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  • :: General Info ::
    Title (Japan)
       ソニックアドバンス
    Title (USA)
       Sonic Advance
    Title (Europe)
       Sonic Advance
    Developer
       Dimps
    Platform
       Nintendo Game Boy Advance
    Format
       cartridge
    Genre
       Platformer
    Rating
       CERO: 全年齢
       ESRB: E

    :: Release Info ::
    :: GBA version ::
    Japan
       December 20, 2001
       ¥5,800
    USA
       February 4, 2002
    Europe
       March 8, 2002

    :: N-Gage version ::
    USA
       October 7, 2003
    Europe
       October 7, 2003

    :: Game Credits ::
    Sega
    Producer
       Yuji Naka
    Director
       Akinori Nishiyama
    Art Director
       Yuji Uekawa
    Technical Director
       Takahiro Hamano
    Designers
       Sachiko Kawamura
       Kazuko Ito
       Makoto Yonezu
    Programmers
       Yoshihisa Hashimoto
       Takaaki Saito
    Sound Creators
       Tatsuyuki Maeda
       Yutaka Minobe

    Dimps
    Producer
       Hiroshi Matsumoto
    Line Producer
       Kouichi Sakita
    Planners
       Yukihiro Higashi
       Masaaki Yamagiwa
    Programmers
       Shinichiro Shibusawa
       Hirofumi Kono
       Hiroki Yoshitake
       Katsuya Kuramoto
    Designers
       Kazuhiko Yamamoto
       Yuko Yamanoue
       Etsuko Hosokawa
       Toru Nakanishi
       Sadaki Matsumoto
    Sound
       Hironobu Inagaki
       Atsuyoshi Isemura

    :: Platforms ::
    Nintendo Game Boy Advance
       Sonic Advance
       Double Pack: Sonic Advance & Chu-Chu Rocket!
       Double Pack: Sonic Battle & Sonic Advance

    Nokia N-Gage
       SonicN


    Sonic Advance
    Last update: 06/18/07

    :: Quick Jump ::
       [ Story | Gameplay Info | Comparison | Lost in Translation | Codes | Behind the Screens | Notes | Miscellanea ]


    :: Gameplay Info ::
       On December 20th in the year of our Lord 2001, swine evolved wings and took to the sky, temperature readings from the Earth's core dipped below freezing, and Sonic the Hedgehog appeared in his first game on a Nintendo console. Development duties for this heretical voyage into the Yamauchi nation were outsourced to the cut-rate code whores at Dimps, who would go on to perpetrate both subsequent Sonic Advance games as well as the DS follow-up Sonic Rush. While a bit more vibrant than the studio's first effort, Sonic Pocket, Advance still leans toward the simple Sonic 2 structure and suffers from some occasionally spasmodic level design.

       All four staple heroes are present and playable, each armed with his/her signature moves plus new tricks culled from the Sonic Adventure games:

    Sonic the Hedgehog -- Fastest of the bunch, but his antics are firmly bound to terra firma: he lacks the maneuverability of his comrades. Choose him for a game with normal difficulty.
    walk -- Push left or right on the D-pad to initiate Sonic's movement in either direction. As you hold the button down, Sonic gains speed.
    run -- Begin walking and hold down the button to make Sonic gain speed. After a few seconds, he'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Sonic screech to a halt. He'll skid for a short distance, based on how fast he was moving.
    look up -- While standing still, press up on the D-pad to make Sonic gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Sonic's overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Sonic duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Sonic stands.
    spin -- While moving, press down on the D-pad to make Sonic curl into a rolling attack. He'll remain in this position until you jump or slow down. For a short, straightforward roll, tap button B.
    jump -- Press A to make Sonic leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    push -- There is actually nothing to push in Sonic Advance. However, that won't stop Sonic from trying everytime he runs up against a solid object.
    Spin Dash (スピンダッシュ) -- While crouching, tap button A to have Sonic rev up with a stationary spin. Keep tapping the button to build up momentum, then let go of the D-pad to dash off with a full speed rolling attack.
    W spin attack (W回転アタック) -- Jump, then tap button A while in midair to initiate a 360° slash that momentarily extends the radius of Sonic's spin attack.
    Somersault (サマーソルト) -- Press B to roll, then press B again while in mid-curl to have Sonic perform a somersault.
    Sliding (スライディング) -- Press B to roll, follow up with a somersault, then tap B a third time to finish off with a sliding attack.
    spin jump (回転ジャンプ) -- Press B to roll, follow up with a somersault, then tap A to leap backwards through the air with an angled spin attack.
    Jump Dash (ジャンプダッシュ) -- While in midair, quickly tap left or right twice to break out of the spin. Sonic will dash a short distance through the air and hit the ground running.
    grind -- Leap onto the edge of any banister and Sonic will grind along the length of the rail.

