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[A Random Review On...] Sonic Advance


Clair

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[spoiler=[b]Quick Overview[/b]]

Ahhh. The good old days of Sonic. Remember racing through the Green Hill Zone on your Genesis? With the recent 'Sonic' titles mostly missing the mark in terms of nostalgia, it was refreshing to play Sonic Advance for the first time, a game that brought the fleet-footed hedgehog back to his roots for a short while, at least. Playing this game even made me forget about the recent craziness Sega's stale mascot has indulged in...

 

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Above: SONIC MAD. SONIC SMASH!

 

I don't know about you, but I'd much rather visit the pixelated hills of classic Mobius, and for the most part, this game delivers on that premise.

 

 

[spoiler=[b]Story[/b]]

In classic Sonic fashion, the story aspect of the game is pretty self-explanatory, and it doesn't need to be elaborated upon. This trend holds true for 'Sonic Advance', as

is the only backstory you receive, and that's really all that's needed. Eggman has stolen the Chaos Emerald, a source of Mobius's power, and Sonic must get it back. It's a simple concept, almost old-school in the fact that there are no blurred lines between good and evil. Sonic must fight all of Eggman's creations in his retrieval quest, traversing many Zones in the process. It all ends with Sonic in space, fighting Eggman in yet another robot. It feels anticlimactic to me, as the final battle could have been more epic in my opinion.

 

NOTE: I have also heard that there is a secret final zone, featuring a much more dramatic battle. However, I'm too lazy to find out how to access it, since I try not to use walkthroughs. Sorry. D:

 

Story (tl;dr version): Overall, nonexistent. However, the cookie-cutter good guy/bad guy relationship is refreshing and fits perfectly in this action-oriented game.

 

C.

 

 

[spoiler=[b]Difficulty[/b]]

The difficulty level in 'Sonic Advance' varies due to the fact that there are four characters. They have different strengths and weaknesses, and I found that the game was ridiculously easy with some of the cast.

 

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From left to right: Knuckles the Echidna, Amy Rose, Miles 'Tails' Prower, and Sonic the Hedgehog

 

Firstly, let's start with Tails, Sonic's foxy friend. He is undeniably the easiest character to play as in Sonic's latest escapade. This is backed up by the fact that Tails can fly for a long period of time, completely skipping over obstacles that the rest of the the Advance crew would have to roll or hop over. It's a handy ability, but it often feels cheap, as his flying ability can be abused in various ways. For instance, I glided over a good portion of the first level, completing the stage in record-time quite easily. In some levels, I flew straight up walls to areas that weren't meant to be accessed until later points in the level. Miles 'Tails' Prower is what I consider the game's "easy" mode.

 

Secondly, there's Knuckles, the badass red dude that starred in the classic StH 3 for the Genesis. Not only does he have the cool Spin Dash that Sonic does, he can glide and climb straight up walls. Usually, the level design prevented abusable climbing, but I was able to save time on some levels by climbing to areas that seemed unaccessable at first glance. Taking out enemies with your glide is easy and fun, and Knuckles is one of the most amusing characters to play as. His glide isn't as cheap as Tails's flight, giving you more satisfaction when you finally punch Eggman out of space in the finale.

 

And then there's Sonic. You'd think that Sega would give their renowned hedgehog some hax abilities, but the truth is, all Sonic has is his Spin Dash. This ability is even less unique to him in 'Sonic Advance', since Tails and Knuckles can both utilize the same dash already, and unlike them, Sonic stays grounded. He does have a cool little mid-air kick exclusive to his arsenal, but that's really all there is to the Blue Blur. Playing with Sonic is difficult, as you can't fly yourself out of difficult situations. Your platforming skills will definitely be put to the test if you decide to use the blue hedgehog, who takes a backseat to Tails and Knuckles in this adventure. I believe Sonic is this game's "medium" level.

 

Oh, Amy, why must you make this game so difficult? Amy Rose is definitively this game's "hard" setting. She can't fly, and she can't even Spin Dash. The only thing the pink hedgehog has going for her is the giant Piko Piko Hammer that she swings around. Amy can slam enemies with it, but she can't jump on foes, a huge hindrance to her playability. The acrobatics that can be preformed with her colossal mallet are amusing, and it is oh so satisfying when you lay that fatal blow on Eggman's final machine. I only accomplished it yesterday.

