Uploaded August 2026 | Updated September 2026, 3 hours ago
I got my first 1CC of Syvalion recently and let's just say the RNG turned out extremely well. Managed to get invulnerability on not one but two stages and got favorable boss fights in the second half of the run. Special thanks to @emperorIng360 for his replays. They were quite helpful for learning this game.
I managed to do a second 1CC without invulnerability that scored a bit higher, but this ended up being a pretty fast winning run despite me being cautious on stages 3 and 4 and getting a bit sloppy on the final boss fight and a few other spots.
Played on an 8BitDo 64 Controller in FBNeo via RetroArch with the analog sensitivity turned up to 260%.
00:00 Intro
00:05 Stage 1
01:39 Stage 2
02:34 Stage 3
04:38 Stage 4
07:00 Stage 5 + Ending
I got my first 1CC of Syvalion recently and let's just say the RNG turned out extremely well. Managed to get invulnerability on not one but two stages and got favorable boss fights in the second half of the run. Special thanks to @emperorIng360 for his replays. They were quite helpful for learning this game.
I managed to do a second 1CC without invulnerability that scored a bit higher, but this ended up being a pretty fast winning run despite me being cautious on stages 3 and 4 and getting a bit sloppy on the final boss fight and a few other spots.
Played on an 8BitDo 64 Controller in FBNeo via RetroArch with the analog sensitivity turned up to 260%.
00:00 Intro
00:05 Stage 1
01:39 Stage 2
02:34 Stage 3
04:38 Stage 4
07:00 Stage 5 + Ending



![Donkey Kong Country New Competition Cartridge [SNES] - No Death Run (2022 ROM Hack)
This is the DKC New Competition ROM hack created for Donkey Kong Country and released earlier this year on Romhacking.net by a user named Toby61983: https://www.romhacking.net/hacks/6567/
This hack is an alternate take on the rare Competition Cartridge with a different set of levels and adjusts the scoring to where balloons and enemies are worth 10 points a piece. It also gives you six minutes instead of five.
As someone who has played the original game almost all my life, I had a blast playing this hack. I had a few mistakes here and there, but Im pretty happy with the fact that I got through five stages on this run and did not lose a life. The stage choices are great, as things get a lot harder after Jungle Hijinx.
Id love to see a hack like this for Donkey Kong Country 2 as well as 3. Donkey Kong Country New Competition Cartridge [SNES] - No Death Run (2022 ROM Hack)](https://i.ytimg.com/vi/2DBqM62o0Rw/mqdefault.jpg)
![Alpine Ski [Arcade] - Five Loop 1CC with Commentary
0:00 Intro + Loop 1
2:43 Loop 2
4:50 Loop 3
6:45 Loop 4
9:22 Loop 5
11:59 Loop 6
Alpine Ski is an arcade game released by Taito back in 1982. It is a bit of an underrated game from the Golden Age of arcades. I decided to do a commentary video on my personal best run up to this point, which got me all the way to Loop 6. This is also one of the earliest winter sports games I can think of.
I played this run on the .244 version of the MAME Current core in Retroarch.
Music: Kromeshna - Side A (from Умолка)
#arcade #arcadegames #retrogaming #skiing #wintersports #classicgaming #mame Alpine Ski [Arcade] - Five Loop 1CC with Commentary](https://i.ytimg.com/vi/2HsEd7HW9K8/mqdefault.jpg)
![Graze Counter GM [PC] - Unlimited Extreme 1CC Full Run (Type 0)
Graze Counter GM is a game that I already posted a clear for early last year when it was released on Steam. However, I decided to return to this one in order to beat the Unlimited Extreme mode of the game with its super dense patterns. Im glad I did because it was a lot of fun working toward this clear.
I originally dominated Unlimited Extreme with the broken Type C ship, but I decided to go back and play through this mode with a less broken ship so I decided to beat it with Type 0, the final ship to be unlocked. This ships Graze Counter and Break counters drain at half speed, meaning that these last twice as long as normal. However, this ship does not have a wide shot and is also quite slow, which balances things out a bit. Its still a fairly powerful ship because the Graze Counter lasts a while, but nowhere near as broken as Type B or Type C for example. The main key here is to build up your Graze Counter meter through grazing and use it effectively before you get hit by the dense patterns of bullets thrown at you constantly. And when youre out of Graze Counter, you either build it up again quickly or use your Break, which you build up by using the Graze Counter shot.
For whats supposed to be the highest difficulty, Unlimited Extreme isnt that hard of a mode. The suicide bullets from Unlimited dont seem to add much difficulty to it and in fact may be an aid to players as theyre just a few more bullets to cancel in order to gain more score.
Another thing thats interesting is that the first stage is quite hard, but the difficulty is only slightly harder on subsequent stages with the exception of the final boss. @Shmuptopia pointed this out in one of his commentary videos as well, so Im not the only one who noticed this quirk about the difficulty curve. If you score well on Stage 1 and dont die, youll set yourself up really well for the rest of the run.
