
<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://kb.speeddemosarchive.com/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Znubz</id>
		<title>SDA Knowledge Base - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Znubz"/>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Special:Contributions/Znubz"/>
		<updated>2026-05-24T19:50:31Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.23.9</generator>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2016-08-29T00:25:01Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which either needs to be jumped out of or the character must come to a stop to exit. Also holding down and hitting A while standing still will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video will be posted here in the future: (https://www.youtube.com/user/znubzx).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
&lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2016-08-29T00:24:28Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which either needs to be jumped out of or the character must come to a stop to exit. Also holding down and hitting A while standing still will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video will be posted here in the future: (https://www.youtube.com/user/znubzx).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2016-08-29T00:23:45Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which either needs to be jumped out of or the character must come to a stop to exit. Also holding down and hitting A will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video will be posted here in the future: (https://www.youtube.com/user/znubzx).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2016-08-29T00:22:51Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit. Also holding down and hitting A will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video will be posted here in the future: (https://www.youtube.com/user/znubzx).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-26T00:38:34Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic =&lt;br /&gt;
&lt;br /&gt;
So when playing sonic you should expect the level to be 5 seconds or faster than any other character. Most of the videos posted will the the fastest recorded run for the main or and sometimes the fastest recorded times for alternate routes that may be as fast or just safer.&lt;br /&gt;
&lt;br /&gt;
== Leaf Forest ==&lt;br /&gt;
&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level through a tight section allowing you to continue through the rest of the level with boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Hammer Tank II ===&lt;br /&gt;
&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
== Hot Crater ==&lt;br /&gt;
&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Bomber Tank ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
== Music Plant ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Totem ===&lt;br /&gt;
&lt;br /&gt;
== Ice Paradise ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Aero Egg ===&lt;br /&gt;
&lt;br /&gt;
== Sky Canyon ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Saucer ===&lt;br /&gt;
&lt;br /&gt;
== Techno Base ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg-Go-Round ===&lt;br /&gt;
&lt;br /&gt;
== Egg Utopia ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Frog ===&lt;br /&gt;
&lt;br /&gt;
== XX Zone ==&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-25T20:53:36Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic =&lt;br /&gt;
&lt;br /&gt;
So when playing sonic you should expect the level to be 5 seconds or faster than any other character. Most of the videos posted will the the fastest recorded run for the main or and sometimes the fastest recorded times for alternate routes that may be as fast or just safer.&lt;br /&gt;
&lt;br /&gt;
== Leaf Forest ==&lt;br /&gt;
&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Hammer Tank II ===&lt;br /&gt;
&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
== Hot Crater ==&lt;br /&gt;
&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Bomber Tank ===&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
== Music Plant ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Totem ===&lt;br /&gt;
&lt;br /&gt;
== Ice Paradise ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Aero Egg ===&lt;br /&gt;
&lt;br /&gt;
== Sky Canyon ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Saucer ===&lt;br /&gt;
&lt;br /&gt;
== Techno Base ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg-Go-Round ===&lt;br /&gt;
&lt;br /&gt;
== Egg Utopia ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Frog ===&lt;br /&gt;
&lt;br /&gt;
== XX Zone ==&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-24T06:52:22Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic =&lt;br /&gt;
== Leaf Forest ==&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Hammer Tank II ===&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