    Miles "Tails" Prower -- Not quite as fast as Sonic, but as usual, his ability to fly gives him greater maneuverability than any other character. Choose him for an easy game.
    walk -- Push left or right on the D-pad to initiate Tails' movement in either direction. As you hold the button down, Tails gains speed.
    run -- Begin walking and hold down the button to make Tails gain speed. After a few seconds, he'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Tails screech to a halt. He'll skid for a short distance, based on how fast he was moving.
    look up -- While standing still, press up on the D-pad to make Tails gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Tails' overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Tails duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Tails stands.
    spin -- While moving, press down on the D-pad to make Tails curl into a rolling attack. He'll remain in this position until you jump or slow down.
    jump -- Press A to make Tails leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    push -- There is actually nothing to push in Sonic Advance. However, that won't stop Tails from trying everytime he runs up against a solid object.
    Spin Dash (スピンダッシュ) -- While crouching, tap button A to have Tails rev up with a stationary spin. Keep tapping the button to build up momentum, then let go of the D-pad to dash off with a full speed rolling attack.
    Propeller flight (プロペラ飛行) -- Jump, then press A while in midair to have Tails whirl his dual butt appendages together and take to the sky. Continue tapping the A button to ascend, or let go to descend. While airborne, Tails can be maneuvered with the D-pad. Damage can be inflicted upon enemies or bosses by flying upwards into them with your deadly whirling tails. After a short while, Tails will get tired and fall to the ground.
    swim (泳ぎ) -- While underwater, jump and press button A to begin swimming. Swimming is identical to flying except that you can't damage enemies.
    tail attack (シッポ攻撃) -- Tap button B to have Tails whip his namesake appendages forward for a broad slash attack.

    Knuckles the Echidna -- The muscular monotreme is armed with his trademark climbing and gliding skills. While he can't soar like Tails, he still has a leg up over the resident hedgehogs. Choose him for an easy game.
    walk -- Push left or right on the D-pad to initiate Knuckles' movement in either direction. As you hold the button down, Knuckles gains speed.
    run -- Begin walking and hold down the button to make Knuckles gain speed. After a few seconds, he'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Knuckles screech to a halt. He'll skid for a short distance, based on how fast he was moving.
    look up -- While standing still, press up on the D-pad to make Knuckles gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Knuckles' overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Knuckles duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Knuckles stands.
    spin -- While moving, press down on the D-pad to make Knuckles curl into a rolling attack. He'll remain in this position until you jump or slow down.
    jump -- Press A to make Knuckles leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    push -- There is actually nothing to push in Sonic Advance. However, that won't stop Knuckles from trying everytime he runs up against a solid object.
    Spin Dash (スピンダッシュ) -- While crouching, tap button A to have Knuckles rev up with a stationary spin. Keep tapping the button to build up momentum, then let go of the D-pad to dash off with a full speed rolling attack.
    glide flight (滑空飛行) -- Jump, then press and hold button A while in midair to have Knuckles fan out his dreads and glide slowly to the earth. The glide can also be used as an attack to destroy enemies.
    wall climb (カベ登り) -- Glide into a wall to have Knuckles latch on. Press up or down on the D-pad to scale the surface, and jump to let go.
    Punch attack (パンチ攻撃) -- Tap button B to have Knuckles throw a powerful punch. Tap twice in succession to perform a quick follow-up jab.
    Upper attack (アッパー攻撃) -- Press B three times in rapid succession to have Knuckles throw a couple of punches and finish off with a powerful uppercut.
    water surface movement (水面移動) -- Fall into any body of water and Knuckles will float on the surface. Use the D-pad to move left or right and press down to submerge.
    long-distance swimming (遠泳) -- While underwater, jump then press and hold button A to have Knuckles swim for the exact same effect as a basic glide.

