Uploaded May 2018 | Updated September 2026, 1 week ago
Tutorial gameplay of "Tomb Raider: The Last Revelation" for the PlayStation.
Tutorial level's FMV:
youtube.com/watch?v=yhGxFVCSoNs
Tutorial Bypassing:
youtube.com/watch?v=e2R2PDfWfkA
- Action Cutscene #1 ~ 0:12
- Instructor Cutscene #1 ~ 0:33
- Instructor Cutscene #2 ~ 0:56
- Instructor Cutscene #3 (Walking Tutorial) ~ 1:55
- Instructor Cutscene #4 (Standing Jump Tutorial) ~ 2:08
- Instructor Cutscene #5 ~ 3:16
- Instructor Cutscene #6 (Standing Jump + Ledge Grabbing Tutorial) ~ 4:02, 4:21
- Instructor Cutscene #7 ~ 4:25
- Instructor Cutscene #8 ~ 4:45
- Instructor Cutscene #9 (Run-Up Tutorial) ~ 4:58
- Instructor Cutscene #10 (Running Jump + Ledge Grabbing Tutorial) ~ 5:11
- Instructor Cutscene #11 ~ 5:37
- Instructor Cutscene #12 (Shimmying Tutorial) ~ 6:15, 6:40
- Instructor Cutscene #13 (Safe Fall Tutorial) ~ 7:00
- Instructor Cutscene #14 ~ 7:30
- Instructor Cutscene #15 (Swimming Tutorial) ~ 8:01
- Instructor Cutscene #16 (Surface Tutorial) ~ 8:58
- Surface Movement ~ 9:16
- Lever Pad Instruction ~ 9:43
- Instructor Cutscene #17 ~ 10:18
- Instructor Cutscene #18 (Wall Climbing Tutorial) ~ 10:52
- Another Lever Pad Instruction ~ 11:20
- Monkey Bar Tutorial ~ 11:49, 11:58
- Instructor Cutscene #19 ~ 14:41
- Instructor Cutscene #20 (Crawling Tutorial) ~ 15:08
- Action Cutscene #2 ~ 15:54
- Backpack Dialogue ~ 17:20
- Instructor Cutscene #21 (Sprinting + Diving Roll Tutorial) ~ 17:30, 18:00
- Instructor Cutscene #22 ~ 18:53
- Instructor Cutscene #23 ~ 20:01
- Instructor Cutscene #24 ~ 20:30
- Instructor Cutscene #25 (Crouch-Climbing Tutorial) ~ 21:07
- Instructor Cutscene #26 (Rope Tutorial*) ~ 21:51
- Corner-Shimmying Demonstration ~ 22:01
- Rope Demonstration ~ 22:26
- Inventory ~ 23:30
- Statistics ~ 23:38
- Camera Cutscene ~ 24:27
- Race ~ 25:01
- Statistics ~ 27:37
- Action Cutscene #1 ~ 28:06
- Action Cutscene #2 ~ 28:32
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward. To do a somersault dive during a swan dive, press the Roll button. To air-roll, do either a running jump, standing jump, or a backwards jump, then press the Roll button. To shimmy on the monkey bars, hold down the Walk button, then press Left or Right. To swing on the rope, press and hold the Sprint button. To jump off of the rope, hold down the Sprint button, then press the Jump button.
----------
Changes & new features after "Tomb Raider III":
- Lara's design is significantly different.
- Sound pitch on nearly everything still varies, but it is only random when that sound occurs.
- Unskippable in-game cutscenes are introduced.
- Inventory system from the previous "Tomb Raider" games has been changed.
- Level select from the previous "Tomb Raider" games (PlayStation version) is removed for save files.
- Most action animations from the previous "Tomb Raider" games have been changed.
- Looking and regular climbing from the previous "Tomb Raider" games are now a bit delayed.
- Canceling the camera angles (Look button) from the previous "Tomb Raider" games is no longer a thing.
- Selecting the Pistols (while on default) from the previous "Tomb Raider" games now makes Lara draw them.
- Targeting system (outrange lock-on tactic) from the previous "Tomb Raider" games has been changed.
- Ammo counter HUD from the previous "Tomb Raider" games no longer displays.
- Spike damage behavior (international only) and design from the previous "Tomb Raider" games are changed.
- Heat damage behavior from the previous "Tomb Raider" games is no longer a thing.
- Object-pushing behavior from the previous "Tomb Raider" games has been changed.
- Enemies now disappear after they die, which was not a thing in the previous "Tomb Raider" games.
- Skies now move, which was not a thing in the previous "Tomb Raider" games.
- Crouching while running or sprinting is now a thing, along with turning in crouch position.
