Uploaded November 2016 | Updated September 2026, 1 week 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
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


![S1 (16-bit): Master Edition IV - Boss Battles
The showing of all the boss battles in Sonic 1 (16-bit): Master Edition IV – Final Phase. This can also be called a boss run.
Every boss has been edited. Every one of them is hard. The last one has been added, and it is extremely hard.
MUSIC NOTE: Music has been edited to make the boss battles more hectic. Its supposed to be like that.
Bosses:
- Egg Mobile-H ~ Green Hill
- Fireball Eggman ~ Marble
- Spike Eggman ~ Spring Yard
- Retreat Eggman ~ Labyrinth
- Mine Eggman ~ Star Light
- Egg Pistons ~ Final
- Ball Eggman ~ Green Hill [Extra]
Just so you know, most of these names are made up for the bosses. I got the name of the first boss from a site called Sonic News Network.
BOSS NOTE: In Labyrinth, before encountering the boss, it is recommended to anticipate the water going up and down. When its at the very top, go for it. In Star Light, before encountering the boss, it is recommended to reset the fans.
To view the playlist of the aftermath, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iadK7QORMbgHya8AkQ37nl S1 (16-bit): Master Edition IV - Boss Battles](https://i.ytimg.com/vi/C6AohHzR0cU/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Gangplank Galleon [101%]
My 101% speedrun tutorial of Gangplank Galleon 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.
King K. Rool is pretty much the same from the SFC version.
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 - Gangplank Galleon [101%]](https://i.ytimg.com/vi/CRIF0aY0Nd4/mqdefault.jpg)


![Super Smash Bros. [N64] - Pikachu Combos
Pikachu 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 Pikachu can do on different characters.
NOTE: For Thunderspike combos, dashing is important. Dash first, then immediately use up smash.
Thunderspike combos:
0% to 100% ~ 0:10
- Neutral aerial (front, with lag canceling), up tilt x4 (walk slightly, front), up aerial x2 (front), up smash, down special
0% to 104% ~ 0:23
- Up smash, up tilt x4 (walk slightly, front), up aerial x2 (front), up smash, down special
Neutral aerial combos:
0% to 114% ~ 0:37
- Neutral aerial (front, with lag canceling), up tilt x5 (walk slightly, front), up aerial x2 (front), forward aerial, neutral aerial
0% to 115% ~ 0:48
- Up smash x2, neutral aerial, up aerial x4 (front), forward aerial, neutral aerial
0% to 116% ~ 0:58
- Up smash, up tilt x3 (front), up aerial x4 (front), forward aerial, neutral aerial
0% to 117% ~ 1:09
- Up smash, up tilt x4 (front), up aerial x3 (front), forward aerial, neutral aerial
Back aerial combos:
0% to 103% ~ 1:20
- Neutral aerial (behind, with lag canceling), up tilt x5 (behind), up aerial x3 (behind), back aerial
0% to 106% ~ 1:29
- Up smash, up tilt x4 (walk slightly, behind), up aerial x4 (behind), back aerial
Note that the aerial combos can be ended earlier. Pikachus forward aerial can be escaped by using DI. However, it is extremely difficult because Pikachus up aerial can be used afterwards.
To view the playlist of the combos, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaK Super Smash Bros. [N64] - Pikachu Combos](https://i.ytimg.com/vi/E8E-LvpPtmM/mqdefault.jpg)
![Diddy Kong Racing - Banjo Playthrough/Longplay
Playing as Banjo in Diddy Kong Racing (v1.0) for the Nintendo 64.
PLAYING NOTE: I deliberately (attempted to) avoid using boosts as much as possible for the normal races and silver coin challenges. The only time I use them is when Im getting the key to unlock a battle stage, and when Im doing the trophy race. 10 bananas are more than enough to win normal races and silver coin challenges. Yes, bananas do increase the top speed of the character youre playing as.
Recorded in the year 2011; originally divided into 22 parts, edited into one video.
Banjos stats:
- Weight Group: Heavy
- Acceleration: 2.0 ~ Below Average
- Handling: 2.0 ~ Below Average
- Top Speed: 3.5 ~ Slightly Above Average
Banjo is a brown honey bear.
Rules of play:
- Mostly minimal boosts for normal races and silver coin challenges.
How the game works:
AIs cheat by using a power up whenever you do, as well as honking the horn. 60% of the time, there is always a chance you will be hit by a homing missile. If you get enough distance in 1st place, the AIs will stop hitting Zippers behind you, as well as driving into traps and not being effected off-screen, including them not getting stopped by the bridge off-screen in Boulder Canyon.
