:: Eggman's machines ::

When his legions of autonomous robo minions fail to get the job done (as they usually do), Eggman never hesitates to step into the fray and handle that marauding hedgehog himself. Toward this end, he has developed no small assortment of heavily-armed vehicles designed to squash, rip, burn, slice, electrocute, freeze, crush, skewer, or otherwise injure that blue rat and his compatriots.

Note that the list below only pertains to boss vehicles piloted by Eggman himself. For autonomous boss contraptions (and other assorted mecha critters), refer to the listing of Eggman's robots. For other, non-Eggman boss contraptions and creatures, refer to one of the following links:

:: Eggman's machines ::
Aero Egg
エアロエッグ
Boss of Ice Paradise. Eggman's taken to the sky in a flying contraption trailed by a small platform: jump onto the platform to spring into the vulnerable cockpit, but watch your timing because the platform periodically flips over. Eggman constantly drops bombs onto the hilly path below: leap over the explosions.
:: Sonic Advance 2
Ball Shooter
ボールシューター
1st boss of Launch Base Zone. Eggman first endeavors to end your righteous ways by smashing you to bits with a seemingly underpowered cannon. The Doc himself sits on an upraised platform at the right side of the arena while a large black cannonball spurts lazily from a hatch below. When the hatch is up, you can reach Eggman and dish out some well-deserved spin attacks. You can hit him many times in succession, making this encounter fairly easy.
:: Sonic the Hedgehog 3
Barrier Eggman
バリアエッグマン
Boss of Wing Fortress Zone. Laser walls trap Sonic/Tails in a small arena with a giant laser blaster that glides along the ceiling. The blaster occasionally pauses to open up its laser eye and charge up a huge blast that sweeps the arena. The blaster can only be damaged during this brief charge phase, but it lies just out of reach. However, careening precariously around the arena are a trio of tiny platforms which can be used for a boost. Just be wary of the undersides, which are covered quite thoroughly in sharp spikes. (Eggman uses a variation of this machine in Sonic & Knuckles' Flying Battery Zone.)
:: Sonic the Hedgehog 2
Beam Rocket
ビームロケット
2nd boss of Launch Base Zone. Eggman attacks in a columnar vehicle constructed in two segments, each containing a pair of laser blasters. The blasters rotate and fire easily avoided laser shots across the screen, but the machine itself can only be damaged from above. The vulnerable cockpit, however, is guarded by a single spiked ball that hovers around in an erratic pattern, making it difficult to time attacks. Succeed in landing 4 hits and the top segment blows up. 4 more hits and the bottom segment follows suit. 1 more hit to destroy the Beam Rocket altogether (total of 9 hits).
:: Sonic the Hedgehog 3
Big Arm
ビッグアーム
Final boss of Sonic 3. The Big Arm looks simple enough, but it's nigh impossible to hit. It's well guarded from above by a spiky helmet, from the rear by a flaming rocket pack, and from all other angles by two powerful arms that will ass rape you if they get hold. Eggman attacks by flying around menacingly at the top of the screen, way too high to hit. After a while he lowers himself down below the platform and proceeds to sweep the bottom of the arena with his spiky helmet. Eventually, he rises to the middle of the arena and attempts to grab you by flying across the screen. This is your only chance to attack, but avoid those hands like the black death. If you can land just between the arms and the spiky cranium (as depicted in my exemplary screenshot below), you'll score an oh-so-precious hit. If you misfire and the hands get hold of you, Eggman will smash you into the floor.
:: Sonic the Hedgehog 3
Catcher Eggman
キャッチャーエッグマン
Boss of Casino Night Zone. The arena is a small pinball table with Eggman smack in the middle. He hovers back and forth, but is guarded from below by electric pincers. As you pass underneath, he'll drop an exploding projectile or reach down and try to shock the hell out of you, so make your trips on the floor short and to the point. Spin Dash up the sides of the board to attack Eggman from above.
:: Sonic the Hedgehog 2
Death Egg
デスエッグ
Final boss of Sonic 2. The giant robot lumbers slowly around the arena, but the lower half of said monstrosity is invulnerable. The only way Sonic/Tails can reach the breakable upper half is to wait for the right moment. After trudging around for a bit, Eggman rockets off the top of the screen, causing a target to appear over your character. When the target begins flashing, get the hell out of the way because the giant egg bot is about to come crashing down. Immediately after landing, the machine lurches forward presenting the only safe opportunity to attack. But take heed: every other fall, he'll fire off his spiked arms which are nigh impossible to avoid unless you're out of reach. Also, be sure to never get stuck behind the egg mech, or it'll send a barrage of mini egg bombs in your general direction, more or less ensuring your death. In Sonic & Knuckles, Eggman uses the Eggman robo to flee through space with the Master Emerald in tow. During the high-speed chase, the robo fires homing missiles.
:: Sonic the Hedgehog 2
Drill Eggman
ドリルエッグマン
Boss of Emerald Hill Zone. Eggman hits the ground rolling as he tries to mow Sonic and/or Tails down with his drill mobile. He simply rolls back and forth along the ground, but after taking 6 hits, he'll fire the drill bit off like a projectile. (Eggman pilots another version of the Drill mobile in Sonic Advance.)
:: Sonic the Hedgehog 2
Drill Eggman II
ドリルエッグマンⅡ
Boss of Mystic Cave Zone. Eggman's outfitted his flying mobile with twin drills that he uses to burrow into the roof of the cave, triggering small earthquakes that shake out debris and spikes.
:: Sonic the Hedgehog 2
Drill Mobile
ドリルモービル
Boss of Marble Garden Zone. Eggman's escaping to the air, so if you're playing as Sonic, you're going to need a little help from your twin-tailed fox buddy. Move Tails around the screen with the D-pad, and have Sonic jump off with A, B, or C. Don't worry about falling off the screen, Tails will swoop down and save your ass. Eggman moves on and off the screen and each time he reappears his drill faces a different direction. Learn the patterns and avoid the drill. When playing as Tails alone, you can only attack from below by flying into the machine with your whirling tails. When playing as Knuckles, Eggrobo drops the drills in favor of spiked chains it slings through the ground.
:: Sonic the Hedgehog 3
Egg Albatross
エッグアルバトロス
Boss of Bullet Station. This is basically the Egg Hawk with a new blimp attachment. A cannon in front fires iron balls while guns on the wings fire radial blasts that are difficult to avoid. Blow off the bottom portion by smashing a wing or concentrating your attacks on the body of the vessel. Once the lower end of the Albatross has been jettisoned, take out the blimp by attacking the propeller in front. Avoid the cannons spouting iron balls on either side. Pop the blimp and all that's left is the plain ol' Egg Hawk. The Hawk has all of its original attacks, but now flies at a faster speed and won't stop to land.