== Hot Crater ==&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Bomber Tank ===&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
== Music Plant ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Totem ===&lt;br /&gt;
&lt;br /&gt;
== Ice Paradise ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Aero Egg ===&lt;br /&gt;
&lt;br /&gt;
== Sky Canyon ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Saucer ===&lt;br /&gt;
&lt;br /&gt;
== Techno Base ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg-Go-Round ===&lt;br /&gt;
&lt;br /&gt;
== Egg Utopia ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Frog ===&lt;br /&gt;
&lt;br /&gt;
== XX Zone ==&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-24T06:51:57Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic =&lt;br /&gt;
== Leaf Forest ==&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Hammer Tank II ===&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
== Hot Crater ==&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Bomber Tank ===&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
== Music Plant ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Totem ===&lt;br /&gt;
&lt;br /&gt;
== Ice Paradise ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Aero Egg ===&lt;br /&gt;
&lt;br /&gt;
== Sky Canyon ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Saucer ===&lt;br /&gt;
&lt;br /&gt;
== Techno Base ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg-Go-Round ===&lt;br /&gt;
&lt;br /&gt;
== Egg Utopia ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Frog ===&lt;br /&gt;
&lt;br /&gt;
== XX Zone ==&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-24T01:06:24Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sonic =&lt;br /&gt;
== Leaf Forest ==&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Hammer Tank II ===&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
== Hot Crater ==&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
=== Egg Bomber Tank ===&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
== Music Plant ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Totem ===&lt;br /&gt;
&lt;br /&gt;
== Ice Paradise ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Aero Egg ===&lt;br /&gt;
&lt;br /&gt;
== Sky Canyon ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Saucer ===&lt;br /&gt;
&lt;br /&gt;
== Techno Base ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg-Go-Round ===&lt;br /&gt;
&lt;br /&gt;
== Egg Utopia ==&lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
&lt;br /&gt;
=== Egg Frog ===&lt;br /&gt;
&lt;br /&gt;
== XX Zone ==&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-24T00:46:30Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 early level and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one). This route also uses a certain amount of rings and running area to get boost state manually.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|fPaXakEg0H0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route that uses the top route on the second half of the level. This one also uses optimal movement and downhill speed with roll to be able to jump directly off the corkscrew near the beginning of the level. &lt;br /&gt;
{{#ev:youtube|QVKha-nnPxc}}&lt;br /&gt;
&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-08-24T00:39:06Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly 5 frames slower. That being said the movement can be a bit more lenient and easier to perform making a bit more viable in full game runs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|Vf9dV8H-hak}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-01-03T01:07:30Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OISVCf4fnXo}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-01-01T07:26:04Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-UrnQYRAvRI}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2016-01-01T07:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Act 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|UrnQYRAvRI}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2015-11-30T07:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|8sAt76hqjKs}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the beginning jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2015-11-24T19:52:59Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|V-WmQPHY9OA}}&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|8sAt76hqjKs}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VthnjgMuqN0}}&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|VfGPmnBB__s}}&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|TfubSwK3hHA}}&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
These levels are slightly longer than the previous, and are a bit more technical. There are a lot of tight jumps to navigate the early sections on the levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
