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 you're an expert of the original "Sonic 1 (16-bit)", then by all means, give this hack a go! If you aren't, don't 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, it's 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:
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 - 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)
![Super Punch-Out!! - Perfect Guide
My very 1st full guide/walkthrough. Super Punch-Out!! for the Super Famicom.
No damage taken. Took 37 attempts to achieve that.
No save states or tools were used.
I couldve done a regular playthrough of this game. But I wanted to do a proper guide/walkthrough of this game, showing as many patterns as possible, and avoid taking damage at the same time.
Here are the goals I wanted for this game:
- No damage (perfect run).
- No power ups (glowing boxing gloves).
- Beat every record (best times and scores).
- Show as many patterns as possible (some of them may not be shown).
With practice, the games difficulty is medium to fairly hard. Playing the game normally under these stipulations is another story.
Now, onto the full guide/walkthrough...
Gabby Jay:
- Very easy. Jay shouldnt be a problem.
Bear Hugger:
- Easy. Huggers big belly can be body blowed with good timing.
Piston Hurricane:
- Easy. Hurricane Rush can be troublesome for some people, so I showed how its done.
Bald Bull:
- Fairly easy. Bull Charge is always done 6 times on phase 3, so I decided to show that.
Bob Charlie:
- Slightly easy. Charlies randomness might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Charlies randomness, mostly on phase 2 (if the first punch wasnt countered, then add 1 extra body blow before the last hook).
Dragon Chan:
- Medium. Chans randomness on phase 2 might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on 2 of Chans patterns (counter punch after he meditates [wait a tiny bit over 1 second upon doing a hook]; dont counter punch after he does 3 side kicks).
Masked Muscle:
- Medium to slightly hard. Muscles randomness on when he chooses to spit might be overwhelming. Since I wanted a KO victory without speedrunning, I had to practice very heavily on getting around Muscles randomness (he usually doesnt spit at around 10 to 11 seconds). If Muscle spat on phase 2, then my backup KO strategy would be to do an uppercut (Muscles face isnt weak), then a series of hooks (the last hook must be done first right after Muscles 2-hit headbutt move).
Mr. Sandman:
- Slightly hard. With practice, its not too much of a problem. Watch out for the triple uppercut punch on phase 3.
Aran Ryan:
- Slightly hard to fairly hard. With practice, its not too much of a problem. The only thing random about Ryan is if hes super punched. Thats why I do a body blow first to reduce the risk of getting grabbed.
Heike Kagero:
- Fairly hard. Kagero is pattern-based, so its all about memorizing. For phase 1, I delay the last punches to increase my chances of not getting caught off-guard during the mirage dance.
Mad Clown:
- Fairly hard. Clown is pattern-based and random at the same time. Most of the randomness is on his gloating. His gloating can leave his big belly open for a body blow. If one decides to go for that, always prepare to dodge immediately afterwards. I show how to avoid Clowns juggling balls. Its not easy because theyre random, and reaction time is short. On phase 3, Clowns Show Time! pattern is always the same.
Super Machoman:
- Fairly hard to hard. Machoman is pattern-based and random at the same time. The randomness on what Exercise Program (A, B, and C) he does can be overwhelming for most people. Not only that, but his jumping around randomly can also catch one off-guard. To make things worse, hes FAST with his punches. Some of my attempts were ruined because of that.
Narcis Prince:
- Fairly hard to hard. Prince is pattern-based and random at the same time. Most of the randomness is on his moving around. I couldve done what the others did with this fight. But I wanted to be different. So I deliberately avoid punching Princes face.
Hoy Quarlow:
- Hard. Quarlow is pattern-based. The only time hes random is if one tries to punch him first. I decided to show what happens if Quarlow blocks. Getting pushed left or right doesnt cause any damage.
Rick Bruiser:
- Hard to very hard. Rick is pattern-based and random at the same time. The randomness on his moving around can definitely catch one off-guard. To make things worse, hes FAST with his punches. Some of my attempts were ruined because of that.
Nick Bruiser:
- Very hard. Nick is pattern-based and random at the same time. The randomness is on when he does his unblockable punches up to 25 seconds. I delay the punches during that time to increase my chances of not getting caught off-guard by his auto-KO move. In case if I mess up the punching patterns during the first 25 seconds, my backup strategy would be to do an uppercut (Nicks face is weak) after his auto-KO move to recover. Super Punch-Out!! - Perfect Guide](https://i.ytimg.com/vi/no8BDxFUtek/mqdefault.jpg)