- Sprinting when the sprint meter is not full is now a thing.
- Corner-shimmying ability is introduced.
- Ropes and poles are introduced.
- Poisonous hazards are still a thing, but they now carry over to the next level when poisoned.
- Flares still last for 30 seconds, but the design is different.
- Medipack design is significantly different.
- Camera on Lara's position is still shifted slightly to the left, but it is now slightly zoomed out.
- The energy and breath meters still display the same from "Tomb Raider III", but upon entering the next level (or reloading at that amount of energy), the energy meter does not display when it is already full, and the depleting breath meter carries over.
----------
FUN FACT 1: This is the only "Tomb Raider" game (in the 1st era) where Lara does not get disarmed.
FUN FACT 2: This game was originally meant to end the series.
Tutorial gameplay of "Tomb Raider: The Last Revelation" for the PlayStation.
Tutorial level's FMV:
youtube.com/watch?v=yhGxFVCSoNs
Tutorial Bypassing:
youtube.com/watch?v=e2R2PDfWfkA
- Action Cutscene #1 ~ 0:12
- Instructor Cutscene #1 ~ 0:33
- Instructor Cutscene #2 ~ 0:56
- Instructor Cutscene #3 (Walking Tutorial) ~ 1:55
- Instructor Cutscene #4 (Standing Jump Tutorial) ~ 2:08
- Instructor Cutscene #5 ~ 3:16
- Instructor Cutscene #6 (Standing Jump + Ledge Grabbing Tutorial) ~ 4:02, 4:21
- Instructor Cutscene #7 ~ 4:25
- Instructor Cutscene #8 ~ 4:45
- Instructor Cutscene #9 (Run-Up Tutorial) ~ 4:58
- Instructor Cutscene #10 (Running Jump + Ledge Grabbing Tutorial) ~ 5:11
- Instructor Cutscene #11 ~ 5:37
- Instructor Cutscene #12 (Shimmying Tutorial) ~ 6:15, 6:40
- Instructor Cutscene #13 (Safe Fall Tutorial) ~ 7:00
- Instructor Cutscene #14 ~ 7:30
- Instructor Cutscene #15 (Swimming Tutorial) ~ 8:01
- Instructor Cutscene #16 (Surface Tutorial) ~ 8:58
- Surface Movement ~ 9:16
- Lever Pad Instruction ~ 9:43
- Instructor Cutscene #17 ~ 10:18
- Instructor Cutscene #18 (Wall Climbing Tutorial) ~ 10:52
- Another Lever Pad Instruction ~ 11:20
- Monkey Bar Tutorial ~ 11:49, 11:58
- Instructor Cutscene #19 ~ 14:41
- Instructor Cutscene #20 (Crawling Tutorial) ~ 15:08
- Action Cutscene #2 ~ 15:54
- Backpack Dialogue ~ 17:20
- Instructor Cutscene #21 (Sprinting + Diving Roll Tutorial) ~ 17:30, 18:00
- Instructor Cutscene #22 ~ 18:53
- Instructor Cutscene #23 ~ 20:01
- Instructor Cutscene #24 ~ 20:30
- Instructor Cutscene #25 (Crouch-Climbing Tutorial) ~ 21:07
- Instructor Cutscene #26 (Rope Tutorial*) ~ 21:51
- Corner-Shimmying Demonstration ~ 22:01
- Rope Demonstration ~ 22:26
- Inventory ~ 23:30
- Statistics ~ 23:38
- Camera Cutscene ~ 24:27
- Race ~ 25:01
- Statistics ~ 27:37
- Action Cutscene #1 ~ 28:06
- Action Cutscene #2 ~ 28:32
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward. To do a somersault dive during a swan dive, press the Roll button. To air-roll, do either a running jump, standing jump, or a backwards jump, then press the Roll button. To shimmy on the monkey bars, hold down the Walk button, then press Left or Right. To swing on the rope, press and hold the Sprint button. To jump off of the rope, hold down the Sprint button, then press the Jump button.
----------
Changes & new features after "Tomb Raider III":
- Lara's design is significantly different.
- Sound pitch on nearly everything still varies, but it is only random when that sound occurs.
- Unskippable in-game cutscenes are introduced.
- Inventory system from the previous "Tomb Raider" games has been changed.
- Level select from the previous "Tomb Raider" games (PlayStation version) is removed for save files.
- Most action animations from the previous "Tomb Raider" games have been changed.
- Looking and regular climbing from the previous "Tomb Raider" games are now a bit delayed.
- Canceling the camera angles (Look button) from the previous "Tomb Raider" games is no longer a thing.
- Selecting the Pistols (while on default) from the previous "Tomb Raider" games now makes Lara draw them.