This level isn't too hard of a level, but the begging jump can be very tricky. It doesn't really matter how you do it because any method is basically valid.&lt;br /&gt;
{{#ev:youtube|AyCcSM7N0FE}}&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This level has a couple tricky jumps. The one in the middle where you jump through the rail is really tight. Also the the spring in front of boost pad can be skipped with a really tight/early airdash, which saves about 1 second. &lt;br /&gt;
{{#ev:youtube|A9Hz_p2hYoY}}&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
{{#ev:youtube|uXds-G7cyUY}}&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis</id>
		<title>Sonic Advance 2/Level Analysis</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/Level_Analysis"/>
				<updated>2015-11-24T18:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: /* Leaf Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Leaf Forest =&lt;br /&gt;
The first and shortest area in the game. Leaf Forest Act 1 and 2 and probably the 2 easiest acts to learn on the game. That being said they are short levels too, so it makes them a lot easier to learn. They are also the best levels to start with because they use also all the mechanics you should know going into later levels.&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
The shortest level in the game, and the most highly competitive level. The world record for the level is crazy optimized and is basically unbeatable. That being said this level is still one of the funnest levels in the game. Using a slick corner jump early in the level you are able to preserve your boost state through a tight section.&lt;br /&gt;
This is the main route used through the level. This is the fastest route used in RTA, but not the fastest overall.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=V-WmQPHY9OA&lt;br /&gt;
&lt;br /&gt;
This is the same route with a slight variant through the middle of the level. This route is almost as fast as the other RTA route, but is roughly .2 second slower.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=8sAt76hqjKs&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
This is the second shortest level in the game. Again getting a keeping the boost state at the start requires some tricks. There are actually 2 methods used to do this, and 2 end level routes. The end level routes are very different and the old one is actually quite a bit slower.&lt;br /&gt;
&lt;br /&gt;
The main route used which also uses the lower route (the faster one).&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=VthnjgMuqN0&amp;amp;index=2&lt;br /&gt;
&lt;br /&gt;
The old alternate route. This one uses a certain amount of rings and running area to get boost state manually, and uses the top route at the end of the level.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=VfGPmnBB__s&lt;br /&gt;
== Egg Hammer Tank II ==&lt;br /&gt;
Probably the easiest boss in terms of speedrunning for this game. It's so easy that 5 people are tied for the world record with many not far behind. It abuses the rolling mechanics hitbox and invincibility to keep the character invincible while hitting Egg man on the earliest frame possible.&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=TfubSwK3hHA&lt;br /&gt;
&lt;br /&gt;
= Hot Crater =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Bomber Tank ==&lt;br /&gt;
&lt;br /&gt;
= Music Plant =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Totem ==&lt;br /&gt;
&lt;br /&gt;
= Ice Paradise =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Aero Egg ==&lt;br /&gt;
&lt;br /&gt;
= Sky Canyon =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Saucer ==&lt;br /&gt;
&lt;br /&gt;
= Techno Base =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg-Go-Round ==&lt;br /&gt;
&lt;br /&gt;
= Egg Utopia =&lt;br /&gt;
&lt;br /&gt;
== Act 1 ==&lt;br /&gt;
&lt;br /&gt;
== Act 2 ==&lt;br /&gt;
&lt;br /&gt;
== Egg Frog&lt;br /&gt;
&lt;br /&gt;
= XX Zone =&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2015-11-21T05:28:58Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit. Also holding down and hitting A will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video is posted here:  (https://www.youtube.com/user/znubzx) (direct link soon). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2015-11-21T05:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air, and will also cancel her fly if she is doing so. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process. Amy slams her hammer in front of her. In air Amy spins her hammer horizontally around her, while falling to the ground like sonic.&lt;br /&gt;
&lt;br /&gt;
