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  • :: General Info ::
    Title (Japan)
       ソニックアドバンス 2
    Title (USA)
       Sonic Advance 2
    Title (Europe)
       Sonic Advance 2
    Developer
       Dimps
    Platform
       Nintendo Game Boy Advance
    Format
       cartridge
    Genre
       Platformer
    Rating
       CERO: 全年齢
       ESRB: E

    :: Release Info ::
    Japan
       December 19, 2002
       5,800
    USA
       March 10, 2003
    Europe
       March 18, 2003

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

    :: Dimps ::
    Producer
       Hiroshi Matsumoto
    Line Producer
       Kouichi Sakita
    Planners
       Yukihiro Higashi
       Masaaki Yamagiwa
    Programmers
       Katsuya Kuramoto
       Tatsuaki Nakashima
       Hiroki Yoshitake
       Takaya Yamane
       Shin'ichi Manabe
       Kuninori Douno
    Designers
       Kazuhiko Yamamoto
       Satoshi Yoshioka
       Yuko Yamanoue
       Etsuko Hosokawa
       Tohru Nakanishi
       Tomohiro Ozawa
    Sound
       Hironobu Inagaki
       Atsuyoshi Isemura

    :: Platforms ::
    Nintendo Game Boy Advance
       Sonic Advance 2


    Sonic Advance 2
    Last update: 06/24/07

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


    :: Story ::
       The unshakable Eggman has no creative schemes up his sleeve today: he's simply going about his business turning helpless animals into robot slaves for the construction of Eggmanland. This time, however, he's managed to capture Tails and Knuckles, leaving Sonic to save the day all by his lonesome. Fortunately, the blue hero finds an unexpected helping hand after rescuing Cream, a young girl rabbit. Along with Cheese, her loyal kamikaze Chao, the young Cream proves a worthy match for Eggman's contraptions and sets forth to reunite with her mother, Vanilla.
    :: Gameplay Info ::
       Dimps carries on its handheld reign of the Sonic license with almost reckless abandon in this sequel, which - much like Sonic Adventure 2 - instigates such broad change that it bears little in common with its lineage apart from the character. Control is disconcertingly sluggish: characters feel heavy and acceleration is painfully slow, but at top velocity the game achieves speeds heretofore unsurpassed in the series. Level structure reflects the new design sense, emphasizing flow and twitch accuracy over straight-up platforming.

       The game features a total of 5 playable characters, though only Sonic himself is available at the outset. The rest of the cast become playable one-by-one as you encounter them in story mode (except for Amy, who requires some fanatical effort to unlock). Perplexingly, pressing up on the D-pad doesn't actually make your character look up, but triggers a simple "appeal" animation (Sonic stretches and revs up for action, Cream whips out an ice cream cone and slurps with shameless abandon, Knuckles shadowboxes air, etc.)

    Sonic the Hedgehog -- Sir Hog is playable from the outset. He's the only character who can be used to unlock other cast members and he alone can access the final boss round, True Area 53. His lack of maneuverability makes for a difficult game.
    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 run. Achieve maximum velocity and he'll shift into Boost mode, enabling his Boost Action. (Slow down to deactivate Boost mode.)
    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.
    crouch -- While standing still, press down on the D-pad to make Sonic duck.
    spin -- While moving, press down on the D-pad to make Sonic curl into a rolling attack. He'll remain in this posture until you jump or slow down.
    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.
    grind -- Leap onto the edge of any banister and Sonic will grind along the length of the rail.
    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.
    Homing Attack (ホーミングアタック) -- Jump within range of an enemy, then tap A while in midair to have Sonic home in on the offending robot.
    Double Spin Attack (ダブルスピンアタック) -- Jump, then tap button A while in midair to initiate a 360 slash that momentarily extends the radius of Sonic's spin attack.
    Sliding (スライディング) -- While standing still, press button B to have Sonic cut a somersault and finish off with a sliding attack.
    Bound (バウンド) -- Jump, then press B while in midair to have Sonic slam back into the ground with a powerful spin attack. Use this to smash through breakable floors.
    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.
    Boost Action:
       Super Sliding (スーパースライディング) -- While in Boost mode, press button B to have Sonic graze the earth with a powerful slide attack.
    Trick Action: After catapulting off a ramp or spring, press R and any direction on the D-pad at the apex of the jump to finish off with an aerial trick that adds extra height or distance to the leap.
       Hop Jump (ホップジャンプ) -- Up + R
       Back Star (バックスター) -- R
       Humming Top (ハミングトップ) -- Right + R
       Bound (バウンド) -- Down + R

