Uploaded June 2024 | Updated September 2026, 1 week ago
Showing how to get the emerald fast in Special Stage 3 of the 2013 remaster of "Sonic the Hedgehog (16-bit)" for the Android/iOS.
Apparently, some people do not have the patience for this Special Stage. It seems some people would rather get the emerald fast than worry about getting a continue or an extra life. So here is how to do it.
How to get the emerald fast:
Just as the Special Stage starts, immediately hold Right on the D-Pad. You should land on the Up blocks. Wait about 0.5 seconds, then hold Left on the D-Pad until you land on the Jump Stand blocks. Touch the Color blocks with caution. If you are lucky enough, you can get the emerald in around 12-14 seconds on average. Otherwise, hope that you land on the Down blocks and make it back to the Color blocks as best as you can. This can take around 25-50 seconds on average (sometimes longer) to collect the emerald, so keep trying.
This is the fastest route I can come up with. I am not a speedrunner.
You can call this a tutorial on speedrunning if you want, but I only uploaded it for people who want to get the emerald without 'problems'.
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NOTE: This is actually "Sonic Forever", a fan-made improvement of the 2013 remaster. Unfortunately, unlike in the 16-bit original, this strategy is not consistent. This is because the Special Stage physics are different in the 2013 remaster.
To see the strategy in the 16-bit original, click on this link:
youtube.com/watch?v=ZgiHAYlVjWg
Showing how to get the emerald fast in Special Stage 3 of the 2013 remaster of "Sonic the Hedgehog (16-bit)" for the Android/iOS.
Apparently, some people do not have the patience for this Special Stage. It seems some people would rather get the emerald fast than worry about getting a continue or an extra life. So here is how to do it.
How to get the emerald fast:
Just as the Special Stage starts, immediately hold Right on the D-Pad. You should land on the Up blocks. Wait about 0.5 seconds, then hold Left on the D-Pad until you land on the Jump Stand blocks. Touch the Color blocks with caution. If you are lucky enough, you can get the emerald in around 12-14 seconds on average. Otherwise, hope that you land on the Down blocks and make it back to the Color blocks as best as you can. This can take around 25-50 seconds on average (sometimes longer) to collect the emerald, so keep trying.
This is the fastest route I can come up with. I am not a speedrunner.
You can call this a tutorial on speedrunning if you want, but I only uploaded it for people who want to get the emerald without 'problems'.
----------
NOTE: This is actually "Sonic Forever", a fan-made improvement of the 2013 remaster. Unfortunately, unlike in the 16-bit original, this strategy is not consistent. This is because the Special Stage physics are different in the 2013 remaster.
To see the strategy in the 16-bit original, click on this link:
youtube.com/watch?v=ZgiHAYlVjWg
![Donkey Kong Country [GBA] SR - Rope Bridge Rumble [101%]
My 101% speedrun tutorial of Rope Bridge Rumble 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 Winky is faster.
After letter N:
The screen-scrolling trick is done to delay the spawning of the moving tire platform. Otherwise, it would be impossible to make that long jump onto the next platform. This is the only moving tire platform that can be one-cycled. The rest cant be sped up, even with the scrolling trick. And the reason for that is because cartwheeling off of moving tire platforms works differently from the SFC version. In other words, making long jumps with that is impossible. In the SFC version, cartwheeling off of moving tire platforms would be faster.
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 - Rope Bridge Rumble [101%]](https://i.ytimg.com/vi/LalEpdWZr9k/mqdefault.jpg)


![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z4-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] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z4-E](https://i.ytimg.com/vi/LyUT4cLp9Zs/mqdefault.jpg)
![Diddy Kong Racing - Diddy Kong Playthrough/Longplay
Playing as Diddy Kong in Diddy Kong Racing (v1.0) for the Nintendo 64.
PLAYING NOTE: I deliberately 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.
Diddy Kongs stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 3.0 ~ Average
- Top Speed: 2.5 ~ Slightly Below Average
Diddy Kong is a young spider monkey.
Rules of play:
- No damage (recommended characters only; Diddy Kong, Tiptup, and Pipsy are good choices at the very start of the game).
- 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 Diddy Kong [Minimal Boosts]:
Since Diddy Kongs top speed is slightly below average, you WILL have to worry about the AIs hitting the Zipper on the 1st lap. You 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 - Diddy Kong Playthrough/Longplay](https://i.ytimg.com/vi/M2t6sQ4K7nU/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Mine Cart Carnage [101%]
My 101% speedrun tutorial of Mine Cart Carnage 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.
Picture over edge of 1st cliff:
Getting the picture along with taking the Warp Barrel is faster.
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%.
K-O-N-G letters:
If it wasnt already obvious, the K-O-N-G letters are required to get 101%. So this level is revisited for the K-O-N-G letters.
Jumping rapidly on steep tracks:
Accelerating with the Mine Cart by going down on steep tracks is the objective here. While that normally makes sections fast, jumping rapidly on steep tracks with the Mine Cart is actually faster. Keeping the top speed is very hard, so mashing the jump button while going up on steep tracks is required. Even if the top speed isnt as great as it seems, its still faster. After getting the K-O-N-G letters, the Start+Select trick is done afterwards.
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 - Mine Cart Carnage [101%]](https://i.ytimg.com/vi/MGTW9YxXw4g/mqdefault.jpg)
![Mega Man 2 [FC] - Flash Man Stage Boss
A guide/walkthrough of the battle against Flash Man in Mega Man 2 for the Famicom.
No damage taken.
This battle can prove to be a problem, mainly due to Flash Mans seemingly random Time Stopper. However, there is a way around it.
Flash Man jumps every time hes hit, and that can throw off the timing of his Time Stopper. The best strategy is to always have his Time Stopper activate when hes standing on the lower grounds at the left and Mega Man on the highest ground at the middle. After that, its just the matter of when to fire at Flash Man and getting the timing down on his Time Stopper.
Ice physics are present, so be mindful of that. Mega Man 2 [FC] - Flash Man Stage Boss](https://i.ytimg.com/vi/MVnV3PB8Z84/mqdefault.jpg)

![Donkey Kong Country [GBA] SR - Torchlight Trouble [101%]
My 101% speedrun tutorial of Torchlight 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.
Letter O approaching:
The screen-scrolling trick is done to delay the spawning of the moving platform. This is to get the letter O and get on the moving platform safely. To follow it up, cartwheel off of that same moving platform and jump over the flaming Oil Drum.
After letter O:
The screen-scrolling trick is done to delay the spawning of the moving platform. After that, be sure to cartwheel first before jumping. Otherwise, touching the flaming Oil Drum is very likely.
After Bonus Room #1:
The screen-scrolling trick is done to delay the spawning of that Krusha. Otherwise, jumping over Krusha without stopping is pretty much pixel perfect.
Letter N approaching:
Running off of the moving platform and air-jumping after getting the letter N is actually faster.
Bonus Room #2 approaching:
If done fast enough, its actually possible to go under that Mincer.
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 - Torchlight Trouble [101%]](https://i.ytimg.com/vi/NosWmziDndk/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Reptile Rumble [101%]
My 101% speedrun tutorial of Reptile Rumble 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.
After Bonus Room #1:
In the GBA version, after coming out of a certain Bonus Room, there is a way to move even faster for a second or two. Just hold Right on the D-Pad without holding the B button. With this trick, it can make that section faster.
Last section:
The last section can be tricky. But with practice, its possible to go without slowing down.
Level ending:
Finishing a level 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%.
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 - Reptile Rumble [101%]](https://i.ytimg.com/vi/NyAlkn4KqV4/mqdefault.jpg)