    Amy Rose -- The surprisingly speedy Amy lacks any of the spinning attacks pivotal to the series: while her Piko-Piko Hammer offers wider attack radius than a normal spin, it must be triggered manually. Choose her for a difficult game.
    walk -- Push left or right on the D-pad to initiate Amy's movement in either direction. As you hold the button down, Amy gains speed.
    run -- Begin walking and hold down the button to make Amy gain speed. After a few seconds, she'll break into a run.
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Amy screech to a halt. She'll skid for a short distance, based on how fast she was moving.
    look up -- While standing still, press up on the D-pad to make Amy gaze to the heavens. As you hold up, the camera pans upward, giving you a view of Amy's overhead surroundings.
    crouch -- While standing still, press down on the D-pad to make Amy duck. As you hold down, the camera pans downward, giving you a view of the stage beneath where Amy stands.
    jump -- Press button A at any time to make Amy leap into the air. The height of the jump is proportional to how long you hold the button down.
    push -- There is actually nothing to push in Sonic Advance. However, that won't stop Amy from trying everytime she runs up against a solid object.
    hammer attack (ハンマー攻撃) -- Press button B to have Amy slam her giant mallet into the ground. Press the button twice quickly to follow-up with a second whack.
    Jump Hammer (ジャンプハンマー) -- Jump, then press button B while in midair to have Amy cut a flip with hammer extended.
    Hammer Jump (ハンマージャンプ) -- While crouching, press button B to have Amy catapult herself high into the air with her hammer.
    Step movement (ステップ移動) -- While crouching, tap button A to have Amy sprint forward with a speedy leap.
    Head Sliding attack (ヘッドスライディング攻撃) -- While performing the Step maneuver, tap button B to have Amy skid along the ground with a painful face plant.
    midair spin hammer (空中回転ハンマー) -- Jump, then press and hold down on the D-pad along with button B to have Amy whirl like a tornado with hammer extended.
    grind -- Leap onto the edge of any banister and Amy will slide along the length of the rail.

       The object catalogue features all the traditional commodities, most with a Sonic Adventure style makeover:

    Ring (リング) -- As long as Sonic has some of these, he won't lose a life if he takes damage. Sustain a hit and all your collected Rings will scatter, giving you a brief opportunity to grab a few back before they disappear. A 1up is awarded for every 100 Rings collected and each is worth 100 points at the end-of-Act score tally.
    Item Box (アイテムボックス) -- In each stage, you'll find a number of these power-up bearing monitors. Pop them open with a spin to procure one of 8 power-ups. (Note that the invincibility jingle is based on the old Sonic theme, unheard since Sonic 2.)
  • 5 Ring (5リング) - Worth 5 Rings
  • 10 Ring (10リング) - Worth 10 Rings
  • Random Ring (ランダムリング) - Worth 1, 5, 10, 20, 30, or 40 Rings
  • Barrier (バリア) - Absorbs one hit
  • Jiryoku Barrier (磁力バリア) - Absorbs one hit and magnetically attracts nearby Rings
  • High Speed (ハイスピード) - Temporary speed increase
  • Muteki (無敵) - Temporary invincibility
  • 1up - Gives Sonic an extra chance
  • Point Marker (ポイントマーカー) -- These hold your place in a stage: should you lose a life, you'll start back at the last Point Marker you tagged.
    Bobbin (ボビン) -- Round bumpers found only in Casino Paradise. Bump into them for 10 points a smack.
    spring -- Leap onto the broad side to spring high and away.
    spikes -- I dunno, might be some kind of avant-garde trampoline. Why don't you jump on it and see?
    Dash Panel (ダッシュパネル) -- Trot through the turbines for a quick speed boost.
    Pole (ポール) -- These can be found jutting out of cliffs or poking out of the ground: grab hold for a vertical spring or horizontal boost.
    air bubbles -- Large, oxygen-filled bubbles periodically rise from these clusters: tag one to fill Sonic's lungs with air and prolong the time you can spend underwater.
    special spring (スペシャルバネ) -- You'll find one of these large springs hidden in each Zone (2 in Ice Mountain). Leap on top to be catapulted to the Special Stage.
    Clear Panel (クリアパネル) -- These signposts can be found at the end of each first Act. Cross them to end the stage.
    Capsule (カプセル) -- These are found at the end of each second Act, after facing the boss. Push the button on top to destroy the machine and free the helpless animals within.