    Cream the Rabbit -- Newcomer Cream has an edge in combat courtesy of Cheese, her (perhaps stupidly) loyal pet Chao. The kamikaze goo will selflessly hurl himself into enemies or bosses at his owner's command. To unlock Cream, clear Leaf Forest as Sonic. Choose her for an easy game.
    walk -- Push left or right on the D-pad to initiate Cream's movement in either direction. As you hold the button down, Cream gains speed.
    run -- Begin walking and hold down the button to make Cream run. Achieve maximum velocity and she'll shift into Boost mode, enabling her Boost Action. (Slow down to deactivate Boost mode.)
    screech -- While running, quickly press and hold the opposite direction on the D-pad to make Cream screech to a halt. She'll skid for a short distance based on how fast she was moving.
    crouch -- While standing still, press down on the D-pad to make Cream duck.
    spin -- While moving, press down on the D-pad to make Cream curl into a rolling attack. She'll remain in this posture until you jump or slow down.
    jump -- Press A to make Cream leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    grind -- Leap onto the edge of any banister and Cream will grind along the length of the rail.
    Spin Dash (スピンダッシュ) -- While crouching, tap button A to have Cream 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.
    fan flight (ファン飛行) -- Jump, then press A while in midair to have Cream flap her droopy ears and take to the sky. Continue tapping the A button to ascend, or press B to descend. After a short while, Cream will get tired and fall to the ground.
    Chao Attack (チャオアタック) -- Press button B at any time to have Cheese chivalrously fling himself into any nearby items or enemies (including bosses).
    midair Chao Attack (空中チャオアタック) -- Press button B in midair to have Cheese courageously fling himself into any nearby items or enemies (including bosses).
    Chao Rolling Attack (チャオローリングアタック) -- Jump, then press Down and B while in midair to have Cheese rapidly orbit his owner for a barrier attack.
    Boost Action:
       Step Attack (ステップアタック) -- While in Boost mode, press button B to have Cheese rapidly orbit Cream for a high speed barrier attack.
    Trick Action: After catapulting off a ramp or spring, press R and any direction on the D-pad at the apex of the jump to finish off with an aerial trick that adds extra height or distance to the leap.
       Petit Step (プチステップ) -- Up + R
       Milky Turn (ミルキーターン) -- R
       Sweet Roll (スウィートロール) -- Right + R
       Soft Bomber (ソフトボンバー) -- Down + R

    Miles "Tails" Prower -- Tails still has an edge over the usurping bunny as far as flight is concerned: he achieves greater vertical lift and manages a few seconds more air time before tiring out. To unlock the boy wonder, clear Music Plant as Sonic. Choose him for a game with normal difficulty.
    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 run. Achieve maximum velocity and he'll shift into Boost mode, enabling his Boost Action. (Slow down to deactivate Boost mode.)
    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.
    crouch -- While standing still, press down on the D-pad to make Tails duck.
    spin -- While moving, press down on the D-pad to make Tails curl into a rolling attack. He'll remain in this posture 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.
    grind -- Leap onto the edge of any banister and Tails will grind along the length of the rail.
    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. 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.
    tail attack (シッポ攻撃) -- Tap button B to have Tails whip his namesake appendages forward for a broad slash attack.
    Boost Action:
       super tail attack (スーパーシッポ攻撃) -- While in Boost mode, press button B to have Tails whip his booty wands for a powerful slash attack.
    Trick Action: After catapulting off a ramp or spring, press R and any direction on the D-pad at the apex of the jump to finish off with an aerial trick that adds extra height or distance to the leap.
       Happy Spring (ハッピースプリング) -- Up + R
       Back Rotor (バックローター) -- R
       Window Jump (ウィンドウジャンプ) -- Right + R
       Propeller descent (プロペラ下降) -- Down + R