:: Sonic Heroes
Egg Ball
エッグボール
Boss of Casino Paradise Zone. 8 large chutes line the outer edges of the arena while Eggman pops back and forth between them like a Nerf missile. Land a smack when you see him, but avoid the spiky dummy ball. The speed increases with each hit, making it progressively more difficult to discern between Eggman and the dummy ball.
:: Sonic Advance
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Egg Beetle
エッグ・ビートル
A massive, high-speed bot armed with incendiary rounds, missiles, and a big honking pair of pincers.
:: Sonic World Adventure (2008)
Egg Bomber Tank
エッグボンバータンク
Boss of Hot Crater. Eggman makes his escape in a rolling cannon tank, but evidently he forgot to bring enough gunpowder because the machine doesn't "fire" cannonballs so much as haphazardly "toss" them onto the ground. Land 8 hits on the barrel to blow it up, leaving the vulnerable cockpit: Eggman will still drop cannonballs, but since they can only roll low, they're much easier to avoid. Land 4 hits more to finish the job.
:: Sonic Advance 2
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Egg Breaker
エッグブレーカー
A bulky combat mech similar to the Egg Emperor. It's armed with a giant, hedgehog-squishing mace and laser eye beams.
  • Break Mace: A pounding attack that sends a shockwave along the ground.
  • Fire Mace: Eggman detaches the giant mace and tosses it across the arena.
  • Spin Mace: Eggman whirls around the arena in a speedy, if graceless, pirouette attack.
  • Eggmare: Eggman flings cyber bombs in all directions.
  • Jumping: A hopping attack that allows the Breaker to leap across the arena.
  • Laser Eye: An explosive eye laser.
:: Shadow the Hedgehog
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Egg Cauldron
An oddly shaped but well-armed aircraft with a massive cannon built into the frame.
:: Sonic World Adventure (2008)
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Egg Dealer
エッグディーラー
A fast rolling pod with spider legs. It sports an assortment of attacks dealt at random by a slot machine mechanism:
  • Missile Fever: A flurry of homing missiles.
  • Bomb Fever: A flurry of bombs.
  • Pawn Fever: Egg Pawns rain down from the ceiling.
  • Ring Fever: Rings spout from the ground in the center of the arena.
  • Shadow Fever: Instantly fills Shadow's Hero or Dark Gauge.
  • Break Time: Whenever the slot rolls a mismatch, the Dealer stumbles.
:: Shadow the Hedgehog
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Egg Devil Ray
エッグ・デビルレイ
A giant fish-shaped machine armed with lasers and explosives.
:: Sonic World Adventure (2008)
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Egg Dragoon
エッグ・ドラグーン
A high-powered, meticulously crafted fighter bot created with years of observation data on Sonic's movement patterns. It's powered with Dark Gaia energy.
:: Sonic World Adventure (2008)
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Egg Eagle
エッグイーグル
Boss of Altitude Limit. The Eagle strafes the arena with vulcan missile fire (a tricky attack to avoid) and pounds the ground with his beak (the shockwave stuns any small heroic animals who fail to jump in time). When he lands on the edge of the arena, he'll leap into the air and come down hard in Sonic/Blaze's general direction. As he lands, the cockpit lowers to the ground for a few brief moments - your chance to attack. After sustaining enough damage, the Eagle flies to the edge of the arena and revs up the propellers on his wings to whip up the Wing Hurricane, a gusty attack that blows Sonic/Blaze over the edge. Rapidly mash the jump and attack buttons to fight the breeze.
:: Sonic Rush
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Egg Emperor
エッグエンペラー
Boss of Final Fortress. The Emperor retreats down a long, narrow peninsula lined with cannons. Chase after him, but don't try to attack because he can't be damaged yet. While you're in close, he'll slash with his laser sword and send shockwaves flying across the platform. Fall back a bit and he'll launch a barrage of homing missiles. Fall back further still and he'll charge head-on: this attack is nearly impossible to avoid, so keep up with his pace. After a while he'll pause and land on a large, safe platform: switch to fly formation and use Thunder Shoot to stun the old king long enough to land a few hits
:: Sonic Heroes
Egg Frog
エッグフロッグ
Boss of Egg Utopia. This tricky machine leaps with ease between the floor and ceiling: just before it reverses its orientation, it drops napalm bombs that sweep the surface. You can't avoid the explosions by jumping, so press up or down on the D-pad to shift your own orientation. The Frog briefly stretches its long legs across the surface before disappearing off the screen to repeat its assault: avoid the legs, but smash the cockpit while the machine is low enough to reach.
:: Sonic Advance 2
Egg Golem
エッグゴーレム
Boss of Sandopolis Zone. Eggman's latest contraption is encased in a sphinx-like shell. The machine trudges forward, firing laser blasts from its eye - if you let the machine chase you all the way to the edge of the screen, it will crush you like the small woodland creature you are. The object is to leap onto the Golem's hands and jump into its face, which will cause the brick armor to momentarily fly away, leaving Eggman vulnerable to attack. The window of opportunity is brief, however, for the ghostly bricks will return and reform the sphinx armor in just a few seconds.
:: Sonic & Knuckles
Egg-Go-Round
エッグゴーランド
Boss of Techno Base. The Egg-Go-Round can only be damaged from above, but to reach the vulnerable cockpit, you'll need to stand on any of the 4 platforms that orbit the contraption. 2 of those platforms periodically grow spikes while the other 2 periodically spin out of control. Eggman, meanwhile, fires homing projectiles from the center of the machine, leaving no safe ground to traverse.
:: Sonic Advance 2
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Egg Hammer Fortress
エッグハンマー・フォートレス
Boss of Huge Crisis. The Egg Hammer (goddammit AGAIN) Fortress is mostly identical to the Egg Hammer Mega, but a bit faster and meaner. Now Eggman pulls off the instant-death super Hammer Press earlier and more often, and can also smash the ground 3 times in a row. He's swapped the rolling attack in favor of a more generic homing missile shower.