       Eggman's latest army of robot minions leans just a bit toward the goofy side. Perhaps he grows senile in his old age. Regardless, they're worth the usual 100 point bonus each.

    Gami-gami (ガミガミ) -- Crab bots based on Gani-gani. They crawl along the ground and fire projectiles from either claw.
    Stinger (スティンガー) -- Wasp bots from Sonic 2. They fly through the air and fire projectiles at encroaching heroes.
    Kiki (キキ) -- Monkey bots from Sonic Adventure. They scuttle up and down palmtrees, tossing explosive coconuts at passersby.
    Rhinotank (リノタンク) -- Rhino bots from Sonic Adventure. They roll slowly along the ground, but relentlessly charge as soon as approached.
    Kero-kero (ケロケロ) -- Frog bots that hop along the ground in erratic patterns. ("Kero-kero" is Japanese for ribbit.)
    Mogu (モグ) -- Mole bots that pop in and out of the ground. ("Mogura" is Japanese for mole.)
    Senbon (センボン) -- Porcupinefish based on Sonic 3's Harisenbo. They hover slowly through the air and periodically inflate their spiky bodies. ("Harisenbo" is Japanese for porcupinefish.)
    Tento (テントー) -- Ladybug bots that fly along the ceiling and spout projectiles. ("Tentoumushi" is Japanese for ladybug.)
    Pierrot (ピーエロ) -- Juggling clown bots that roll along the ground. They can only be damaged from above: try rolling into them and you'll bounce right off.
    Slot (スロト) -- Coin-carrying bat bots that fly erratically through the air. Pass underneath and they drop the coin, which shatters upon hitting the ground.
    Hanabi (ハナビー) -- Lizard bots that roll along the ground and cough up exploding fireworks. ("Hanabi" is Japanese for fireworks.)
    Yukimaru (ユキマル) -- Snowman bots that scuttle along the ground and fire snowballs into the sky when you attempt to leap over them in jack-be-nimble fashion. ("Yuki" is Japanese for snow.)
    Drisame (ドリサメ) -- Shark bots that drill through walls and jet through the water at high speed. Dodge them once and they won't return to take another shot. ("Same" is Japanese for shark.)
    Pen (ペン) -- Penguin bots based on Sonic 3's Pen-pen. They waddle along the ground and kick snowballs at marauding hedgehogs.
    Kura (クラー) -- Jellyfish bots that swim slowly through the water and periodically charge up electric barriers. ("Kurage" is Japanese for jellyfish.)
    Leon (レオン) -- Chameleon bots that waddle along the ground and prod air with their long tongues.
    Wam (ワム) -- Caterpillar bots based on Sonic 3's Meramora. They glide through the air. That's it.
    Oct (オクト) -- Octopus-looking bots that hover through the air and drop flashing radioactive turds.
    Mirror (ミラー) -- Silvery diamond-shaped bots that fly through the air and periodically open up to fire flashing projectiles. They can only be damaged when they open up to shoot.