    Knuckles the Echidna -- Knuckles' gliding and climbing abilities give him a greater aptitude for backtracking than his allies, which can make Special Ring collecting slightly (slightly) less agonizing. To unlock the rouge rogue, clear Sky Canyon as Sonic. Choose him for a game with normal difficulty.
    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 run. Achieve maximum velocity and he'll shift into Boost mode, enabling his Boost Action. (Slow down to deactivate Boost mode.)
    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.
    crouch -- While standing still, press down on the D-pad to make Knuckles duck.
    spin -- While moving, press down on the D-pad to make Knuckles curl into a rolling attack. He'll remain in this posture 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.
    grind -- Leap onto the edge of any banister and Knuckles will grind along the length of the rail.
    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.
    1-2 Punch (1・2パンチ) -- Tap button B to have Knuckles throw a one-two punch.
    Drill Claw (ドリルクロー) -- Jump, then press B while in midair to have Knuckles whirl back into the ground with a fiery drill attack. Use this to smash through breakable floors.
    Boost Action:
       Spiral Attack (スパイラルアタック) -- While in Boost mode, press button B to have Knuckles whirl into a fiery corkscrew spin.
    Trick Action: After catapulting off a ramp or spring, press R and any direction on the D-pad at the apex of the jump to finish off with an aerial trick that adds extra height or distance to the leap.
       Spiral Upper (スパイラルアッパー) -- Up + R
       Back Attack (バックアタック) -- R
       Burning Straight (バーニングストレート) -- Right + R
       Drill Claw (ドリルクロー) -- Down + R

    Amy Rose -- Young Rose has finally learned how to spin, so while using her no longer requires a tricky rewiring of your Sonic instincts, there's little to distinguish her from her blue kinsman. Furthermore, unlocking her requires that the game be cleared as all 4 default characters each with all 7 Emeralds. 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 run. Achieve maximum velocity and she'll shift into Boost mode, enabling her Boost Action. (Slow down to deactivate Boost mode.)
    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.
    crouch -- While standing still, press down on the D-pad to make Amy duck.
    spin -- While moving, press down on the D-pad to make Amy curl into a rolling attack. She'll remain in this posture until you jump or slow down.
    jump -- Press A to make Amy leap into the air with a spin attack. The height of the jump is proportional to how long you hold the button down.
    grind -- Leap onto the edge of any banister and Amy will grind along the length of the rail.
    Amy Dash (エミーダッシュ) -- While crouching, tap button A to have Amy rev up with a stationary jig. Keep tapping the button to build up momentum, then let go of the D-pad to dash off with a full speed rolling attack.
    Hammer attack (ハンマー攻撃) -- Press button B to have Amy slam her Piko-Piko Hammer into the ground.
    Jump Hammer (ジャンプハンマー) -- Jump, then press button A while in midair to have Amy cut a flip with hammer extended.
    midair spin hammer (空中回転ハンマー) -- Jump, then press B while in midair to have Amy whirl like a tornado with hammer extended. Use this to smash through breakable floors.
    Boost Action:
       Head Sliding (ヘッドスライディング) -- While in Boost mode, press button B to have Amy skid along the ground with a painful face plant.
    Trick Action: After catapulting off a ramp or spring, press R and any direction on the D-pad at the apex of the jump to finish off with an aerial trick that adds extra height or distance to the leap.
       Hop Jump (ホップジャンプ) -- Up + R
       Back Star (バックスター) -- R
       Humming Top (ハミングトップ) -- Right + R
       midair spin hammer (空中回転ハンマー) -- Down + R

       No tremendous changes in collectibles or high-speed gimmickry:

    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. Additionally, Rings affect each character's ability to accelerate: the more Rings you have, the faster your character gains speed.
    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.
  • 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, 30, or 50 Rings
  • Barrier (バリア) - Absorbs one hit
  • Jiryoku Barrier (磁力バリア) - Absorbs one hit and magnetically attracts nearby Rings
  • Max Speed (MAX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) -- One of these unassuming lamp posts sits near the middle of each stage map: tag the pole to mark your place in the stage. Should you lose a life, you'll return to the Point Marker rather than the bumfuck beginning of the Act.
    Spring (スプリング) -- Leap onto the broad side to spring high and away. Blue springs offer additional height with each successive bounce.
    spikes -- Don't touch the pointy side, stupid. Sometimes they're just lying out in the open, and sometimes they slide in and out of the ground (or ceiling).
    Dash Panel (ダッシュパネル) -- Trot through the turbines to instantly attain max speed and shift into Boost mode.
    ramp -- After flying off a ramp, press R and any direction on the D-pad to perform an aerial Trick Action.
    gymnastic bar -- Leap onto the bar and Sonic will cut gymnastic flips: when he's at the desired angle, press the A button to have him release and fly through the air.
    Dash Circle (ダッシュサークル) -- Leap through the floating ring for an aerial speed boost.
    Special Ring (スペシャルリング) -- You'll find 7 of these elusive Rings hidden around each Act: nab all 7 (within a single life) and clear the round to access the Special Stage. Each Special Ring on-hand is worth 1,000 points at the end-of-Act score tally, but if you've managed to procure all 7, you're awarded an even 10,000.
    goal -- You'll find these goal bars at the end of each Act: cross them to end the stage. You're awarded a bonus (300-800 points) based on how fast you're running as you cross the threshold.

       Eggman musters a larger army of techno minions than has been seen since Sonic 3, each worth the usual 100 point bonus:

    Mon (モン) -- Jittery monkey bots that cut flips through the air when approached.
    Stinger (スティンガー強襲タイプ) -- Assault type. Wasp bots that fly around and, for a change, actually sting when approached.
    Kiki (キキ) -- Monkey bots from Sonic Adventure. They scuttle up and down palmtrees, tossing explosive coconuts at passersby.
    Gola (ゴーラ) -- Fiery orb bots from Sonic 2. They hover slowly along the ground and can only be damaged from directly above.
    Kura-kura (クラクラ) -- Jellyfish bots that hover in the air waving pendulous fiery orbs. ("Kurage" is Japanese for jellyfish.)
    Koura (コウーラ) -- Tortoise bots with springy shells. Roll into them to inflict damage. ("Koura" is Japanese for shell.)
    Kubinaga (クビナガ) -- Long-necked serpentine bots that poke in and out of the ground or wall, spouting tiny fireballs with each thrust.
    Bell (ベル) -- Immobile bell bots that cling onto ceilings. They tend to be placed at very inconvenient locations.
    Yado (ヤドー) -- Hermit crab bots that peek out from their shells just long enough to fire spitballs. Roll into them when they peek out to shoot: land on top and you'll just bounce off their springy shells. ("Yadokari" is Japanese for hermit crab.)
    Circus (サカス) -- Ball-toting monkey bots that handstand in place and juggle their Egg-branded orbs.
    Piko-piko (ピコピコ) -- Clown bots that trot mindlessly along the ground smacking earth with oversized mallets.
    Pen (ペン) -- Playful penguin bots that slide down ramps at high speed, then turn around and slowly jet back uphill to repeat the process. If you destroy them, you should be ashamed.
    Balloon (バルン) -- Octopus-looking bots that fly through the air and spit radioactive purple inkblots below.
    Hammerhead (ハンマーヘッド) -- Shark bots that spring gleefully through the air. Their stout noggins serve as harmless platforms: to destroy them, attack from below.
    Madillo (マジロ) -- Armadillo bots that roll along the ground when approached.
    Stinger (スティンガー弾発射タイプ) -- Bullet-firing type. Wasp bots that fly through the air and fire spread bullets.
    Straw (ストロー) -- Hummingbird bots found in threes. They flutter through the air and dive-bomb approaching heroes.
    Star (スター) -- Hovering star-shaped bots that spin in place. They can't be damaged while spinning: wait for them to pause, then attack when they peek out from their pointy shells.
    Kyura (キュラ) -- Bizarre winged bots that fly through the air and fire laser blasts into the ground.
    Flickey (フリキー) -- Flicky bots that hop along the ground chevied by a trio of iron balls. Pop the bird and the orbs fall to the ground.
    Geji-geji (ゲジゲジ) -- Centipede bots that crawl slowly through the air between the floor and ceiling. Pop them on their spike-free noggins. ("Gejigeji" is Japanese for centipede.)
    Spina (スピナ) -- Bat bots from Sonic Adventure. They hover in place and can only be damaged from directly above or below.
    Mouse (マウース) -- Mouse bots similar to Sonic & Knuckles' Chu-chu. They scurry along the ground and are difficult to hit.