:: Sonic Rush
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Egg Hammer Mega
エッグハンマー・メガ
Boss of Leaf Storm and the fourth iteration of Eggman's favorite Sonic Advance boss contraption. (For such a genius, it seems odd that he has such a hard time comprehending bad ideas.) And speaking of bad ideas, the Hammer Mega attacks by smashing the ground with its vulnerable cockpit. Eggman occasionally uses a "super Hammer Press" that causes instant death should you happen to wander between it and the platform. After sustaining enough damage, the Doc detaches the cylindrical cockpit and sends it rolling along the platform: it won't inflict damage, but it will push you over the edge if you fail to leap over it.
:: Sonic Rush
Egg Hammer Tank
エッグハンマータンク
Boss of Neo Green Hill Zone. Eggman rolls along the suspension bridge swinging a giant hammer through the air and into the ground. After sustaining 7 hits, the machine picks up speed and the hammer itself becomes the axis while the cockpit swings precariously through the air.
:: Sonic Advance
Egg Hammer Tank 2
エッグハンマータンク2
Boss of Leaf Forest. The Hammer Tank 2 is equipped, logically enough, with a giant hammer. Hammers generally have one designated use, and that is to squish vexatious hedgehogs.
:: Sonic Advance 2
Egg Hawk
エッグホーク
Boss of Ocean Palace. Eggman escapes along a narrow peninsula in this large bird-shaped vessel, strafing the beach with machine gun fire. After a while he reaches an open area and lands the machine for a direct attack. The Hawk consists of 7 separate components each with its own HP bar: a wing, propeller, cockpit, and 4 gun compartments. Destroy the cockpit to trash the machine.
:: Sonic Heroes
Egg Hornet
Eggman flies around just out of reach, firing homing missiles which are easily avoided with a bit of speed. After a while he'll charge straight at you and get his mobile stuck in the ground: this is your opportunity to attack.
:: Sonic Adventure
EGG-HVC-D01
Boss of Palmtree Panic. A heavily-armored mech walker armed with spiked shoesies and bumper hands that act as shields. As he prepares to charge, the Doc briefly retracts his hands: this is the only opportunity to attack. A bumper falls off after each hit, lowering the walker's defenses as the battle progresses.
:: Sonic CD
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Egg King
エッグキング
Boss of Unknown. The King's favorite attack is to smash the platform with his bulky Popeye arms: this results in the ever-popular shockwave. Fail to evade when he smashes the ground with both hands at once and the result is instant squish death. When he gets tired of punching the platform, the King strafes the arena with a pink mouth laser. When you see an opening, land a hit on one of the King's arms and the offended monarch will retreat to one side of the arena and pound like the spoiled aristocrat he is. Dodge the shockwaves and leap onto his hand, then scutter up his arm to the vulnerable head. When he tries to shake you off, press down on the D-pad to cling on.

As the battle wears on, the King's attacks become faster and more intense: he creates more shockwaves, bombs roll down his arm, and the window for landing a hit becomes smaller. When he sustains enough damage, he tosses an electric pod that traps Sonic/Blaze within a pair of purple beams: the trick is to remain between the beams until they dissipate. For his final attack, the King body slams harmlessly into the platform a couple of times before becoming permanently stuck: enjoy the show, take a picture, run to the potty, and hit him whenever you're ready. He can't do anything else.
:: Sonic Rush

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Egg Lancer
エッグ・ランサー
When both the Egg Beetle and Egg Devil Ray were defeated, Eggman whipped up this Frankenbot by combining their designs.
:: Sonic World Adventure (2008)
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Egg Libra
エッグライブラ
Boss of Night Carnival. This peculiar contraption consists of two weighed ends balancing precariously around a center pole: on one end is Eggman (or Nega) in the cockpit. On the other is a pod-like gun that fires electric blasts into the ground. Wait for the pod to drop its electric barrier, then smack it to send the Libra off-balance, forcing the cockpit to drag against the floor. Leap on a pillbug bot for a vertical spring: this allows you to land a hit on the cockpit even while it's balanced in the air. After sustaining enough damage, Eggman slams the electric orb into the ground, sending a shockwave across the arena.
:: Sonic Rush
Egg Press
エッグプレス
Boss of Secret Base Zone. Eggman pogos around the arena in his endeavor to make hedgehog pancake. After sustaining 4 hits, the Doc will spring high and away off the screen, then slam back down into the ground with an earthquake attack that inflicts damage regardless of where you're standing: jump the moment he hits terra firma to escape the tremor. Land 3 hits more and the Press picks up speed, making the final blow a tricky affair.
:: Sonic Advance
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Egg Salamander
エッグサラマンダー
Final boss of Sonic Rush. Eggman controls the Egg Salamander while Eggman Nega handles the Egg Salamander Nega. Super Sonic and Burning Blaze tag team with a shared pool of Rings to defeat the two machines. The battle consists of 5 phases: Sonic fights Eggman in the odd numbered rounds while Blaze takes on Nega in the even. Both villains have their own unique attack patterns:
  • The Salamander fires lasers, whirling Beam Units, and green Homing Beams that change direction in midair. He also slashes with a long Beam Sword, a difficult attack to avoid. When he flies into the background, he's going to unleash a volley of homing missiles powerful enough to wring Rings out of Super Sonic, so dash like a fool to avoid the onslaught. The Salamander can't be damaged directly, even by Super Sonic: body slam the Beam Units to send them flying into the cockpit. Land 3 hits to switch the action over to Blaze.
  • The Salamander Nega fires laser beams faster than Eggman and attacks with a Dash Claw rather than the Beam Sword. If Blaze gets caught by the Rocket Claw, Nega will beat her mercilessly with his other hand, pounding out Rings in the process. His deadliest attack is the Space Breaker, a black hole that sucks in Blaze (and her Rings). To damage the Salamander Nega, hold down A to charge up a fireball and release at the cockpit. Land 3 hits to switch the action back to Sonic.
:: Sonic Rush
Egg Saucer
エッグソーサー
Boss of Sky Canyon. The Saucer consists of 3 different pods: a laser gun, a menacing hand, and the cockpit. The laser gun homes in on your character and fires a beam into the ground: the gun can be destroyed with 4 hits, but doing so causes the deadly hand to redouble its efforts in compensation. (Generally, you're better off leaving the gun alone.) The hand, which cannot be damaged, slaps randomly at thin air and is easy to avoid. If, however, you've destroyed the laser pod, the hand rapidly whirls around the machine to form a spinning barrier: if it manages to smash you in its wild defense, you'll die instantly regardless of how many Rings you've got.