 

Difficulty (tl;dr version): The challenge this game presents is very diverse and largely hinges on what character you choose. I found this game to be on the easier side, so in my opinion, this game is accessible to all gamers.

 

A.

 

 

[spoiler=[b]Gameplay[/b]]

The gameplay was excellent for a Sonic game. Naturally, the objective is to complete the given stage in as little time as possible, something I had no trouble doing early on. In fact, with just a press of the A button, I was sent through loop-de-loops, rails, and ramps, cruising through the levels with ease. I praised the heavens. This was true Sonic, and the Sonic Team did a stellar job of recapturing the classic glory of the Blue Blur's Genesis days. However, when I reached yet another creative Zone, the Ice Mountain Zone, I started to falter a bit in terms of speed. This was because the path was no longer so linear, and bottomless pits began to appear far more frequently then I would have liked. Also, the underwater levels featured in that particular Zone were nice twists to the game play, but they were a primarily a nuisance. Drowning meant instant death, and for characters like Sonic and Amy, both of whom lacked flight, it was often unavoidable. From the Ice Mountain Zone onwards, the game takes on a more maze-like feel, cutting down on the speed element, something I didn't really appreciate.

 

'Sonic Advance' is not without its share of power-ups for the famous hedgehog and his friends. The benefits you get from these goodies are very basic, which I liked. There's a shield, granting Sonic one-hit immunity, an electric shield, which sucks up coveted Rings near Sonic (100 Rings = 1UP in true, classic fashion.), speedy boots, which make the character run and jump faster, and extra lives. Also, who could forget the traditional invincibility power-up? Not only can Sonic mow down his enemies with a single touch, the

that accompanies his transformation is awesome. I found the spread of these power-ups to be quite even, which I appreciated. Rings are abundant as well, their presence especially welcome in the grueling final Zones.

 

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Above: It sure is nice to be back in classic Mobius.

 

Springs, corkscrews, and rails are all present in this awesome installment in the Sonic series of games. It feels as if I've stepped back in time to the Genesis days, and that is truly something special. The game keeps up with the ridiculous speed the character can sometimes reach, which I find to be a really nice touch.

 

Gameplay (tl;dr version): Remarkably solid, feels like the Genesis's Sonic the Hedgehog. However, later Zones can become bothersome, placing less emphasis on speed.

 

B+.

 

 

[spoiler=[b]Sound[/b]]

There isn't really much to say. 'Sonic Advance' brings back the hedgehog's classic sounds, from the 'RING GET' sound, to a remix of the classic Green Hill Zone. The developers clearly didn't slack off in this department of the game. Although the music isn't the best I've ever heard, it most certainly isn't bad. The sounds needed no alterations, and I'm glad the Sonic Team caught that.

 

 

Sound (tl;dr version): Brings back memories with classic sounds and traditional music.

 

A-.

 

 

[spoiler=[b]Graphics[/b]]

The graphics of 'Sonic Advance' were pretty traditional, if not a bit better, than the other games on the market at that time. When I played, I marveled especially at the colorful backdrops and bright sprites that the game utilized. None of objects in 'Sonic Advance' look remotely pixelated on a typical GBA screen, a plus for this installment in the chronology of the Blue Blur. Thanks to the sprites and backgrounds, each Zone had a distinct feel to it. There was nothing more refreshing than watching Sonic race through the colorful Casino Paradise at breakneck speed, fireworks highlighting the path for the hedgehog.

 

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Above: This golden road would look a lot better with a hedgehog racing through it.

 

Graphics (tl;dr version): Look traditional for a GBA game, but there is nothing bad to say about them, some of the backdrops are stunning.

 

B.

 

 

[spoiler=[color=blue]Overall[/color]]

Sonic Advance. This game, sadly, has been overshadowed by the Hedgehog's most recent endeavors, carving up the Black Knight, turning into a Werehog (*shudder*), and racing on zero-gravity airboards. However, if you are longing for a true Sonic experience, you should pick this game up immediately. From what I've heard, Sonic Advances 2 and 3 are just as good. This little family of games for the GBA should tide you over until the much-anticipated release of Sonic 4 and Sonic Colors. If you can spare the time to land a copy, you won't be disappointed. Everything you love(d) about the Blue Blur is in this one cartridge.

 

Not sure whether this game is good or not? Decide for yourself. (Demo Video)

 

Overall (tl;dr version): You should really try to get a copy.

 

A-.

 

 

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