Difference between revisions of "Sonic Advance"

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{{sda run|http://speeddemosarchive.com/SonicAdvance.html}}
 
{{sda run|http://speeddemosarchive.com/SonicAdvance.html}}
  
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Sonic Advance is the first installment in the sonic advance series, which follows the standard 2D sonic gameplay, and is a spiritual followup to the genesis series.
  
== Terminology and tactics ==
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[[Sonic_Advance/General_Mechanics|General Mechanics]]- Start here to learn about the general mechanics of the game<br />
  
;Super Spin Dash:When you are standing still, press and hold the D-pad down, then tap A two times. Release the D-pad to blast off in a burst of speed. You cannot use this technique if you play as Amy.
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[[Sonic_Advance/Level_Analysis|Level Analysis]]- Analysis and strategies for every level<br />
 
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;Quickstop:Often, after jumping or bouncing off a spring, you keep a little momentum, but when you land you need to do a Spin Dash to gain more. If you press down as you land with the intention of performing a Spin Dash, you roll a little before stopping, losing time. Performing a Quickstop is useful in these cases. To do a Quickstop, tap B at the very moment that you land to perform an attack movement and stop fast. If you play as Sonic, you have to tap B two times. Once you have stopped, you can do a Spin Dash. You cannot use this technique if you play as Amy. However, if you play as Knuckles, there is another way to perform a Quickstop: Tap A just before landing. This alternate manner to do it does not work if you have bounced off a spring.
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;Ramp Jump:When floors are not level, the incline affects the angle of your jumps. If you are moving uphill, then a Ramp Jump gives you much more height than usual. Similarly, if you are traveling downhill, a Ramp Jump is shorter than a regular jump. These are referred to as Uphill and Downhill Ramp Jumps respectively. The angle of a Ramp Jump is different if you jump while running than if you jump while rolling.
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;Loop Jump:A variation on the Ramp Jump, which takes place inside a loop. If you enter a loop from the left and jump from its top left, you catch the next corner of the loop and are propelled off, gathering more momentum than usual. You get the same effect if you jump from the top right of a loop after entering it from the right.
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;Corner Avoidance:Sometimes, when you go fast across a stage, you find corners that stop you. You can avoid many of these corners if you tap the opposite direction of your advance right before touching them.
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;Jump Dash Boost:If you play as Sonic, you can gain extra momentum by jumping a little and jump dashing quickly just before the beginning of a slope or as you enter a loop.
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;Superglide:If you play as Knuckles, you can perform a Superglide to gain height and make your glide longer by jumping and gliding just before contacting an enemy or item box.
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;Superflight:The same as above, but playing as Tails and flying.
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;Hammer Bounce:If you play as Amy, you can bounce off springs higher and faster than usual by hitting them with the Piko Piko Hammer.
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== External Links ==
 
== External Links ==

Latest revision as of 10:35, 27 August 2015

SDAlogo runner.png This game has a run page on SDA!

Sonic Advance is the first installment in the sonic advance series, which follows the standard 2D sonic gameplay, and is a spiritual followup to the genesis series.

General Mechanics- Start here to learn about the general mechanics of the game

Level Analysis- Analysis and strategies for every level

External Links

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