:: Sonic Advance 2
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Egg Scarab
エッグスカラベ
Boss of Mirage Road. Scarab is a pretty word for dung beetle. The beetle scutters across the arena, rolling a giant mace with retractable spikes. Put enough distance between yourself and the robot and he'll send the mecha turd rolling across the arena. Time your attack so you hit the ball when its spikes are retracted: this sends the poo back at the Scarab. The bug will only sustain damage if the mace rolls into his heinie - if it hits front side, he'll just grab it and start rolling again. Once the Scarab sustains enough damage, it will fly to the center of the arena and begin indiscriminately tossing maces onto the floor.
:: Sonic Rush
Egg Snake
エッグスネーク
Boss of Cosmic Angel Zone. Eggman glides upside-down along a rickety bridge of orbs while firing slow-moving energy blasts. Jump next to the vessel to whip the bridge and flip the cockpit sunny side up: take advantage of this brief opportunity to attack, because our bald villain will waste no time reversing his orientation. After taking 4 hits, Eggman dashes along the length of the bridge upon sustaining further damage while the speed of the energy orbs increases. Note that if you lose your Rings here, they fall straight off the screen rather than bouncing along the ground like usual, so retrieve them with much haste.
:: Sonic Advance
Egg Spider
エッグスパイダー
Boss of Ice Mountain Zone. Eggman crawls along the ceiling above, just out of reach. He periodically drills into the ice, causing pointy stalactites to fall from above: dodge the sharp undersides, but land on top for a boost to reach Eggman or grab a breath of air. After sustaining 4 hits, Eggman pounds the ice more relentlessly, which actually gives you more stalactites to jump on and makes landing a hit a bit easier. Land 3 more hits and he'll increase his rate of fire yet again before the final blow.
:: Sonic Advance
Egg Totem
エッグトーテム
Boss of Music Plant. The Totem sports a trio of spiky discs that Eggman flings off seemingly at random: when each disc reaches the end of its flight, a tiny cannon pops out the top or bottom to fire a flashing projectile. Pop each cannon 3 times to destroy it, or simply ignore them altogether and ride the discs back to the cockpit.
:: Sonic Advance 2
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Egg Turtle
エッグタートル
Boss of Water Palace. Called the Turtle, but looks more like a plesiosaur. The mecha fossil putters around the arena and attacks by smashing his head into the ground (...) or belly flopping. After sustaining enough damage, Eggman (or Nega) will drain the arena, beaching the Turtle. This sounds like another astonishingly dumb move, but the Turtle's head detaches and chomps rapidly across the platform like Pac-man after a blinking blue ghost.
:: Sonic Rush
Egg Viper
Sonic is restricted to one of two long, narrow bridges above a deep, perilous pit while Eggman attacks in a whip-tailed serpentine contraption. The Viper has several different methods of offense, and Eggman will introduce new attacks as he sustains damage. He begins by strafing the bridge with laser fire. After a short while, he'll fly out to the center of the pit to charge a bright electric homing orb: in doing so, he exposes the Viper's cockpit. Use the Homing Attack to hop along the Viper's tail and smash the cockpit before the charge finishes (Sonic will land safely on the opposite walkway). After taking 1 hit, Eggman repeats the strafe attack and finishes off with a charged blast. Land 2 hits more and he'll charge headlong over the length of the walkway. Land another hit and he'll position himself at the end of the walkway and fire off a pair of large razor discs: hop on one of the discs before it zips back to position yourself to land another hit. Now Eggman starts getting all pissy and busts up the opposite bridge before repeating the disc attack. He'll destroy a single block of the bridge during each round, so now missed opportunities become perilous. Land another 2 hits (total of 7) and the desperate Doc maneuvers the wildly careening Viper for a final kamikaze attack right at Sonic. Move fast to dodge the assault or all your work is for naught.
:: Sonic Adventure
Egg Walker
Eggman begins his assault by firing a constant stream of missiles that explode on the ground. As soon as Tails approaches the contraption, the Doc whips out a massive flame thrower. Work your way underneath the machine where you will notice that each of the Walker's 4 legs has a bright blue disc at the ankle joint. Eggman will raise a single leg and slam it back down to the ground creating a shockwave: leap over the shock and attack the stunned leg while the blue disc flashes. The machine's cockpit will fall to the ground: land a hit and Eggman leaps to the other side of the arena to resume his assault. Land another hit and the Walker will lumber along the ground while dropping showers of bombs and sweeping the sky with flame. Get back underneath the machine and Eggman will stomp twice: both legs must be stunned to bring the cockpit back down for another 2 hits. In the final round, Eggman picks up speed and stomps with 3 legs. Land 1 more hit (total of 5) to finish the Walker.
:: Sonic Adventure
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Egg Wizard
エッグウィザード
Final boss of Sonic Rush Adventure. Armed with the jewel scepter, freshly stoked with the legendary "power of the stars", the Wizard flies majestically through a fiery volcanic tunnel, unleashing volleys of assorted magic blasts to slow the pursuing hedgehog and cat. Super Sonic can deflect attacks back into the Wizard while Burning Blaze can attack directly with fireballs.
  • Meteor Fire: The Wizard launches a lock-on meteor into the arena, creating a huge explosion at the point of impact.
  • Fireball: The Wizard fires large, multi-colored fireballs from the scepter.
  • flame dragons: Flaming, disembodied dragon heads that follow Sonic/Blaze around the arena.
  • Magma Wave: Introduced in round 2. Large jets of magma erupt from the pool below.
  • Homing Laser: Introduced in round 2. A series of electric homing orbs: if you get hit, you'll remain stunned until you get hit by another object.
  • Line Missile: Introduced in round 3. A volley of giant, spiked missiles.
:: Sonic Rush Adventure
Egg Wyvern
Eggman flaps around menacingingly, strafing the arena with seering laser blasts and flare guns. He periodically rips out chunks of platform, effectively reducing Sonic's running space as the battle wears on. When Eggman buzzes the platform, leap at the critical moment and latch on to the machine's glowing horn. Steer the Wyvern into falling debris to inflict damage (Eggman quickly regains control and shakes Sonic off onto the platform). After sustaining enough damage, Eggman drops the buzz attack in favor of a laser blast: dodge the laser and use the Homing Attack on the Wyvern's cannons to land a hit on the cockpit.
:: Sonic the Hedgehog (2006)
Egg X
エッグX
Boss of X-Zone. The Egg X stands menacingly at either end of the arena and winds up to perform one of 4 attacks. Since it's hard to tell which attack he's going to pull until the last second, the assault du jour can be quite difficult to avoid:
  • Plasma Beam: A giant laser blast that covers the length of the arena.
  • iron ball missile: A heavy iron ball that bounces along the ground.