* The characters also have grounded B actions while in &amp;quot;boost state&amp;quot;. Sonic does the same sliding kick but it instead has a aura around it, and he keeps most of his momentum after doing so. Tails does the same attack while losing very little momentum. Cream has Cheese spin around her as an attack. Knuckles does a helical thrust forward while losing some momentum. Amy does a face plant losing a little bit of speed, but proceeds to run while preserving boost state.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit. Also holding down and hitting A will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video is posted here:  (https://www.youtube.com/user/znubzx) (direct link soon). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''MISC CHARACTER TRAITS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
Sonic can jump off the end of a rail doing a flip. He is then able to trick as if he has jumped of a ramp or spring. Tails will defeat enemies above him if he is flying and collides with them. For Cream, Cheese will not attack if you spam the B button. The action is on a cool down of around 4 seconds. Knuckles &amp;quot;taunt&amp;quot; replicates his B attack, and it also hits enemies. Amy can do a cartwheel off a rail in a similar manner to sonic allowing her to trick.&lt;br /&gt;
&lt;br /&gt;
For any further guides or other helpful videos and IL's check out https://www.youtube.com/user/znubzx, https://www.youtube.com/user/kirbymastah1991, https://www.youtube.com/user/ComboBlaze&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2</id>
		<title>Sonic Advance 2</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2"/>
				<updated>2015-11-21T05:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:System Name]]&lt;br /&gt;
Sonic Advance 2 is the second installment in the sonic advance series, which follows the standard 2D sonic gameplay. This game introduces the boost-state mechanic, which makes this one of, if not the, fastest 2D sonic games along with making it a very challenging fast-paced game to speedrun.&lt;br /&gt;
&lt;br /&gt;
[[Sonic_Advance_2/General_Mechanics|General Mechanics]]- Start here to learn about the general mechanics of the game&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Sonic_Advance_2/Level_Analysis|Level Analysis]]- Analysis and strategies for every level and boss&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.soniccenter.org The Sonic Center]&lt;br /&gt;
**[http://www.soniccenter.org/rankings/sonic_advance_2 Sonic Advance 2 rankings]&lt;br /&gt;
**[http://www.soniccenter.org/rankings/sonic_advance_2/times Sonic Advance 2 record times]&lt;br /&gt;
**[http://www.soniccenter.org/videos/sonic_advance_2 Sonic Advance 2 videos]&lt;br /&gt;
**[http://www.soniccenter.org/guides/sonic_advance_2 Sonic Advance 2 guides]&lt;br /&gt;
**[http://www.soniccenter.org/maps/sonic_advance_2 Sonic Advance 2 level maps]&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2015-11-21T04:57:45Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''''BUTTONS'''''&amp;lt;/big&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
'''A''': &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Makes the character jump. In air Sonic does a moved referred to as &amp;quot;Instant Shield&amp;quot; which makes him do a forced attack while in his ball form. Tails and Cream both fly when using the A button in the air. However Tails can fly noticeably further than Cream. Knuckles glides forward in a slow descending line and will stick to walls in his path. Amy spins her hammer around her in a similar manner to Sonic's &amp;quot;Instant Shield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''B''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* The attack button. Sonic does a sliding kick along the ground the halts all momentum. In air sonic immediately stops all forward momentum and curls up into a ball. He then proceeds to slam into the ground allowing him to break blocks on the ground. Tails does a tailspin in front of him slowing his momentum considerably. The button has no affect in the air. Cream sends her chao, Cheese, to attack a nearby enemy. The move can also be done in the air. Knuckles does a double punch in front of him while taking 2 steps forward. The move halts all momentum in the process, Amy slams her hammer in front of her.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;^v&amp;gt;''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit. Also holding down and hitting A will make the character do a spindash propelling them quickly forward from a standstill.&lt;br /&gt;
&lt;br /&gt;
'''R''': &amp;lt;br /&amp;gt;&lt;br /&gt;
* Trick button Only available in air after jumping off a ramp or bouncing off a spring.&lt;br /&gt;
&lt;br /&gt;
* Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking. Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
* Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a slam downward propelled by his tail, and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
