Sam Fisher
The game's protagonist, an experienced covert operative working for Third Echelon.
Documented for this version
Arrow LeftArrow Right | Move left or right |
|---|---|
Arrow UpArrow Down | Move up or down where the level allows |
A | Jump |
B | Perform the contextual action |
How it plays
The game presents missions from a side-on perspective. Sam must infiltrate enemy locations, reach objectives, collect information, and escape while avoiding alarms and armed guards.
Levels combine platforming, exploration, and stealth encounters. Players can move through dark areas, hide from patrols, climb or jump across obstacles, and use equipment when the situation requires it. Progression comes from completing successive story missions rather than from a character-level system.
Plan your run
Observe patrol routes before moving, and use darkness or cover to break enemy sight lines. Avoid unnecessary firefights because ammunition and health are limited.
Explore carefully for mission items and information, then retreat to cover after interacting with objectives. When stealth fails, reposition instead of standing in the open and exchanging fire.
Meet the cast
The game's protagonist, an experienced covert operative working for Third Echelon.
Sam Fisher's mission coordinator and handler.
Before you begin
Study guard movement before crossing an exposed area.
Prefer hiding and repositioning to direct combat.
Search side areas for useful equipment and mission information.
Editorial context
An ambitious handheld adaptation that captures some of Splinter Cell's stealth atmosphere, although its 2D controls and limitations make it less refined than the console versions.
Tom Clancy's Splinter Cell on Game Boy Advance is a side-scrolling stealth-action game developed by Ubisoft Shanghai and published by Ubisoft. It adapts Sam Fisher's covert missions into a compact 2D format, placing emphasis on remaining unseen, navigating guarded facilities, and using limited equipment intelligently. The campaign follows Fisher through mission-based levels inspired by the console game, with combat used as a riskier alternative to infiltration. Its atmosphere, lighting effects, and attempt to preserve the series' stealth identity were notable for a handheld release. Reception was mixed: critics appreciated the presentation and ambition, while controls, enemy behavior, and technical limitations received criticism.
Catalog entry maintained by EmuGamers Editorial Team
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