  • Cyclone Attack: The Egg X whirls like a top and zips across the arena.
  • Giant Arm: The deadliest attack. If the giant hand manages to catch you, it'll slam you into the ground and toss you away like a rag doll, just long enough for your Rings to disappear beyond all hope of retrieval.
:: Sonic Advance
Flame Mobile
フレイムモービル
Boss of Angel Island Zone. Eggman rides around behind a large waterfall, occasionally popping out to sweep the ground with a couple of fireballs.
:: Sonic the Hedgehog 3
Flying Eggman
フライングエッグマン
Boss of Metropolis Zone. Eggman's mobile becomes the axis for a rotating ring of 7 egg pods. Each time you manage to squeeze a hit in between the pods, one of them breaks away and morphs into a false Eggman. The false Eggmen pop after a single hit, but when they collect on screen they can become a fatal distraction. Once all seven pods have been destroyed, Eggman dashes to one side of the arena and strafes the screen with giant laser blasts. (Mecha Sonic flies a version of this machine in Sonic & Knuckles.)
:: Sonic the Hedgehog 2
Freezer Mobile
フリーザーモービル
Boss of Icecap Zone. The cowardly Eggman once again hovers above the arena, just out of reach. However, protruding from the bottom of his machine is an icy platform. Jump on the platform to reach him, but be wary of the three jets that spout puffs of icy wind. Get caught in the blast and Sonic/Tails will get frozen and knocked back, rendering them immobile until the ice shatters (which also inflicts damage). After 6 hits, the platform breaks off and Eggman lowers himself down to finish the job - during this phase, the frosty puffs of doom are constantly being spouted at the bottom and back of the Eggmobile, leaving the front as the only vulnerable point to land that last 2 hits.
:: Sonic the Hedgehog 3
Graviton Mobile
グラビトンモービル
Boss of Carnival Night Zone. Eggman hovers around at the top of the arena, just out of reach as usual. He attacks by dropping a giant green ball onto the ground. When the heavy ball stops bouncing, Eggman maneuvers his mobile over it and spins up a rotating wall of electricity. The resulting whirlwind draws Sonic/Tails into it, inflicting damage and making it difficult to grab back lost Rings. When the attack is spent, Eggman lowers himself down to pick up the green orb - this is your only chance to attack.
:: Sonic the Hedgehog 3
Hang Mobile
ハングモービル
Boss of Flying Battery Zone. Eggman latches onto the platform from below and crawls along, spouting flame from the top of the pod everytime you play Jack-be-nimble and attempt to jump over. After a while, he'll swing upward four times - this is your only chance to attack. When playing as Knuckles, Eggman constantly spouts puffs of flame (regardless of whether or not you attempt a jump) and only swings upward twice in a row.
:: Sonic & Knuckles
Hot Mobile
ホットモービル
Boss of Lava Reef Zone. As you approach the site of the fallen Death Egg, Eggman launches a surprise attack, tearing up the platforms around you with missiles. Avoid the blasts and keep moving until you reach the magma falls. Proceed downward to the magma pool and Eggman pops up from the lava in a spiky, well-armored submarine. As soon as he emerges, the entire pool slopes downward toward his invincible machine, and whatever platform you're on slides directly into the sub and shatters. More platforms slide in from off-screen, so keep hopping and for the love of goodness, don't touch the lava. While you're performing your boiling ballet, Eggman attempts to disrupt your groove by firing off large landmines. The mines slide down the surface of the magma along with the platforms, and eventually return to the sub from whence they came - inflicting damage in the process. In short, your only challenge is to avoid the mines and hop platforms. Eggman eventually defeats himself with his own mines.
:: Sonic & Knuckles
Jet Mobile
ジェットモービル
Boss of Mushroom Hill Zone. When you come across a peculiar satellite transmitting to some unknown source, bust the machine with a spin and Eggman (or Eggrobo if you're Knuckles) will emerge from the wreckage and begin his escape through the forest. Chase him down through a series of arches strung with damage-inflicting mace chains. Eggman has no attacks, so the only challenge is to keep moving and attack while avoiding the maces.
:: Sonic & Knuckles
Killer Turkey
キラーターキィ号
Final boss of Sonic & Tails. A mech walker with chicken legs. Eggman simply hobbles back and forth slowly with an occasional jump, firing swirly bullets and ricocheting laser blasts. As laughable as it sounds, those laser blasts are difficult to avoid, and the machine can only be damaged from directly above. After taking 16 hits, the Turkey morphs into a streamlined UFO. In this phase, Eggman simply dashes across the screen at high speed. He's still only vulnerable from above, and if he plows into you now, you'll die instantly even if you have Rings.
:: Sonic & Tails
Kyodai Eggman Robo
巨大エッグマンロボ
2nd boss of Death Egg Zone. Eggman's ultimate final mech, like the one from Sonic 2, is designed in his own glorious image, except this one is much, much bigger. The Doc begins his assault by simply trying to smush Sonic into hedgehog jelly with his two gigantic robot hands. Each hand has 3 fingers and each finger takes 3 hits. Once all the offending digits have been destroyed, the machine repositions itself on the left side of the arena, and chases Sonic down the platform. Occasionally he'll unleash a puff of flaming snot vapors from his nose... the flames sweep the ground and are easily jumped over. Venture a spin anywhere on Eggman's head and he'll open up his massive maw, revealing the Master Emerald within. Once exposed, the Emerald charges up for a huge laser blast that is extremely difficult to avoid, but the brief charging phase is your only opportunity to land a hit (careful not to fall over the edge).
:: Sonic & Knuckles
Screw Mobile
スクリューモービル
Boss of Hydrocity Zone. The water here is knee-deep, making it difficult to move. Eggman rides around at the top of the arena in his unfortunately named boss contraption, hovering just out of reach. After a short while he'll lower the machine to the water's surface and stir up a whirlpool that draws Sonic/Tails toward the apex. As Eggman rises back into the air, he pulls up a waterspout with him. The sides of the spout inflict damage, but the top acts as a platform which can be used to reach the machine. Be fast, though, it subsides quickly. Inbetween waterspout sessions, Eggman flies around the top of the screen and drops bombs into the water. Don't touch the bombs, but jump into the big splashes: if you time your jump right, you should be sent high enough into the air to land a hit on the Doc.
:: Sonic the Hedgehog 3
Submarine Eggman
サブマリンエッグマン
Boss of Hill Top Zone. Eggman cranks up the heat in his lava sub. He pops out long enough to blast Sonic/Tails with a flame thrower and set the ground on fire, but the window of opportunity to inflict damage is small.