00:00 Intro
00:20 Stage 1
02:51 Stage 2-A
05:45 Stage 3
08:44 Stage 4-A
11:52 Stage 5
16:03 Final Boss and Credits Graze Counter GM [PC] - Unlimited Extreme 1CC Full Run (Type 0)](https://i.ytimg.com/vi/2UkQeOarun0/mqdefault.jpg)
![Super Mario Bros [NES] - Hard Mode No Warps 1CC Full Game (No Cheats)
Super Mario Bros on the NES is a game that doesnt need much of an introduction. Its the game that pretty much established the NES when it launched in 1985 and saved the young video game industry at the time. However, a lot of people do not realize that there is a Hard Mode in this game. Normally, you unlock this after beating the main game. However, I decided to use the New Quest Enabled ROM hack to unlock it from the start, which I highly recommend:
https://www.romhacking.net/hacks/5354/
Anyways, the Hard Mode does make some tweaks to the original game without dramatically altering the layouts of the stages. The first and most obvious one is the lack of Goombas, which have been replaced with the Buzzy Beetles that are like Koopas except that you cannot kill them with your Fire Flower. The other tweaks are a bit more minor, like the enemies moving faster and the elevator all being the short kind even on earlier stages.
I had actually never beaten the original Super Mario Bros on its default difficulty despite having played the game quite a bit growing up. Hard Mode does make things harder but not dramatically harder overall. I tried focusing on grabbing coins to get as many extends as possible because of the fact that the game does have quite the difficulty spike in World 8 regardless of whether youre playing Hard Mode or not. On this run, I didnt start dying until World 7 so I was mostly clean up until that point. I took my time after a while on later stages in an attempt to avoid as many unnecessary deaths as possible.
The only limitation that I imposed on myself for this game was not using the Warp Pipes. I used to use these all the time but instead, I decided to avoid them this time around in order to fully experience the game from start to finish. Playing the game this game allows you to earn more extends, but your execution has to be really solid as it is easy to make a dumb mistake and lose a life, or a bunch of lives if youre not careful. Also, there are some surprisingly tricky platforming sections at times like in Stage 1-4. Playing the game this way does show some of the repetition in the stage layouts in later worlds, particularly World 7 after 7-1. Thats not even getting into the Hammer Bros being a serious threat and the fact that there is RNG with their spawn points.
While this game certainly isnt as hard as The Lost Levels, it is no cakewalk either. It is certainly harder than than many of the Mario game that came after it. I think some of it has to do with Marios movement having more inertia than it later games, making him a bit tricky to control when you need to be precise.
All that being said, this game still holds up despite some repetition in the level design and Marios inertia. I still prefer this game over both The Lost Levels and the American version of Super Mario Bros 2. Its still one of the best games on the NES to this day.
Played using the Nestopia core in RetroArch. My controller of choice was a modded Qanba Crystal mixbox setup with the T-Spin installed.
00:00 Intro + World 1
03:51 World 2
09:12 World 3
14:25 World 4
19:35 World 5
25:40 World 6
31:25 World 7
37:18 World 8 Super Mario Bros [NES] - Hard Mode No Warps 1CC Full Game (No Cheats)](https://i.ytimg.com/vi/2WE--XUVEsg/mqdefault.jpg)

![3D Super Hang On [3DS/Arcade] - Senior Course 1CC Playthrough (Citra)
0:11. Stage 1
0:44. Stage 2
1:12. Stage 3
1:42. Stage 4
2:10. Stage 5
2:41. Stage 6
3:14. Stage 7
3:47. Stage 8
4:19. Stage 9
4:50. Stage 10
5:24. Stage 11
5:58. Stage 12
6:30. Stage 13
7:09. Stage 14
7:47. Ending
Super Hang On will always be one of Segas finest arcade racers. It greatly improved upon the original Hang On and pushed their super scaler technology to its limits with blazing fast racing action with the turbo boost mechanic adding an excellent risk vs reward dynamic. With 4 different courses, it provided arcade racing fans plenty of reason to keep playing and different levels of difficulty as well. While the Beginner course is short and easy, the difficulty jumps dramatically just going up to the Junior course, and the Senior and Expert courses are even harder.
While this game has received plenty of ports over the years, the best one may be the 3DS version developed by M2. M2 has become known in recent years for the recent Sega Genesis and PC Engine mini-consoles as well as high quality ports of classic shmups such as Battle Garegga, Ketsui, and the Aleste games. They also worked on a lot of excellent arcade ports to the 3DS for Sega, with this being one of the only ones that can be emulated properly in Citra currently. In addition to an arcade perfect port, you get plenty of the bells and whistles youd expect from M2 such as replays and even a makeshift practice mode where you can start on odd numbered courses.
As far as this run goes, the hardest parts of the Senior course were clearly Stage 7 and Stage 13. These sections have some pretty sharp corners along with the traffic getting pretty congested at times. Proper use of the turbo boost was key to finishing this run. The Senior course is no slouch overall, as it took a while to learn the later sections of it.
Played in Citra in single screen view using the xBRZ Freescale shader.
#citra #3ds #sega #arcaderacing #racinggames #1cc #retrogaming #classicgameplay 3D Super Hang On [3DS/Arcade] - Senior Course 1CC Playthrough (Citra)](https://i.ytimg.com/vi/2cdoF07MinI/mqdefault.jpg)