Car tips:
To drift, turn first, and then hold the R button. During that time, turning can be controlled. Braking while drifting is required, especially for heavy characters.
Hovercraft tips:
Only use the R button for sharp turns. DO NOT hold the R button when going straight forward. Do not hold Down on the analog stick either. Doing either of those things WILL decrease speed.
Plane tips:
To turn sharper, use the R button. To do an upwards loop-de-loop, tap the R button twice. To do a downwards loop-de-loop, hold Up, and then tap the R button twice. During that time, depending on how long the R button is held, it can last up to 1 second. After that, it finishes with a boost. To do a barrel roll, hold either Left or Right, and then tap the R button twice. While doing barrel rolls continuously, let go of the accelerator for greater boosting.
Green boost tip:
To get a green boost, let go of the accelerator before either hitting a Zipper or using a blue balloon power up. During that time, wait UNTIL the multicolored smoke disappears, and THEN accelerate again.
To view the playlist of the character playthroughs/longplays, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1ieBT4WMsgCiP7fuSMaYtIh
Out of all the normal races and silver coin challenges, the hardest one to win using as little boosts as possible is the silver coin challenge of Windmill Plains! That race is absurdly hard with that kind of rule! The reason why is because the AIs actually DO let go of the accelerator upon hitting Zippers, even upon using blue balloon power ups! There is absolutely NO room for error, because if you dont make the right moves at the beginning or during the race, you arent going to win! Getting hit by a homing missile or an oil slick is definitely NOT an option either! Because of those problems, its absurdly hard to win using as little boosts as possible!
Windmill Plains | Silver Coin Challenge as Banjo [Minimal Boosts]:
Since Banjos top speed is slightly above average, you may or may not have to worry about the AIs hitting the Zipper on the 1st lap. You might need luck to get the first red balloon power up. If you dont get cheated out of getting the first red balloon power up, then you may or may not have an easy time, depending on the AI in 1st place. If you do get cheated out of getting the first red balloon power up, then follow the bananas (collect them) to the right and bypass the balloon power ups. With the distance youve gained, you should expect either one or no AIs to hit the Zipper on the 1st lap. Before you enter the tunnel, go a bit off-course to avoid getting hit by a missile. If the AI hits the Zipper, then youll have to focus on slowing down that one in front of you. Level 3 red balloon power up is your only chance, so do not get any other balloon power ups until youre in 1st place. Upon exiting out of the short tunnel, go off-course to avoid getting hit by a homing missile. Once youre in 1st place, focus on getting the silver coins. You need to be in 1st place by the end of the 2nd lap.
If two AIs hit the Zipper on the 1st lap, it is IMPOSSIBLE to win.
Originally recorded in the year 2011. Diddy Kong Racing - Banjo Playthrough/Longplay](https://i.ytimg.com/vi/EOaszWeHzOc/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Blackout Basement [101%]
My 101% speedrun tutorial of Blackout Basement 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.
Star Barrel approaching:
Jumping on the 2nd tire platform without using the 1st one can be troublesome.
After Star Barrel:
After taking out 2 Klumps, the screen-scrolling trick is done on the moving platform to delay the spawning of that other moving platform.
Klaptrap section:
If the 1st Klaptrap isnt stomped on for some reason, be prepared to cartwheel. Increase the jump height upon stomping on the 2nd Klaptrap.
Bonus Room #2 approaching:
This section can be nasty without slowing down. Jump and throw the Steel Keg into Manky Kong at the right time. Upon going upstairs, count 1 second, then jump on the Kritter at the top to get the letter G. Then re-grab the Steel Keg and use it to enter Bonus Room #2.
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 - Blackout Basement [101%]](https://i.ytimg.com/vi/EsHEUQtNWRs/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Funkys Fishing 2 [101%]
My 101% speedrun tutorial of Funkys Fishing 2 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.
Crab patterns:
After the story cutscene, the crab pattern starts. It depends on how fast or slow the levels are cleared along with text skipping. The more one speedruns this category, the more the speedrunner will see some fishing patterns. Regardless, the RNG is still involved in them. In a casual playthrough, it can be random whether the crab shows up or not.
Funkys Fishing 2:
If the RNG is good, then skipping the crab is optional. If the RNG is bad, then catching the crab is optional. Skipping the crab is usually a good idea.
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 - Funkys Fishing 2 [101%]](https://i.ytimg.com/vi/FLBFvxv9Ciw/mqdefault.jpg)