:: Sonic the Hedgehog 2
Submarine Eggman II
サブマリンエッグマンⅡ
Boss of Oil Ocean Zone. The arena consists of two raised platforms and a pool of petroleum. Every once in a while, Eggman peeks out from the oil: be quick, because he doesn't stay out for long. While submerged, he'll attack with one of two attachments: a claw sickle that whips out in a curved arc over the platform, or a laser gun that fires three beams before returning to the depths. If one of the laser beams hits the platform, it'll sweep the surface.
:: Sonic the Hedgehog 2
Super Egg Robo
スーパーエッグロボ
Final boss of Sonic Advance. The giant robot flees like a crook while flailing his arms wildly.
  • Meteor Attack: Eggman digs into the ground, stirring up giant chunks of lunar rock that fly across the screen.
  • Eye Beam: Eggman strafes the arena with a sweeping eye laser.
  • Paku Missile: These small orbs flutter through the air - make contact with one and it will encapsulate Sonic, incapacitating him for a few moments. Smash into one with a body blow, however, and it explodes into a shower of valuable Rings.
:: Sonic Advance
Super Eggrobo Z
スーパーエッグロボZ
Boss of XX. Cut through all of Eggman's recycled boss machines to face off against the (also recycled) final boss of Sonic Advance 1. The Super Eggrobo Z stands menacingly (but totally immobile) at the right edge of the arena. He'll fire off his arms like projectiles, but they're easily avoided and can be destroyed with 6 smacks a piece. Use the rising platforms in the middle of the arena to reach the Robo's vulnerable head, but time your attacks so as not to leap smack into his giant eye laser.
:: Sonic Advance 2
Tonkachi Eggman
トンカチエッグマン
Boss of Aquatic Ruin Zone. Quadri-tiered totem poles rise from the ground at either end of the arena, while Eggman hovers about overhead with a giant hammer. He moves from side to side, whacking the tops of the totem poles with the mallet: upon being bopped, the totem will spit an arrow out of a random head. The arrow flies across the arena and gets jammed into the opposite pole, offering a platform with which to reach Eggman. Arrows fall off after a few seconds, so move with the haste.
:: Sonic the Hedgehog 2
Water Eggman
ウォーターエッグマン
Boss of Chemical Plant Zone. Rotating panels line either side of the arena and chemical death lies below, leaving the middle platform as the only save haven. Eggman flies overhead and collects the poison fluid into a tub: when the container is full, he dumps the load onto the invading heroes.
:: Sonic the Hedgehog 2
:: Unknown names ::
Boss of Green Hill Zone. Eggman attacks by hovering around the top of the screen, swinging a giant, pendulous checkered sphere. Two floating platforms on either side of the arena provide refuge as well as a means to reach the rotund foe. Mecha Sonic flies a version of the pendulum machine in Sonic & Knuckles and Eggman pilots yet another version of the contraption in Sonic Advance.
:: Sonic the Hedgehog
Boss of Marble Zone. A wide lava pit lies smack in the middle of the arena, leaving the two edges as the only safe havens. Eggman flies back and forth at the top of the screen, dropping little flames onto one edge at a time: when the flame hits, a brief fire explodes across the surface.
:: Sonic the Hedgehog
Boss of Spring Yard Zone. Eggman hovers overhead above a bridge of blocks. When he's right above Sonic, he'll drop down and attempt to make shish kehog with a long, probing spike: dash out the way and the Doc instead skewers whichever block you were standing on, shattering it in the process. As the battle wears on, the block bridge becomes increasingly sparse, so make with the haste.
:: Sonic the Hedgehog
Boss of Star Light Zone. Three teeter-totters line the arena. Eggman, as per usual, flies around overhead, occasionally dropping mines onto the seesaws below. The mines detonate upon impact or after a few seconds, so you have to work fast. You can either catapult the mines back up at El Rotundo or stand on one end of the totter and let a falling mine spring you into the air for a direct spin attack.
:: Sonic the Hedgehog
The final boss of Sonic 1. Eggman escapes into a small room lined with 4 giant, pounding pistons. Only 2 pistons thrust forth at a time, and Eggman can be found cowering in one or the other: anticipate this location and attack quickly. After each thrust, 4 sparks form at the top of the screen and home in on Sonic's general direction.
:: Sonic the Hedgehog
Boss of Bridge Zone and Labyrinth Zone. This submarine fires flashing projectiles from above and can also launch homing missiles when underwater.
:: Sonic the Hedgehog 8-bit
Boss of Jungle Zone. This Eggmobile attachment drops heavy balls that roll around the bowl-shaped arena.
:: Sonic the Hedgehog 8-bit
Final boss of Sonic 1 (8-bit). From his (incredibly vulnerable) tube on the far side of the arena, Eggman launches electric pulses.
:: Sonic the Hedgehog 8-bit
Final boss of Sonic 2 (8-bit). A heavily guarded machine in a highly electrified arena.
:: Sonic the Hedgehog 2 8-bit
Boss of Collision Chaos. Eggman's hanging around at the top of a pinball arena and your job is simply to bounce, bump, and flip your way up to him. He drops mines to slow you down, but once you've made it to the top, just jump and hit him three times.
:: Sonic CD
Boss of Tidal Tempest. Eggman retreats through an endless maze: chase him down and smack him 4 times. He'll escape to an underwater arena where he syphons air bubbles from the ground and uses them as a barrier. Inhale enough bubbles to breach Eggman's defense, but watch for flashing projectiles: they can be tricky to avoid underwater. One more hit and Eggman's all wet.
:: Sonic CD
Boss of Quartz Quadrant. Eggman cowers in a giant piston above a conveyor belt. The Doc's only attack is to drop mines from the top of the screen: when the mines hit the ground, they shatter into 4 pieces each. Eggman can't be damaged directly, so the object is to run against the flow of the conveyor belt: as Sonic jets along, the belt picks up speed and brushes against the bottom of the piston. After a while, Eggman's tender tootsies will no longer be able to stand the heat caused by the friction, so he'll run off leaving the piston to explode behind him.
:: Sonic CD
Boss of Wacky Workbench. Eggman makes his escape through a vertical arena with three layers. In the first room, hit him once and he dashes upward, breaking through the ceiling above. Four chunks of debris fall from the top of the screen: don't let 'em smush you, but jump on top of one. The floor charges with electricity that sends the four chunks of debris catapulting into the air: the object is to leap through the ceiling to the layer above, but your weight will slow the chunk you're standing on, so you need to jump to another one in midair to attain enough height. Repeat this process two more times. By the third round, spikes fall from the ceiling along with the shrapnel.
