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
- Act 2
Zone 4: Labyrinth
- 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
- Act 2
Zone 4: Labyrinth
- Act 1
![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)

![Sonic the Hedgehog Golden Age Pentad - Arcade-Style Gameplay
This is a demonstration (demo) of the arcade-style gameplay in the Sonic the Hedgehog golden age pentad (1, CD, 2, 3 & Knuckles, and Mania (Plus); in chronological story order, confirmed by Origins (Plus*)).
Timestamps:
- Golden Age Pentad [Start] ~ 0:00
- Sonic the Hedgehog (16-bit) ~ 0:05
- Sonic the Hedgehog CD ~ 14:55
- Sonic the Hedgehog 2 (16-bit) ~ 55:58
- Sonic the Hedgehog 3 & Knuckles ~ 1:13:24
- Sonic Mania (Plus) ~ 1:36:00
- Golden Age Pentad [Finish] ~ 2:06:49
About the title, I decided that there has to be a standout term for the five Sonic the Hedgehog games (originally released on the Sega Genesis, Sega CD, and Sega Saturn if Sonic Mania (Plus) was actually released on that hardware) shown in this video. To avoid the problematic term classic, golden age (and/or golden era) is the term I use for these five Sonic the Hedgehog games. In video gaming, the term golden age (and vintage, despite its original meaning) not only denotes arcade-style gameplay (limited lives/continues, score carryover, rankings, time limits, et cetera), but it denotes consistency, quality, and enduring excellence. As for the word pentad, it means a group or set of five (it can also refer to a series of five). With enough research, I came up with the name Golden Age Pentad, strictly for these five Sonic the Hedgehog games.
For the first four golden age Sonic games, I play the 16-bit versions. I am well aware of the many ways to play them nowadays. But I chose to play the 16-bit versions for the original experience (no Spin Dash in the 1991 game, no oval Spin Dash in the 1993 game, et cetera). As for the soundtrack of Sonic the Hedgehog CD, it is just personal preference (I grew up in the US, so I chose the US soundtrack); I rarely have a favorite something when I play video games (which is a good thing for me nowadays). For the fifth and final golden age Sonic game, Sonic Mania (Plus), I showcase Sonics Drop Dash ability as much as possible, at least early on in the first zone, and I showcase Tails carrying Sonic when flying without the need for a second controller, at least in the latter half of the first zone.
Here is the simple story arc in chronological order, only sticking to the golden age Sonic the Hedgehog games.
Green Hill arc:
- Sonic the Hedgehog (16-bit) [1991]
- Sonic the Hedgehog CD [1993]
- Sonic the Hedgehog 2 (16-bit) [1992]
- Sonic the Hedgehog 3 & Knuckles [1994]
- Sonic Mania (Plus) [2017 (2018)]
NOTE: The 1993 game takes place directly after the 1991 game but before the 1992 game, the 1994 game(s) is the full experience, and the 2017 (and 2018) game takes place directly after the 1994 game(s) (and the 2018 content is a direct expansion to the 2017 game).
This is officially confirmed by the 2022 (and 2023*) collection. The outro is also an advertisement for the standalone neo-original hybrid 2023 game, in an attempt to appeal to a broad audience. The base collection is up to ver. 1.5.0 in physical form, making it the final static original-era product (the 2023 content is digital only, meaning it actually does not exist in physical form). Sonic the Hedgehog Golden Age Pentad - Arcade-Style Gameplay](https://i.ytimg.com/vi/G-WZH-MA5m0/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Winkys Walkway [101%]
My 101% speedrun tutorial of Winkys Walkway 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:
After finishing and revisiting the previous world as Donkey, he becomes pretty much useless. Diddy is faster than Donkey, so its time to switch to him. In the GBA version, like Donkey, Diddy is required to get 101%. Also, Diddy will be used for the majority of this game.
Letter O approaching:
Winky is completely useless, so he is skipped. The jumping physics are quite different from the SFC version. The hit detection is also a little more generous. Because of those little changes, the Kritter can be stomped on by jumping up immediately without having to fall down to stomp on that enemy. With this trick, the letter O can be collected without Winky.
Star Barrel:
Touch the Star Barrel. Itll show why as the level goes on.
Expresso Token:
Normally, getting the Expresso Token would require Winky. But in the GBA version, its possible to get it without him. In a normal 101% speedrun, this level is the best time to get the Expresso Token.
Expresso Bonus:
Collecting 600 tokens in order to get a picture is required to get 101%.
Back to Star Barrel:
See why the Star Barrel was touched? Because after the Token Bonus, it sends the player back to the checkpoint. Otherwise, it would send the player back to the beginning of the level. Thankfully, the checkpoint isnt that far back.
Level ending:
Finishing a level as Diddy is important. In fact, finishing a world as Diddy is important. In order to get a picture, a world (Monkey Mines) has to be finished by Diddy. Afterwards, that world has to be revisited to add 1% more to 101%.
Be sure to go to Cranky 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 - Winkys Walkway [101%]](https://i.ytimg.com/vi/GaehnByVDc0/mqdefault.jpg)
![Tomb Raider II [PS] - Intro
This is the intro of Tomb Raider II for the PlayStation. Tomb Raider II [PS] - Intro](https://i.ytimg.com/vi/GrVzy6xiT9I/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Tanked Up Trouble [101%]
My 101% speedrun tutorial of Tanked Up Trouble 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 off of the 2nd walkway platform wouldnt be enough to get on the fueled-moving platform. This would be the case for the GBA version. But since the physics are different, cartwheeling off of the 2nd walkway platform is enough to get on the fueled-moving platform.
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.
After 7th fuel:
Use the metal poles holding the walkway platform at the bottom where the letter O was to determine when to cartwheel off of the fueled-moving platform and make that long jump. Then cartwheel off of the walkway platform into the Auto-Fire Barrel. Sometimes cartwheeling into the Auto-Fire Barrel isnt enough, so make sure to jump to avoid falling into the abyss. Stomping that Kritter after all of that should no problem. In the SFC version, none of this is possible because of how cartwheeling works.
19th fuel approaching:
This section can actually cause trouble. In order to jump at the highest height without getting hit by the Zinger at the top, anticipate the wasps movement pattern.
Shortcut approaching:
If it wasnt already obvious, the K-O-N-G letters are required to get 101%. So the shortcut is skipped to get the letter G.
Bonus Room #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 - Tanked Up Trouble [101%]](https://i.ytimg.com/vi/HCDepm4F1Qo/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Very Gnawtys Lair [101%]
My 101% speedrun tutorial of Very Gnawtys Lair 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.
Very Gnawty:
Very Gnawty is different from the SFC version. Every time he is hit, he jumps high. There is RNG involved. The RNG is on how long the invincibility frames last after he lands. Sometimes he doesnt have any invincibility frames after he lands, sometimes he does. Those invincibility frames can last up to 1 second. Those random invincibility frames can be very messy.
Boss ending:
Finishing a boss as Donkey is important. In fact, finishing a world as Donkey is important. In order to get a picture, a world (Kongo Jungle) has to be finished by Donkey. Afterwards, that world has to be revisited to add 1% more to 101%.
Be sure to revisit Kongo Jungle after defeating the boss.
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 - Very Gnawtys Lair [101%]](https://i.ytimg.com/vi/HDCvJrR3sWg/mqdefault.jpg)