Uploaded December 2019 | Updated September 2026, 2 weeks ago
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:
youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've 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 won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't 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 1's character, any costume/color for player 2's character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2's cute character cannot get KO'd at all.
- Player 2's 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 DI'ing up, or else it's instant KO.
3rd set of rules:
- Crowd cheers have to go uninterrupted.
- Mario cannot get KO'd 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 Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF
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:
youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQv
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've 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 won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't 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 1's character, any costume/color for player 2's character.
- First attack always comes from the cute character.
- Shield breaking is disallowed.
- Player 2's cute character cannot get KO'd at all.
- Player 2's 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 DI'ing up, or else it's instant KO.
3rd set of rules:
- Crowd cheers have to go uninterrupted.
- Mario cannot get KO'd 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 Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link:
youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF

![Donkey Kong Country [GBA] SR - Crankys Cabin 3 [101%]
My 101% speedrun tutorial of Crankys Cabin 3 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 3:
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 3 [101%]](https://i.ytimg.com/vi/jOyZL6-TCts/mqdefault.jpg)
![Mega Man 2 [FC] - Bubble Man Stage Boss
A guide/walkthrough of the battle against Bubble Man in Mega Man 2 for the Famicom.
No damage taken.
This battle can prove to be a bit of a problem, mainly due to Bubble Mans randomness. However, there is a way around it.
At the start of the battle, jump as Bubble Man fires his second buster after the first one. Timing between the shots takes a bit of getting used to, but its better that way. Aside from dodging one, two, or three Bubble Leads the first time, go to the right wall, fire one shot and jump just before Bubble Man lands on the ground. Apply the strategy done at the beginning of the battle, only this time, stand still and wait until the Bubble Leads go over, and go back to the left wall, fire one shot at Bubble Man and jump just before he lands. Repeat the process. With this strategy, Bubble Mans randomness isnt much of a problem. Mega Man 2 [FC] - Bubble Man Stage Boss](https://i.ytimg.com/vi/jgPrX-QzD5k/mqdefault.jpg)
![Mega Man 7 [SFC] - Title Theme [Extended Version]
I really like the title theme of Mega Man 7. I decided that there has to be an extended version of this, so I extended it. Enjoy!
8-bit extended version:
https://www.youtube.com/watch?v=by4R-rLCsHs
Download:
http://www.mediafire.com/file/h8vyvijoxs4y533/Mega_Man_7_%255BSFC%255D Title_Theme_%255BExtended_Version%255D.mp3/file Mega Man 7 [SFC] - Title Theme [Extended Version]](https://i.ytimg.com/vi/k6LuO1DeSnY/mqdefault.jpg)
![Balanced Tier List - Sonic the Hedgehog Past Mainline Series
What it says in the title. The balanced tier list. This focuses on the Sonic the Hedgehog past mainline series, from the 1991 entry up to the 2023 entry.
Mainline games (products) in that era [Past Sonic - a more neutral term than Classic Sonic]:
- Sonic the Hedgehog (16-bit) [1991] {Golden Age | True Vintage} ~ OG Sonic (Pixel Art)
- Sonic the Hedgehog CD [1993] {Golden Age | True Vintage} ~ OG Sonic (Pixel Art)
- Sonic the Hedgehog 2 (16-bit) [1992] {Golden Age | True Vintage} ~ OG Sonic (Pixel Art)
- Sonic the Hedgehog 3 & Knuckles [1994] {Golden Age | True Vintage} ~ OG Sonic (Pixel Art)
- Sonic Mania (Plus) [2017 (2018)] {Golden Age | True Vintage} ~ OG Sonic (Pixel Art)
- Sonic Superstars [2023] {Post-Golden Age | Faux-Vintage} ~ Neo-OG Sonic (Transitional)
NOTE: Sonic Mania (Plus) is a direct spiritual successor to the mainline 16-bit Sonic games, and Sonic Superstars is a 2.5D standalone offering that acts as a hybrid indirect spiritual successor to Sonic Mania (Plus) and the mainline 16-bit Sonic games (and the side games).
EXTRA NOTE: The games are in chronological story order, confirmed by Sonic Origins (Plus*), a pseudo-vintage compilation released in 2022 (2023*).
When it comes to discussing the Sonic the Hedgehog intellectual property (IP) nowadays, the terms classic, modern, retro, and old-school (or old-fashioned) are way too complicated. Balanced Tier List - Sonic the Hedgehog Past Mainline Series](https://i.ytimg.com/vi/kjp_KQMpeLE/mqdefault.jpg)
![Mega Man [FC] - Yellow Devil [Wily Boss 1]
A guide/walkthrough of the battle against Yellow Devil in Mega Man for the Famicom.
No damage taken, hence there being only 1 unit of energy left.
This boss, Yellow Devil, is very infamous, due to being too hard to beat without the pause trick. It is, without a doubt, the bane of everyones existence.
While the pause trick (Select button) works in this version, its been fixed in the Genesis/Mega Drive version. Although, in the Genesis/Mega Drive version, the boss is easier. Plus, the amount of lag the game suffers from can actually work to the players advantage, making the boss even easier.
For this boss, its all about timing and memorizing the pattern. Thunder Beam is the weakness. Mega Man [FC] - Yellow Devil [Wily Boss 1]](https://i.ytimg.com/vi/kmib3Lh4cKU/mqdefault.jpg)
![Mega Man [FC] - Foot Holder Glitch & Bypassing
The showing of the Foot Holder glitch and how to bypass them in Ice Man stage and the 1st Wily Castle stage of Mega Man for the Famicom.
As many may know, the Foot Holders are infamous for being uncooperative. And if they werent bad enough, theres that glitch to worry about. The glitch happens when Mega Man falls through a Foot Holder for absolutely no reason. This glitch happens when a Foot Holder is going diagonally up. Sometimes it doesnt happen, sometimes it does. This makes the Foot Holders not only uncooperative, but glitchy as well. Those two problems combined together make them the absolute worst enemies in the entire series.
Dont ever trust the Foot Holders. Theyre nothing but trouble. Instead, use the Magnet Beam to bypass them.
UPDATE: Apparently, there are invisible Magnet Beams at those sections. Invisible Magnet Beams make the Foot Holders glitchy. Lazy design on Capcoms part.
SMALL TIP: The Foot Holders can be manipulated a tiny bit either by shooting repeatedly or moving around a little. Mega Man [FC] - Foot Holder Glitch & Bypassing](https://i.ytimg.com/vi/lGmFsDAdYgc/mqdefault.jpg)
![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z2-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] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z2-E](https://i.ytimg.com/vi/lSZSrN7SzIs/mqdefault.jpg)
![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)