:: Sonic CD
Final boss of Sonic CD. Eggman's final machine is simple enough: a large spherical hovercraft with four panels circling the exterior. The trick is to reach between the panels to land a hit. Each time Eggman takes damage, one of the panels falls off and his method of attack changes. In the first two rounds, he lowers himself to the ground and rolls across the floor. He then flies just out of reach and flings the panels into the air: the slabs rain back down from the ceiling and fall narrow-side out at random points on the ground. Finally, he homes in on Sonic and stretches the panels outward for a damage-inflicting probe. Once 2 panels have been destroyed Eggman abandons the rolling attack, but still probes and flings off his remaining 2 panels which fall broad-side out onto the floor. When he's down to a single panel, the villainous doctor abandons the probing attack, but when he flings off his only remaining panel, it flies onto the arena broad-side out at a long angle, making it difficult to avoid. He also uses the last panel as a pogo to hop across the floor. Land one more hit (for a total of 4) to finish the job.
:: Sonic CD
First final boss of Sonic & Tails 2. Eggman bounces around the arena in this absurd pogo machine, shaking the ground with each tremendous stomp.
:: Sonic & Tails 2
Second boss of Sonic & Tails 2. Eggman hovers around at the top of the arena, occasionally pausing to fire a jet blast of flame straight downard to the ground. Avoid the blasts and land 16 hits on the durable machine to break off its flame-throwing bottom segment. (The segment sends a blast of sweeping flame along the floor as soon as it hits the ground.) Now the exposed underside charges with electricity, forming a barrier that absorbs all damage inflicted on the machine. After charging for a few moments, Eggman unleashes a scattering shower of glowing orbs which, it goes without saying, should not be touched. Immediately preceding the blast, there's a brief moment in which the electric barrier goes down - this is the only chance to land a hit. 1 more spin (for a total of 17) is all it takes to smash the weakened contraption.
:: Sonic & Tails 2
Third boss of Sonic & Tails 2. The final arena is a small room with laser blasters on the ceiling. Laser shots fire continually from random blasters, and are extremely difficult to avoid. The best strategy is to ignore them and simply retrieve a lost Ring when you take damage. Eggman, meanwhile, circles the outer edge of the arena in a reinforced chute. He can only be damaged when he reaches either edge of the room, where the chute is not guarded. He dashes by too quickly to be hit at first, but gradually slows down. When he comes to a complete stop, he launches an electric attack that covers the entire arena. The only way to avoid this attack is to retreat into one of the chute openings on either end of the arena.
:: Sonic & Tails 2
Boss of Botanic Base. A prying claw drops down from above and lifts your Combi Partner to the ceiling, leaving your character dangling in the middle of the screen with nothing but a lone bobbin for company. Eggman, meanwhile, floats irresolutely around your bungeed fuzzball making no obvious attempts to inflict damage. Take the initiative by pressing left and right on the D-pad to swing your character around and administer spin attacks on Eggman's machine. Note that as Eggman reaches each side of the screen, he pauses to charge up with a burst of electricity. Watch out for sparks that rain down from above at long intervals.
:: Chaotix
Boss of Speed Slider. As your characters roll onto a large carousel, it proves to be a trap and rockets off into the sky. Eggman watches gleefully from a ticket booth in the center while the vulnerable Dark Ring capsule circles just below. Aim for the Ring, but watch out for the spiked platforms rotating in the opposite direction of the carousel's flow.
:: Chaotix
Boss of Amazing Arena. Eggman flies around just off the ground, pausing every few seconds to project a holographic enemy which quickly materializes into the physical realm. Dodge or destroy the enemies and hit Eggman's machine, but watch out for his stretchy arms. When he's on the move, Eggman's machine is protected by a trio of rotating spheres.
:: Chaotix
Boss of Marina Madness. Eggman, encapsulated in a crystal shell, flies onto the screen like a missile from beneath the waves. After opening up for a brief taunt, the crystal shield encapsulates Eggman's machine again and bobs around the screen like a giant polygonal pill. The machine can't be damaged during this phase, but after a short while the shield will break down into a pair of angular blades that rotate around the Eggmobile.
:: Chaotix
Boss of Techno Tower. Eggman drops a trap arena onto the pinnacle of the tower just as you arrive on the scene. Within, he lumbers across the ground in a chunky contraption with flailing arms while a bright light fires bouncing lasers into the ground. Dodge the lasers and flailing arms to administer spin attacks on the machine.
:: Chaotix
Boss of Green Grove Zone. Eggman hovers around just out of jumping range lugging a heavy spiked ball. He occasionally pauses to drop the ball, which chases Sonic along the ground for a short distance. When the ball stops, Eggman flies over it and lowers himself down to pick it up: this is the only chance to attack.
:: Sonic 3D: Flickies' Island
Boss of Rusty Ruin Zone. Eggman lowers his Eggmobile into an ancient sphinx-like wall carving, bringing the stone golem to life. The golem will attempt to smash nearby hedgehogs with his two hovering paws while sweeping the arena with stone bullets from the gun in his crotch. Jump on the paws to reach the golem's head where Eggman sits.
:: Sonic 3D: Flickies' Island
Boss of Spring Stadium Zone. Eggman hovers just out of reach, waving two spiky mechanical hands around in a menacing fashion. He periodically lowers himself to the ground and pounds the floor with the damage-inflicting appendages: this is the only chance to attack from ground level, but a frontal assault is risky. At the north corner of the arena, there's an upraised platform from which the Eggmobile can be reached while it's still in the air, but keep jumping if you don't want a spike up the pooter. The machine gains speed with each hit, so keep on your toes.
:: Sonic 3D: Flickies' Island
Boss of Diamond Dust Zone. Eggman hovers around, as per usual, just out of reach, dropping trap snowmen that explode as Sonic approaches. Eventually, the bad Doc will lower himself to the ground for a direct attack: this is your only chance to inflict damage, but the Eggmobile is guarded by a belt of snowblowers. Get caught in a puff of icy breath and Sonic will be frozen solid. He won't sustain damage from this attack, but it leaves him vulnerable to a direct hit from the Eggmobile. After each hit, the Eggmobile loses a snowblower, but gains speed to compensate.
:: Sonic 3D: Flickies' Island
Boss of Volcano Valley Zone. The Eggmobile lies right in the center of a crosshair river of lava. The only way to reach the vulnerable cockpit is to traverse the narrow pipes that extend down each branch of the crosshair. Small flame throwers periodically spout fiery breath around the edge of the cockpit while a larger puff of airborne flame will actually chase Sonic around the arena.
