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Difference between revisions of "Sonic Advance"

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;Corner avoiding:Sometimes when you go fast across a stage you find corners that stop you. This is annoying, but you can avoid many of them just tapping the opposite direction of your advance before touching the corner.
 
;Corner avoiding:Sometimes when you go fast across a stage you find corners that stop you. This is annoying, but you can avoid many of them just tapping the opposite direction of your advance before touching the corner.
 
;Air Dash Boost:As Sonic, if you jump a little and air dash fast just before the beginning of a slope, you gain extra momentum. This technique is very useful in the beginning of the game.
 
;Air Dash Boost:As Sonic, if you jump a little and air dash fast just before the beginning of a slope, you gain extra momentum. This technique is very useful in the beginning of the game.
;Superglide:As Knuckles, if you jump and glide in a certain angle before contacting an enemy or item box, your glide is higher and larger. This tactic is especially useful in [[Egg Rocket Zoner Act 1]].
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;Superglide:As Knuckles, if you jump and glide in a certain angle before contacting an enemy or item box, your glide is higher and larger. This tactic is especially useful in [[Egg Rocket Zone Act 1]].
 
;Superflight:The same as above but playing as Tails and flying.
 
;Superflight:The same as above but playing as Tails and flying.
 
;Hammer Bounce:To make your jumps higher and faster as Amy on a spring, just hit it with the Piko Piko hammer. This trick is especially useful in [[Neo Green Hill Zone Act 2]], [[Secret Base Zone Act 2]], [[Ice Mountain Zone Act 1]], [[Casino Paradise Zone Act 2]] and [[Egg Rocket Zone Act 1]].
 
;Hammer Bounce:To make your jumps higher and faster as Amy on a spring, just hit it with the Piko Piko hammer. This trick is especially useful in [[Neo Green Hill Zone Act 2]], [[Secret Base Zone Act 2]], [[Ice Mountain Zone Act 1]], [[Casino Paradise Zone Act 2]] and [[Egg Rocket Zone Act 1]].

Revision as of 08:01, 23 September 2007

Sonic Advance

Sonic Advance is an Action/Platformer released in February of 2002 by Sega for the GameBoy Advance. The series continued with Sonic Advance 2 and Sonic Advance 3

Speed Runs

The Sonic Center hosts Sonic Advance competition. The current proven World Record for a complete-game Sonic Advance speed run is 16 minutes and 18.50 seconds, achieved by Daniel "NintenDan" Zurad on July 23rd, 2005.

Terminology and tactics

Super Spin Dash
When the character is standing still, press and hold the D-button down, then tap A two times. Release the D-button to blast off in a burst of speed. Amy can't do this movement.
Quickstop
Often, after jumping or bouncing in a spring you keep a little momentum but when you land you need to Spin Dash to gain momentum. If you press down to Spin Dash when you land, you roll a little before stopping and lose time. Quickstopping is useful in these cases. To Quickstop tap B button (with Sonic you have to tap two times) at the very moment that you land to do an attack movement, stopping faster and advancing a little. Once you are stopped you can Spin Dash. There is a faster way to quickstop with Knuckles: after jumping press A just before landing. This tactic is not useful if you play as Amy.
Ramp Jump
When floors are not level, the angle of the floor affects the angle of the jump. If you are moving up hill, then a ramp jump gives you much more height than usual. Similarly, if you are travelling down hill, your jump is lower than the regular one. If you jump when you are running, the angle of the ramp jump is different than the angle of the ramp jump if you jump while you are rolling. These are referred to as uphill and downhill ramp jumps respectively. Ramp jumps are specially useful in Egg Rocket Zone Act 1
Corner avoiding
Sometimes when you go fast across a stage you find corners that stop you. This is annoying, but you can avoid many of them just tapping the opposite direction of your advance before touching the corner.
Air Dash Boost
As Sonic, if you jump a little and air dash fast just before the beginning of a slope, you gain extra momentum. This technique is very useful in the beginning of the game.
Superglide
As Knuckles, if you jump and glide in a certain angle before contacting an enemy or item box, your glide is higher and larger. This tactic is especially useful in Egg Rocket Zone Act 1.
Superflight
The same as above but playing as Tails and flying.
Hammer Bounce
To make your jumps higher and faster as Amy on a spring, just hit it with the Piko Piko hammer. This trick is especially useful in Neo Green Hill Zone Act 2, Secret Base Zone Act 2, Ice Mountain Zone Act 1, Casino Paradise Zone Act 2 and Egg Rocket Zone Act 1.
Hammer Extension
As Amy, jump and press A while in mid-air in the top of your jump to increase the lenght of it. You appreciate this extra distance in certain jumps along the game.

External Links