* R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide which ends in a tumble. Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you can only move after you reach the peak of the jump. R+v: Knuckles does a helical fist attack towards the ground allowing him to break brick floors to open new passages. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;big&amp;gt;'''''BOOST STATE'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One thing to about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''AIR-DASH'''''&amp;lt;/big&amp;gt;(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''STARTS'''''&amp;lt;/big&amp;gt;:&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''SLOPES AND JUMPING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
Slope use is also a huge part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so a video is posted here:  (https://www.youtube.com/user/znubzx) (direct link soon). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''''ROLLING'''''&amp;lt;/big&amp;gt;: &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
For any further guides or other helpful videos and IL's check out https://www.youtube.com/user/znubzx, https://www.youtube.com/user/kirbymastah1991, https://www.youtube.com/user/ComboBlaze&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2015-11-21T04:14:45Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''BUTTONS''':&lt;br /&gt;
&lt;br /&gt;
'''A''': Jump&lt;br /&gt;
In air: Sonic (Instant shield), Tails (Fly), Cream (Fly), Knuckles (Glide), Amy (Attack)&lt;br /&gt;
&lt;br /&gt;
'''B''': Attack button&lt;br /&gt;
On Ground: Sonic (Sliding Kick), Tails (Tailspin), Cream (Cheese homing attack), Knuckles (Double Punch), Amy (Hammer attack)&lt;br /&gt;
&lt;br /&gt;
'''^v&amp;lt;&amp;gt;''': Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit.&lt;br /&gt;
&lt;br /&gt;
'''R''': Trick button Only available in air after jumping off a ramp or bouncing off a spring.(Trick section below).&lt;br /&gt;
Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking (in a later guide). Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a rather pointless body slam that doesn't even damage (to my knowledge), and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide, which ends in a tumble. While he initially has more speed than Sonic and Amy while in the air, Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you have almost no control while using it, and can only move after you reach the peak of the jump. Depending on how close you are to your destination, you may lose Boost Mode (if you have it) upon landing. R+v: Knuckles starts spinning on a vertical axis towards the ground, fist-forward. He's able to break brick floors to open new passages. Always lands standing still. Pretty much pointless. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards, with little or no loss of speed from moving in midair.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
'''''BOOST STATE''''':&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One weird thing about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''AIR-DASH'''(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
'''STARTS''':&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. The quick start however is basically mandatory in Music Plant 1 because the start is very tight before you get boost state.&lt;br /&gt;
&lt;br /&gt;
'''SLOPES AND JUMPING''': &lt;br /&gt;
Slope use is also a hugs part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so ill make a video on it later that will be posted here (https://www.youtube.com/user/znubzx) (direct link soon). &lt;br /&gt;
&lt;br /&gt;
'''ROLLING''': &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
For any further guides or other helpful videos and IL's check out https://www.youtube.com/user/znubzx, https://www.youtube.com/user/kirbymastah1991, https://www.youtube.com/user/ComboBlaze&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics</id>
		<title>Sonic Advance 2/General Mechanics</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_Advance_2/General_Mechanics"/>
				<updated>2015-11-21T04:13:50Z</updated>
		
		<summary type="html">&lt;p&gt;Znubz: Created page with &amp;quot;'''BUTTONS''':  '''A''': Jump   In air: Sonic (Instant shield), Tails (Fly), Cream (Fly), Knuckles (Glide), Amy (Attack)  '''B''': Attack button   On Ground: Sonic (Sliding Ki...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''BUTTONS''':&lt;br /&gt;
&lt;br /&gt;
'''A''': Jump&lt;br /&gt;
  In air: Sonic (Instant shield), Tails (Fly), Cream (Fly), Knuckles (Glide), Amy (Attack)&lt;br /&gt;
&lt;br /&gt;
'''B''': Attack button&lt;br /&gt;
  On Ground: Sonic (Sliding Kick), Tails (Tailspin), Cream (Cheese homing attack), Knuckles (Double Punch), Amy (Hammer attack)&lt;br /&gt;
&lt;br /&gt;
'''^v&amp;lt;&amp;gt;''': Moves the character around. Holding up does a &amp;quot;taunt&amp;quot; of sorts, and pressing down while moving puts the character in a roll, which needs to be jumped out of to exit.&lt;br /&gt;
&lt;br /&gt;
'''R''': Trick button Only available in air after jumping off a ramp or bouncing off a spring.(Trick section below).&lt;br /&gt;