- Targeting system (outrange lock-on tactic) from the previous "Tomb Raider" games has been changed.
- Ammo counter HUD from the previous "Tomb Raider" games no longer displays.
- Spike damage behavior (international only) and design from the previous "Tomb Raider" games are changed.
- Heat damage behavior from the previous "Tomb Raider" games is no longer a thing.
- Object-pushing behavior from the previous "Tomb Raider" games has been changed.
- Enemies now disappear after they die, which was not a thing in the previous "Tomb Raider" games.
- Skies now move, which was not a thing in the previous "Tomb Raider" games.
- Crouching while running or sprinting is now a thing, along with turning in crouch position.
- Sprinting when the sprint meter is not full is now a thing.
- Corner-shimmying ability is introduced.
- Ropes and poles are introduced.
- Poisonous hazards are still a thing, but they now carry over to the next level when poisoned.
- Flares still last for 30 seconds, but the design is different.
- Medipack design is significantly different.
- Camera on Lara's position is still shifted slightly to the left, but it is now slightly zoomed out.
- The energy and breath meters still display the same from "Tomb Raider III", but upon entering the next level (or reloading at that amount of energy), the energy meter does not display when it is already full, and the depleting breath meter carries over.
----------
FUN FACT 1: This is the only "Tomb Raider" game (in the 1st era) where Lara does not get disarmed.
FUN FACT 2: This game was originally meant to end the series.
![Diddy Kong Racing - Timber Playthrough/Longplay
Playing as Timber 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.
Timbers stats:
- Weight Group: Middle
- Acceleration: 3.0 ~ Average
- Handling: 2.5 ~ Slightly Below Average
- Top Speed: 3.0 ~ Average
Timber is a tiger whom his parents left in charge of their home island.
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 Timber [Minimal Boosts]:
Since Timbers top speed is average, you will have to worry about the AIs hitting the Zipper on the 1st lap. You may or may not 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 - Timber Playthrough/Longplay](https://i.ytimg.com/vi/JCveWRiueZs/mqdefault.jpg)


![Sonic 1 (16-bit): Master Edition IV – Final Phase - Z5-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] Sonic 1 (16-bit): Master Edition IV – Final Phase - Z5-E](https://i.ytimg.com/vi/JzVah0KSMQE/mqdefault.jpg)
![Donkey Kong Country [GBA] SR - Jungle Hijinxs [101%]
My 101% speedrun tutorial of Jungle Hijinxs 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.
Rolling/cartwheeling physics:
Depending on where the rolling/cartwheeling technique is used, it can be random whether the game lets that technique extend or not. The rolling/cartwheeling physics is different from the SFC version. But its still faster than running.
DK Barrel:
A choice between breaking the DK Barrel or skipping it. It doesnt really matter because Diddy will eventually be available anyway. Also, Diddy is faster than Donkey. But in the GBA version, Donkey is actually required to get 101%. So Donkey will be used for this world only.
Expresso Token:
Getting the Expresso Token and purposely losing lives to get all 3 in order to get a picture in the Expresso Bonus would actually lose time. So its better to just get it and continue on. There are other opportunities to get a picture in the Expresso Bonus.
Bonus Room #1 approaching:
Rambi is significantly slower in the GBA version than he was in the SFC version. So instead of using him, a Barrel is used to enter Bonus Room #1. Note that the Barrel breaks upon hitting that Animal Buddy crate. In the SFC version, the Barrel doesnt break upon hitting that Animal Buddy crate.
Klump picture:
Doing the Hand Slap technique on the last Klump to get a picture is faster than doing it on the 1st one.
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%.
Map screen direction switching:
Switching directions between areas on the map screen is different from the SFC version. In the GBA version, its possible to revisit the previous level almost instantaneously. With this trick, it can save some frames on the map screen. In a 101% speedrun, this trick will be utilized after finishing certain levels in order to get the remaining collectibles and enter Bonus Rooms faster. So expect this to happen quite often.
Picture in DK Hut:
The level is revisited for the picture in DK Hut. If the B button is pressed at the right time while holding Left on the D-Pad just before the level starts, the animation where Donkey/Diddy enters out of the hut can be skipped. The Start+Select trick is done afterwards. Expect this trick to happen quite often.
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 - Jungle Hijinxs [101%]](https://i.ytimg.com/vi/KHH2R8n7-BU/mqdefault.jpg)
![Tomb Raider: The Last Revelation [PS] - Intro
This is the intro of Tomb Raider: The Last Revelation for the PlayStation. Tomb Raider: The Last Revelation [PS] - Intro](https://i.ytimg.com/vi/KWyqBQMrGcs/mqdefault.jpg)

![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)