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Quick Info
  • Title: Sonic The Hedgehog Advance
  • System Console: Nintendo Gameboy Advance
  • Developer: Sonic Team & Dimps
  • Japanese Release Date: December 20, 2001
  • US Release Date: February 5, 2002
  • European Release Date: March 8, 2002
  • Genre: 2D Platformer
  • Cart Size: 8 Megabytes
  • Characters: Sonic The Hedgehog, Miles "Tails" Prower, Knuckles The Echidna, Amy Rose, Doctor Eggman/Robotnik, Mecha/Silver Knuckles
  • First Appearances: Banking Paths, 2D Grind, Playable Amy Rose in 2D gameplay, Mecha/Silver Knuckles, the "LICENSED BY NINTENDO" logo in a Sonic game ;)

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    Neo Green Hill Zone
    The More Things Change...


    The return of the all-too familiar "tropical-themed" zone! And of all things, the very first Sonic Zone EVER makes a triumphant return. But a lot has changed since Sonic's last visit to South Island. As you traverse the zone you'll find paved roads, man-made railings that can be grinded on, and even a very "Golden Gate" bridge! You'll find something else familiar here too: Badniks! Use the springs, loops, and ramps to get the drop on Eggman's mechanical guardians.

    You'll be contending with waterfalls and the classic spike traps, as well as some halfpipe-running that will remind you of Emerald Hill's Corkscrew Loops from Sonic 2. You'll also find yourself treading thick tree-tops before you finally stop at a bridge, where you'll find Eggman. He may be running (well, floating) away, but you know what THAT means: He's got a new toy...and he's dying to show it to you! This time the contraption takes on a similar likeness to Emerald Hill's Automobile/Drill combo, except for the drill, which is replaced with a gigantic hammer! He'll try to squash you into furry pancake either by hammer or by his new wheels. Time your strikes after the hammer swings away. It'll take 8 hits to finish him off (4 if you're playing on EASY...you pansy ;) ). Keep in mind that when he's down to one hit, Eggman's machine will start to go haywire, swinging itself through the air while the hammer remains on terra firma! Once he goes down, hit the switch atop the holding cage to release the captured animals and end the zone.

    Special Spring Location
    Near the end of Act 1, above the halfpipe you'll find a platform w/ spring. Use the spring to reach an off-screen floating platform, from which you can jump to another platform that contains the special spring.

     

    Secret Base Zone
    What's Eggman Up To Now?


    Welcome to the industrial-themed zone. Just about every Sonic game is bound to have one, and this one's no different. You'll begin outside, utilizing pulleys to enter the main base while spotlights illuminate your surroundings. Once you've entered, you'll immediately be reminded of Sonic 2's Metropolis Zone, with venting steam and conveyor belts strewn throughout. Use the swinging chains and UFO Catcher-like cranes to traverse long open shafts. Eggman waits at the end of Act 2. He'll be utilizing a pogo spring on the underside of his pod to flatten you. He's easy to dodge while he's just boucing around the screen. Every so often he'll bounce right off the screen, and come crashing down directly on your location. Keep moving to avoid it. When Eggman strikes the ground, jump to avoid the resulting earthquake, as it'll knock your rings loose (or your life).

    Special Spring Location
    In Act 2, travel slowly, and when you come across a hook and line (not the swinging ones) backtrack a bit and see if you can reach an overhead platform. From there it's 4 springs to the special spring.

     

    Casino Paradise Zone
    ...Sans The Actual "Casino" Anyway, Oh Well...


    Noticing a trend lately? Casino Paradise bears a striking resemblence to Sonic 3's Carnival Night Zone, with a little of Sonic 2's Casino Night Zone for aesthetics. Star Bumpers, brightly-lit conveyor belts, and moving blocks rule the stage here. Use the flag-poles to careen you around the area, and jump into the warp tunnels and spinning bowl platforms to reach new areas. Eggman decides to use a different tactic here, and sends out a similar-looking spike ball that only causes damage. Ignore it and strike Eggman himself, who's vulnerable whenever he leaves the many shafts located on all sides of the screen. They both speed up in their movements as Eggman receives damage, so take care.

    Special Spring Location
    In Act 1, remain on the highest platforms until you get to an area where you get propelled along by several flags. In that area, the special spring is on a platform that has a pinball flipper on its right side. Watch for it, it'll be overhead as you whiz by.

     

    Ice Mountain Zone
    Snow-capped Fun For The Whole Family


    Brrrr...hope you didn't forget your coats! It's not Ice Cap Zone (Sonic 3/Adventure), but it might as well be. This time you'll be dealing with snow-laden paths to plow through and icy grinding rails to slide on. This zone also feature a couple of trips underwater, so watch for air bubbles to keep from drowning. Unfortunately, Eggman uses this to his advantage, and attacks you while you're submerged. He'll use a Drilling Machine to let loose Icycles from above. Avoid the spiky underside, but jump on the flat upperside to reach Eggman. You'll also need to reach the top to restore your air supply, so don't dilly-dally.

    1st Special Spring Location
    Right near the beginning of Act 1, is a cliff. Jump down and follow the snowy path, past the double loop-de-loop. Keep going, and when you reach a fork, take the upper-most path. Follow along (don't fall) and eventually you'll reach a small ramp with a floating platform wheel directly to your left. Use 'em and head towards the left. You'll end up at the special spring after taking a leap of faith off a platform.

    2nd Special Spring Location
    In Act 2, follow along the path until after the loop, you'll see some floating springs. Use 'em to get to the upper area. Head right, and AVOID the speed-up device, you want to go slow here. You'll hit a hook w/ line, as soon as you land on the other side, JUMP to avoid a spring that'll knock you off course. Go right, past the loop, 'till you run into a spring. Use it, then go platform hopping to another spring that will drop you right in front of the special spring. When you hit the last spring, be sure not to touch the d-pad, so you don't overshoot.