  Sonic does a spin kick if you use R+&amp;lt;/&amp;gt;. R+^ yields a double jump, which allows you to reach higher areas. R alone will send Sonic flipping backwards, while R+v sends Sonic into a bounce   attack that's just about worthless except perhaps in score attacking (in a later guide). Amy's set is almost identical to Sonic's.&lt;br /&gt;
&lt;br /&gt;
   Tails and Cream have similar sets as well. Their R+&amp;lt;/&amp;gt; tricks both send you on a slightly upward angle while still going right, which is helpful on some occasions. R+^ yields the same double jump, while R alone has a similar &amp;quot;flip back.&amp;quot; R+v is different for each; Tails does a rather pointless body slam that doesn't even damage (to my knowledge), and Cream does her &amp;quot;butt stomp&amp;quot; move.&lt;br /&gt;
&lt;br /&gt;
   R+&amp;lt;/&amp;gt;: Knuckles goes into a fast-descending, uncontrollable glide, which ends in a tumble. While he initially has more speed than Sonic and Amy while in the air, Knuckles ends up rolling, slowing him considerably. R+^: Knuckles does a midair uppercut. You get roughly the same upward boost as the other characters, but you have almost no control while using it, and can only move after you reach the peak of the jump. Depending on how close you are to your destination, you may lose Boost Mode (if you have it) upon landing. R+v: Knuckles starts spinning on a vertical axis towards the ground, fist-forward. He's able to break brick floors to open new passages. Always lands standing still. Pretty much pointless. R alone: Knuckles sticks out his elbow and flies straight backwards, is able to defeat enemies, and is able to run normally afterwards, with little or no loss of speed from moving in midair.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
'''''BOOST STATE''''':&lt;br /&gt;
The most important thing to go fast in this game. Gameplay is completely centered around keeping it for as long and as early as possible. Boost state is obtainable by either running a far enough distance, hitting a boost pad, or hitting some horizontal springs. Boost state in turn is lost by hitting a wall(hitting a wall in the air does not lose you boost state so long as you are able to have appropriate speed when you land on the ground), landing on the ground while going to slow or going to slow in general, or hitting an enemy. One weird thing about the boost state is that the more rings you have the easier it is to build up speed, and also makes the distance to enter boost shorter. In quite a few levels this is manipulated to get boost before some crucial areas allowing for faster movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''AIR-DASH'''(Sonic only):&lt;br /&gt;
The most ridiculous mechanic in this game. It's easily abused allowing you to gain ridiculous amounts of speed quickly. Sometimes so fast that you can actually go faster than the game screen is set to scroll. The reason this happens is because doing an air-dash removes all friction from sonic in the air, so he does not slow down. To perform an air-dash you need to be in the air and then quickly double tap forward: A &amp;gt; &amp;gt;. Another way  to do it that is faster is to jump in the middle of the 2 forward inputs: &amp;gt; A &amp;gt;. &lt;br /&gt;
&lt;br /&gt;
'''STARTS''':&lt;br /&gt;
At the begging of every level is the starting countdown. If you hit and hold forward when the announcers says &amp;quot;GO&amp;quot; (roughly a 3 frame window) you will get a boost and be able to save a second or two. The quick start however is basically mandatory in Music Plant 1 because the start is very tight before you get boost state.&lt;br /&gt;
&lt;br /&gt;
'''SLOPES AND JUMPING''': &lt;br /&gt;
Slope use is also a hugs part of this game, and knowing how to use them is your biggest friend. It's very hard to explain on paper so ill make a video on it later that will be posted here (https://www.youtube.com/user/znubzx)(direct link soon). &lt;br /&gt;
&lt;br /&gt;
'''ROLLING''': &lt;br /&gt;
A smaller part of the speedrun but a very useful trick that saves bits of time along a whole level.&lt;br /&gt;
Rolling is Primarily used to gain speed on downward slopes. Rolling however is not useful on upward slopes because you do not gain any speed by holding forward, and it is solely based on momentum. Its helpful in loops but is only optimal on the downhill side of the loop. Rolling is sometimes also used to get into small areas that you can't normally get through while standing. Also rolling is a form of an attack so you can roll into and through enemies and boxes without losing speed, or having to go around them.&lt;br /&gt;
&lt;br /&gt;
For any further guides or other helpful videos and IL's check out https://www.youtube.com/user/znubzx, https://www.youtube.com/user/kirbymastah1991, https://www.youtube.com/user/ComboBlaze&lt;/div&gt;</summary>
		<author><name>Znubz</name></author>	</entry>

	</feed>