:: Sonic 3D: Flickies' Island
Boss of Gene Gadget Zone. Eggman hovers around out of reach at the mouth of a giant conveyor belt. Don't fall too far to the rear of the belt (which leads to spiky doom), but leave enough distance to dodge the jagged shrapnel flowing from the mouth of the machine. Eggman periodically lowers himself down to fire missiles along the belt: this is your only chance to attack.
:: Sonic 3D: Flickies' Island
Boss of Panic Puppet Zone. Eggman sits in a large glass chute at the top corner of the arena. In the first phase, he controls a pair of smashing arms while guns mounted on each shoulder toss projectiles onto the board. Stand in the shadow of an arm long enough for it to home in on Sonic, then dash out of the way just before it smashes into the ground: for a brief moment, a blue button behind the machine's arm flashes. Spin the button to inflict damage on the machine. 4 hits deactivate each arm, and once both arms have been destroyed (total of 8 hits), Eggman flees to the second tier. Pursue and phase 2 begins: in this round, each arm is outfitted with a flame thrower. The aerial puffs of flame will chase Sonic around the board for a few seconds before dissipating: dodge the flame and quickly attack the blue buttons while they're still flashing. Once more, 4 hits on each arm and Eggman flees to the third tier. In this phase, each arm is outfitted with a gun that fires a shower of ricocheting shrapnel. Dodge the bounding projectiles and land 4 more hits on each arm (grand total of 24 hits) to finish the job.
:: Sonic 3D: Flickies' Island
Final boss of Flickies' Island. The board is divided into 5 different areas, and the Eggman robot uses a unique method of attack on each. After each assault, the robot hauls itself into the middle of the arena for a direct attack, which is your only opportunity to inflict damage. After each hit, the robot flies off to the next area of the board. Here's a list of the machine's attacks:
  • round 1: fires laser rays from its fingers.
  • round 2: fires puffs of flame from its nose. The flame chases Sonic around the arena for a few seconds before dissipating.
  • round 3: attempts to smash you to death with 2 detached hands on a narrow arena. Get out of the shadows before the hands slam down. After 3 attempts, the hands will fly to either edge of the arena and sweep the floor with a dash attack.
  • round 4: fires off a series of aerial missiles which rain back down onto the arena wherever Sonic is standing.
  • round 5: fires a gun that sweeps the arena with ricocheting projectiles.
:: Sonic 3D: Flickies' Island
Boss of Green Hill Zone. Eggman flies overhead and flings a razor boomerang that is a cinch to avoid.
:: G Sonic
Boss of Yellow Desert Zone. Eggman sweeps the floor with a prodding bow while riding atop a flying cloud like a certain ape from Chinese literature.
:: G Sonic
Boss of Red Volcano Zone. Eggman bounces from below on a giant pogo device and attempts to smack you down with a ball and chain.
:: G Sonic
Boss of Blue Marine Zone. This battle takes place underwater. Eggman flies about overhead firing harpoons: avoid the spears and let them hit the ground. A single air bubble will rise from the point of contact. This is the only form of oxygen available during the fight, so take advantage of it.
:: G Sonic
Boss of Silver Castle Zone. Sonic stands on a large wheel with a small platform suspended directly overhead. Eggman hovers well out of reach above said platform. The Doc's machine is outfitted with large beam cannons on either end: when one of the cannons charges, it's about to fire a laser beam. The blast ricochets off mirrors on either side of Sonic for a horizontal attack: leap to avoid it. Have Sonic run along the giant wheel, which causes the platform overhead to slide left or right: maneuver the platform so that it intersects Eggman's laser blast, which sends the beam flying directly back up at him. (Every once in a while, Eggman feigns a charge to throw your groove off.)
:: G Sonic
Boss of Neo South Island Zone. Eggman rolls along the ground, pounding the earth with a crushing mallet. After taking 4 hits, the Doc will pause when he reaches the middle of the arena to slam the ground with a powerful thwack from the hammer: the shockwave will inflict damage regardless of where you stand, so be sure to jump when you see him raise the gavel.
:: Sonic Pocket Adventure
Boss of Secret Plant Zone. Eggman floats around in the middle of the arena and fires showers of slow-moving bullets in Sonic's general direction. Stand on one of the two hovering platforms on either side of the machine to reach Eggman's vulnerable noggin. The platforms sway with your weight, so leap with caution.
:: Sonic Pocket Adventure
Boss of Cosmic Casino Zone. Eggman bounds around the pinball arena and occasionally pauses to home in on Sonic. He can't be damaged from below, so watch your trajectory.
:: Sonic Pocket Adventure
Boss of Gigantic Angel Zone. Eggman hovers around just out of reach, periodically unleashing scatter shots. Every once in a while he'll dip down, which is the safest opportunity to attack. If you don't feel like waiting, you can (counterintuitively) land on top of the explosions caused by the missiles he occasionally drops.
:: Sonic Pocket Adventure
Boss of Last Utopia Zone. Eggman's big-armed hovercraft is powered by a Chaos Emerald. Step too close and the Doc will grab Sonic and brutally slam him into the ground like a rag doll. When you're at an otherwise safe distance, he'll fire off the machine's arms like missiles. To acquire that last Emerald, you've got to physically knock it out of the machine then grab it before finishing the fight.
:: Sonic Pocket Adventure
Final boss of Sonic Pocket Adventure. Eggman escapes through space, firing homing missiles at his golden pursuer: smack the broad side of the missiles to send them flying back toward their progenitor, but dodge the tip or you'll be momentarily stunned.
:: Sonic Pocket Adventure
Final boss of Sonic Advance 2. Eggman pootles around on the right side of the screen, firing off homing missiles and bullet formations that momentarily stun his Emerald-charged pursuer. Avoid the projectiles, but body slam into the homing missiles to send them flying back into Eggman's machine. When the crustaceous contraption pokes its dangling tail upward, it's about to fire off a chilling laser blast: if Super Sonic gets caught in the ray, he'll freeze solid and be promptly devoured by the planktonic machine, then regurgitated minus a substantial 10 Rings. Land 8 hits on the shrimp mobile and it'll ditch the freeze ray tactic, opting instead to curl into a ball and careen wildly through space. While Super Sonic is in less danger, the contraption becomes that much more difficult to hit. Land 4 more smacks (for a total of 12) to finish the job.
:: Sonic Advance 2

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