       There are 6 proper Zones, each consisting of the usual 2 Acts and boss fight. Eggman's boss contraptions take 8 hits apiece (6 on easy mode) and are worth the usual 1,000 points each. Any previously accessed Zone or Act can be revisited at will via the main menu.

    Neo Green Hill Zone -- Our heroes begin their quest on a sandy beach and cross a lengthy highway before ending up in more traditional checkered tropics. Hit the large bank curve near the end of Act 1 with enough speed to run up the side. A leafy jungle toward the end of Act 2 offers 2 means of passage (the ground or the treetops).

    Egg Hammer Tank (エッグハンマータンク) -- 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.

    Secret Base Zone -- The dark factory is laced with boiling magma and an abundance of spike traps. Latch onto hangers or swinging hooks for fast transport. Continually hop on trampoline platforms for increased height: you'll spring higher with each bounce.

    Egg Press (エッグプレス) -- 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.

    Casino Paradise Zone -- The "casino" paradise actually has more in common with Carnival Night. Pop balloons for an aerial boost and dash into blue Warp Zones for fast transport around the stage. Use giant flippers to fling yourself back into the pinball arena.

    Egg Ball (エッグボール) -- 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.

    Ice Mountain Zone -- The snowy peaks are halfway submerged in a mountain lake. As always, be sure to grab air from bubble clusters while underwater. Thick snowdrifts hinder your speed and make ideal hiding grounds for Yukimarus waiting in ambush. Smash icy boulders to find frozen Item Boxes.

    Egg Spider (エッグスパイダー) -- 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.

    Angel Island Zone -- The aerial ruins are constructed on the underside of a giant cliff, making for precarious travel throughout the stage. Try not to look down. Run on top of ancient pegs to drive them along grooves in the wall. Hop along clouds ala Sky Sanctuary and leap through sandfalls ala Sandopolis.

    Mecha Knuckles (メカナックルズ) -- Since our credulous red guardian seems to have his head on straight this time around, Eggman compensates for the loss with this robot duplicate. The off-color clone begins his assault with all of Knuckles' basic moves: punching, gliding, and Spin Dashing. After 4 hits, however, he'll blow off the magenta shell to reveal his true mechanical form. His speed increases dramatically and he gains the ability to cough up giant homing missiles.

    Egg Rocket Zone -- Eggman's space shuttle is escaping into the sunset sky, leaving you to race your way through each segment of the ship before it breaks off. The rocket consists of 3 large portions, and you've got 5 minutes to surmount each one. There are no Point Markers: if you lose a life, you start back at the beginning of the layer. (Egg Rocket consists of 1 Act and no boss.)

    Cosmic Angel Zone -- Eggman's celestial stronghold is a neon funhouse of potential epileptic seizure. Enemies are abundant and springs are apt to catapult careless adventurers right into spike traps, so leap with caution. Run through vacuum chutes to reverse the gravity and plod along the ceiling. (Cosmic Angel has only 1 Act.)

    Egg Snake (エッグスネーク) -- 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.

    X-Zone -- The inexorable Eggman escapes to the surface of the ship where he seems to have stored a few additional boss contraptions, including a couple of familiar ones.

    Egg Mobile: Hammer Ball (エッグモービル・ハンマーボール) -- The orb-swinging Green Hill boss machine is a bit tricker to dodge than it was a decade prior, but goes down after a mere 4 hits. (BGM is based on the Sonic 1 boss theme.)

    Egg Mobile: Drill Machine (エッグモービル・ドリルマシン) -- Eggman's second scrap heap treasure is the rolling Drill Machine from Emerald Hill. After sustaing 3 hits, he'll unwisely fire off the drill bit, leaving him defenseless. Land 1 hit more (total of 4) and maybe the desperate villain will remember why he tossed the worthless contraption in the first place. (BGM is based on the Sonic 2 boss theme.)

    Egg X (エッグX) -- Eggman finally gets serious and breaks out something new. 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.

    If you're missing any of the 7 Chaos Emeralds, the game ends here and you get the bad ending. If, however, you do possess all 7 gems and happen to be playing as Sonic, you get one more curve ball...

