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
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
![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)



![Donkey Kong Country [GBA] SR - Tree Top Town [101%]
My 101% speedrun tutorial of Tree Top Town 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.
After Bonus Room #1:
More Barrel Cannon physics strategy.
After Bonus Room #2:
Even more Barrel Cannon physics strategy. The last section is hard.
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 - Tree Top Town [101%]](https://i.ytimg.com/vi/ihoGnfLLwA0/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Crankys Cabin 5 [101%]
My 101% speedrun tutorial of Crankys Cabin 5 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.
Crankys Cabin 5:
In the GBA version, speaking to Cranky in every world 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 - Crankys Cabin 5 [101%]](https://i.ytimg.com/vi/j8BnpUIdtaA/mqdefault.jpg)
![[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Kirby
This is a tool-assisted superplay of the 999% match/goal on a cute character (Kirby) in Super Smash Bros. for the Nintendo 64.
999% Match/Goal ~ Cuties:
https://www.youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv
This is more of a what if type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). Ive done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match wont ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didnt explain it clear enough.
GameShark codes used:
- No Music
- No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules:
- 7 stocks.
- No items.
- Default costume/color only for player 1s character, any costume/color for player 2s character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2s cute character cannot get KOd at all.
- Player 2s cute character is allowed to taunt, periodically too.
- Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules:
- Up smash that character for the KO endurance.
- When that moves connect, that character must be on ground at a specific spot without crouching or DIing up, or else its instant KO.
3rd set of rules:
- Crowd cheers have to go uninterrupted.
- Mario cannot get KOd on second to last stock until the cute character is at 999% damage.
- Mario has to be tortured on the last stock by the cute character.
- Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS of this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges:
- Stock 1 = 161%-171% damage
- Stock 2 = 328%-338% damage
- Stock 3 = 494%-504% damage
- Stock 4 = 661%-671% damage
- Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Marios down special, where the 14th hit does a meteor smash on the grounded character. I didnt want any reeling from Mario or the cute character, but in some cases (notably Mario), I didnt have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
https://www.youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF [TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ Kirby](https://i.ytimg.com/vi/jEzWKignLg0/mqdefault.jpg)