       There are a total of 7 Zones, each consisting of 2 lengthy Acts and a boss fight. Maps are peculiarly long, trumping anything seen before (or since) in the series, but the redoubled emphasis on speed means that most can still be whipped through in less than 5 minutes. Bosses take the usual 8 spins a piece (6 on easy mode) and reward victors with the customary 1,000 point bonus, but now each battle takes place along a rolling course. At the halfway point of each clash (4 or 3 hits), Eggman intensifies his assault.

    Leaf Forest -- Despite the title, there are no leaves to be seen nor is this area heavily forested: it's a typical tropical first stage. Edge toward the lip of springy coil platforms to increase the height you achieve with each bounce. Hit pools with enough speed and you'll dash right across the surface of the water. (Incidentally, this is the only stage in the game with water.)

    Egg Hammer Tank 2 (エッグハンマータンク2) -- 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. Beat this boss as Sonic to unlock Cream as a playable character.

    Hot Crater -- The volcanic construction site maintains a steady downhill flow throughout. Grab onto crane hooks to spring upward and latch onto handrails to slide with great vigor. Cross poles with enough velocity and your character will latch on and cut a flip, reversing their direction without sacrificing speed.

    Egg Bomber Tank (エッグボンバータンク) -- 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.

    Music Plant -- One of the gaudiest stages in all Sonic lore, this peculiar (painful) obstacle course is constructed with giant musical instruments. Brightly-colored notes and xylophone keys act as bobbins while cymbals serve as makeshift springs. Bounce off vertical piano keys to ascend walls. Dash into giant horns to be flung out the opposite end.

    Egg Totem (エッグトーテム) -- 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. (The vulnerable cockpit is too high to reach from the ground, so you need to stand on a disc to land a hit.) Beat this boss as Sonic to unlock Tails as a playable character.

    Ice Paradise -- The snowy city is the first stage in the game where falling off the bottom of the screen becomes a major concern: do watch your step. Hit bank curves with enough speed to run up the side and nab all the Rings on the way. Dash into kamakura snow huts at max speed to bounce around the interior and pop out the top, or scoot in at a lower velocity to roll around and get pooped out the bottom.

    Aero Egg (エアロエッグ) -- 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.

    Sky Canyon -- Abyssal death lurks below throughout the floating ruins, and since there's only one lousy Point Marker per Act, missing even a single jump can be disastrous. Use giant industrial fans to float over pits and bounce carefully across hovering spring platforms. Run against Dash Propellers for a boost in the opposite direction, and keep your hands off the D-pad when you find your character tossed precariously into powerful updrafts. Dash into pinwheels at the right angle to be catapulted into one of the 4 cardinal directions.

    Egg Saucer (エッグソーサー) -- 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. Land 8 hits on the cockpit to smash the Saucer. Beat this boss as Sonic to unlock Knuckles as a playable character.

    Techno Base -- This cyber fortress is a high-tech fever dream of neon lights and madly flashing background graphics. Cross laser bridges only when they're lit, otherwise you'll fall right through. Digital Balloons over a single spring before disappearing into thin air. Breakout-esque Block Bobbins disappear with each bump, but they're usually found in clusters. Stand on elevator blocks to spring upward or ride across gaps.

    Egg-Go-Round (エッグゴーランド) -- 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.

    Egg Utopia -- Eggman's aerial base consists of large towers connected by short grind rail segments: abyssal death looms below, so don't miss any rails. Cross arrow switches to reverse the gravity and use Catapults to fling yourself forward, but watch for crushing industrial blocks. Press A to fire yourself from cannons when the barrel reaches the desired trajectory. Latch onto vertical poles to spiral downward and press A to leap off.

    Egg Frog (エッグフロッグ) -- 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.

    XX -- As Eggman escapes to a stellar satellite, he desperately breaks out every boss contraption in the game one-by-one. While each vexing vehicle will go down after a mere 4 hits, they must be faced in rapid succession, Rockman style. The wise will stockpile lives before attempting this endurance run.

    Super Eggrobo Z (スーパーエッグロボZ) -- 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.

    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...

    True Area 53 -- No sooner has Cream been reunited with her mother than the rancorous Eggman swoops down from the heavens and inhales the fair Vanilla (along with a flock of hapless birds) into his camouflaged escape pod. Sonic uses his amassed Emeralds to transform into Super Sonic and chase the fleeing villain to the stars.