  • The Moon Zone -- This final battle occurs only if you've collected all 7 Chaos Emeralds and cleared the X-Zone as Sonic. The mad, bad Doc has escaped to that most mythical of green cheeses and only Super Sonic is fit to give chase in the low-gravity environment.

    Super Egg Robo (スーパーエッグロボ) -- As always, Super Sonic begins with 50 Rings that deplete by the second. Eggman will do everything in his power to knock you backwards and stall you until your Rings expire. Dodge his onslaught by jumping and body slam into his vulnerable noggin with button B.

  • 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.

  •    Getting into Special Stages is, for a change, relatively hassle-free: simply locate the Special spring hidden in each Zone and jump on it to catapult yourself to the bonus round. Your thrill-seeking character skysurfs through a large chute filled with Rings and mines: as usual, the object is to collect the requisite number of Rings to pass each checkpoint. Press button A to perform a quick foward dash (allowing you to squeeze through otherwise unpassable mine formations) and button B to perform an aerial trick that momentarily expands your collision radius (an efficient way to snatch clusters of Rings). Amass enough Rings to cross the second checkpoint and earn a coveted Chaos Emerald.

    Ring (リング) -- You need to collect the requisite amount of Rings to cross each checkpoint.
    obstacle (障害物) -- Smack into one of these bombs and 10 Rings are subtracted from your total.
    Trick Point (トリックポイント) -- Press button B to perform an aerial trick just as you pass through the flashing panel. If your timing's on, you'll be awarded a hefty Ring bonus.
    Bobbin (ボビン) -- Smack into one of these to be catapulted around the chute.
    Chao (チャオ) -- Tag the lone Chao in each Special Stage to earn a continue, worth a full set of 3 lives.
    Chaos Emerald (カオスエメラルド) -- Amass enough Rings to pass both checkpoints and you'll earn one of these lovely gems. Collect all 7 to access the hidden final boss and good ending.

       From the main menu players may access Chao no Petit Garden, a pint-sized travel home compatible with water gremlins raised in Sonic Adventure 2 Battle or Sonic Adventure DX. The Garden comes stocked with a single egg: caress it tenderly with the A button to facilitate the hatching of a bloodthirsty blue slime. A menu on the right side of the screen displays the beast's name and stats. Press the L button to bring up a carte of fruit, rare eggs, and Garden upgrade items that can be purchased using Rings amassed in the scenario game:

    Item Price (in Rings)
    orange fruit 30
    blue fruit 60
    pink fruit 55
    green fruit 50
    purple fruit 30
    yellow fruit 55
    red fruit 70
    trumpet 1,000
    rubber duckie 2,000
    TV set 10,000
    normal egg 0
    silver egg 500
    gold egg 1,000
    ruby egg 5,000
    sapphire egg 7,000
    amethyst egg 8,000
    emerald egg 10,000
    garnet egg 12,000
    aquamarine egg 14,000
    peridot egg 16,000
    topaz egg 18,000
    onyx egg 20,000

       When you get tired of fiddling with your Chao's stats, click on one of the tiny GBA units in the top right corner to access one of 2 minigames adequate for whittling away your limited hours on this green Earth. Rings amassed in the minigames can be used to purchase items from the Petit Garden shop menu.

    • Okashi Meku-Chao: 7 pairs of cards are placed face-up on a grid. After a few brief moments, the cards flip over and a Chao waddles along the board to shuffle the layout. Match pairs to earn Rings based on the position of each card on the grid: cards on the outer layer are worth 1 Ring each, cards in the middle are worth 3, and cards in the center of the board are worth 5. Fail to make a match 3 times and the game ends.
    • Janken Shoot: A set of 10 rock-paper-scissors cards circles around the middle of the screen while 3 cards line the bottom: choose any of the lower cards and tap A to have the card fire into the overhead cluster. If the projectile hits a card of lesser strength (ie, if paper hits rock), both cards disappear and you earn a Ring. If it hits a card of equal or greater strength (ie, if paper hits scissors or paper), you lose a chance. The game ends after 30 seconds or if you lose 5 hands.

       If you've got a buddy or 3 and a few GBA link cables, you've got all the necessary components for a versus game. If you happen to purchase multiple copies of every game just for cases such as this, you can access the rich multicart modes. During such melees, you can rumble with your buddies in a free-for-all or break into factions for team action. During team play, each character can aid his/her partner with special abilities: Sonic can Spin Dash to give his partner a burst of speed, Tails can carry his partner during flight (ala Sonic 3), Knuckles can carry his partner while gliding or climbing, and Amy can spring her partner high and away with a smack from her hammer. If, however, you are of the proletariat class and only own a single copy of the game, your options are limited to one lousy "get the most Rings" free-for-all.

    • Get the most Rings: This is the only single cart versus game (ie, up to 4 people can play using just 1 cartridge). The object is to have the most Rings at the end of 3 minutes in a unique Neo Green Hill map. Take damage and 10 Rings are subtracted from your total. Attack opponents to steal their Rings. Pop exclamation point Item Boxes to make spikes appear beneath your opponent.
    • Race: This is a multicart game, meaning that a separate game cartridge is required for each player. The object is to race to the goal of any Zone cleared in the scenario game. In addition to Rings, High Speed, and Muteki power-ups, Item Boxes can also contain any of 3 versus-specific wiles:
      • confusion: Temporarily scrambles your opponent's controls.
      • Warp: Pulls your opponent to your position (avoid this unless you're lagging behind).
      • Brake: Temporarily slows your opponent (opposite effect of High Speed).
    • Chao hunt: The object in this multicart game is to find the most hidden Chao in one of 4 unique arenas: Forest Chao Garden (Neo Green Hill), Factory Chao Garden (Secret Base), Pinball Chao Garden (Casino Paradise), or Space Chao Garden (Cosmic Angel). Once tagged, Chao will trail behind you in Flicky fashion. Attack opponents to steal their troops, but hightail to safety before they can retaliate. The winner is whoever has the most Chao when the time limit runs out (3 minutes for melees, 5 minutes for team matches). Use Item Box wares to sabotage your rivals:
      • confusion: Temporarily scrambles your opponent's controls.
      • Blind: Temporarily blacks out your opponent's screen except for a tiny spotlight around their character.
      • transparency: Temporarily makes all Chao invisible.

       The game also features a basic Time Attack mode, 2 difficulty settings (normal or easy), Japanese and English language options, a sound test (featuring a maraca-swinging Amy), and the option to toggle time limits on or off. (The option menu BGM is based on Scrap Brain while the versus record screen features BGM from Star Light.)


    :: Comparison ::
       When Sega announced support for Nokia's ill-conceived N-Gage, the first title revealed was SonicN, a direct port of Sonic Advance minus the Chao Garden. While game speed is not quite up to par, the biggest issue is the microscopic, vertically-oriented screen. To address the issue, SonicN includes 2 viewing options: a fullscreen version that lops either edge off of Sonic's field of vision and a letterboxed version that scales the resolution down to fit the N-Gage's narrow display. (The game is rendered nigh unplayable either way.)

    Hedgehog sauce on the taco phone!
    Wait, is that Sonic or a burnt pixel?
    Knuckles makes a run for it while Eggman pulls his head out of the ceiling.
    Sonic looks up, because it's the only place there is to look.

    :: Lost in Translation ::
       The Japanese and US versions of Sonic Advance are identical. When powering on for the first time, the game allows the player to choose Japanese or English text. The European version adds French, Spanish, and German to the list. (Language settings can be changed any time from the options menu.)


    :: Codes ::
    Sonic 2 mode: To have Tails trail behind Sonic during the scenario game, go to the character select screen and highlight Sonic, then press . Next, highlight Tails and press . Highlight Knuckles and press L, then highlight Amy and press R. Return to Sonic and select him with the A button. You should hear a Ring chime if you've done it correctly.
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