    As always, Super Sonic begins with 50 Rings that deplete by the second. Maneuver him through space with the D-pad and press A or B to jet forward with a flying dash attack. 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.

       Special Stages aren't as excruciatingly difficult as they have been in times past, but just getting into them is now more laborious than ever. Collect all 7 Special Rings in any Act, then reach the exit to be whisked away to jewel land. Learning the locations of each Special Ring is a long process of trial and error, and even once you memorize the "ideal" path through each stage, your trophy run must be completed within a single life: die and all your collected Special Rings are lost.

       Manage to reach one of the fabled bonus rounds and you'll find yourself in a 3D (but grotesquely flat) arena filled with Rings. The object is to collect 300 Rings in 2 minutes. Press up on the D-pad to move forward, left or right to steer, down to screech to a halt, and button A to jump. Nab Rings in rapid succession to form combos that can double, triple, quadruple, and even quintuple the value of each Ring.

    Ring (リング) -- You need to amass 300 of these within 2 minutes to clear each stage. Grab Rings in rapid succession to form combos.
    Extra Ring (エクストラリング) -- These little pods are worth 5 Rings each.
    Speed Up (スピードアップ) -- Step onto the dash panel for a speed boost.
    Jump stand (ジャンプ台) -- Step over the jump stand to be catapulted into the air.
    Guard Robo (ガードロボ) -- The Guard Robo (actually ZERO from Sonic Adventure, though he isn't referred to as such) patrols the arena and relentlessly pursues marauding mascots. If he catches up, he'll smack your character and subtract 10 Rings from your total. He can be momentarily incapacitated with a spin attack.
    Chaos Emerald (カオスエメラルド) -- Amass 300 Rings within the time limit to score one of these lovely gems. Collect all 7 precious stones and clear XX as Sonic to access the hidden final stage, True Area 53.

       In addition to the scenario mode, the game also features the (totally optional) Chao no Petit Garden plucked verbatim from Sonic Advance 1. To access the goo nursery, clear the game once as any character with all 7 Emeralds. The garden is identical to Sonic Advance 1 except for the exclusion of the Janken Shoot minigame: its replacement is Chao no Super High Jump, a simple Circus-esque game in which players control Cream as she bounces her hapless Chao companion high into the air to pick up Rings. Use the D-pad to move Cream along the ground and hold down B to increase her speed. Press A just as Cheese hits the spring to achieve maximum height. Balloons act as bumpers and Rings labelled "10" are worth, logically enough, 10 Rings each. Collect all the visible Rings to move on the to next round. There are a total of 4 rounds, and you've got 3 chances to clear them: should you let the trusting Cheese splat into the ground, you lose a chance (and hopefully feel very, very guilty). For more detailed info on the Petit Garden, refer to the Sonic Advance 1 page.

       The requisite multiplayer mode is accessible from the main menu and features two different games, both plucked from Sonic Advance 1:

    • Get the most Rings: This is the 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 Leaf Forest map. All character special abilities are deactivated, so the playfield is even regardless of who ends up with Cream. Take damage on spikes and you lose 10 Rings, but fall off the screen and you start back at 0. Ring and Mosaic Item Boxes pop up randomly around the course.
      • Mosaic: Pop the exclamation point Item Box and your opponent's playfield will become a blurred mosaic.
    • 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 4 versus-specific wiles:
      • confusion: Temporarily scrambles your opponent's controls.
      • Warp: Pulls your opponent to your position (avoid this unless you're lagging behind).
      • Attack: A shockwave attack that inflicts damage on your opponent.
      • Brake: Temporarily slows your opponent (opposite effect of High Speed).

       The game also features a basic Time Attack mode, 2 difficulty settings (normal or easy), multiple language options (Japanese, English, German, French, Spanish, and Italian), and the option to toggle time limits on or off. Clear the game as any 2 characters both with all 7 Emeralds to unlock a sound test (featuring a tambourine-shaking Cream) and add a third character to that achievement list to unlock the boss attack mode.


    :: Lost in Translation ::
       All region versions of Sonic Advance 2 are identical. When powering on for the first time, the game allows the player to choose Japanese, English, German, French, Spanish, or Italian text. (This setting can be changed any time from the options menu.)


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