Review by Puttinsky

"Breaking the sound barrier."

When you think of the word "speed", you think of Sonic - The blue blur with an attitude and passion for speed, adventure, and excitement. Originating on the Sega Genesis, Sonic has come a long way, most of his good times lying in his roots. Sega has tried to reclaim those roots with the Sonic Advance series. The first Sonic Advance was a good attempt, but not quite the greatness we've desired. Sonic Advance 2 was a complete step in the wrong direction, pushing our dream even farther away. Alas, we have the third installment in the series, and likely the last. Thus, Sonic Team wanted to make this one count. Reconsidering their entire formula, they pulled it off. For the first time in about a decade, we have that certain rush of adrenaline the Genesis fans have been dying of thirst of.

Most Sonic games have the exact same story, but this is slightly different (Key word - Slightly). You see, Dr. Eggman (a.k.a. Robotnik) has once again gained possession of the seven Chaos Emeralds and is ready to unleash their full power. He also has a new robot friend, G-Mel (basically a black version of Emerl from Sonic Battle). When he pushes the final button of his machine, a giant ray of light emerges from the Chaos Emeralds, splitting the whole planet into seven different pieces! Sonic and Tails are stranded from the rest of their friends, and it's up to them to find their friends and restore peace to the world before Dr. Eggman unleashes the next step in his evil plan.

Remember how Tails followed Sonic in certain 2-D Sonic games? A similar formula is used here. In other words, think of Sonic Heroes, except knock off one of the team members. You'll select one main character to play with, and you'll also select a partner. This partner will tag along behind the main character you're controlling. Now unlike in Sonic Heroes, the partner isn't vital, but they'll help you here and there. Though this may sound like sort of a gimmick at first, it still feels like your regular 2-D Sonic. In fact, half the time you won't even notice your partner. The same magic that worked in Sonic the Hedgehog 2 works magic here.

Each character has their own individual advantages. First, of course, is Sonic. Sonic is about the 3rd-best character to play as. His jumping and attacking power is about average, but he's the fastest of all the characters. Many times, you'll be going so fast you won't even see enemies until you actually hit them! He also has his trademark spin dash, and he'll greatly benefit from the help of his partners, who will usually toss him high in the air.

Next is Tails. Tails is probably the best character of all, with more unique abilities than anybody else. First of all, he can fly for a good period of time. This helps you overcome obstacles, completely skip difficult parts, and access higher areas that the other characters normally wouldn't be able to reach! You must be using Sonic or Cream as your partner, though. His regular jump is pretty high, too. In addition to flying, Tails is the only character who can actually swim! While Tails can penetrate through all different depths and access air easily, the other characters have to walk at a snail's pace underwater before their air supply runs out!

Then comes Knuckles. He's about the second-best character. First of all, his fists wipe out enemies pretty easily. Also, he can glide over large gaps. This can help you get to the opposite side of a chasm faster and avoid certain hazards. He descends slowly, though, so don't think you can glide through the whole stage. Knuckles can also climb walls. This is especially convenient if you fall down, as you can simply climb right back up a nearby wall. This technique is also used to reach higher places. He's also the only one who can break through certain solid objects.

Then comes Amy Rose. Amy is the most difficult-to-master character there is. First of all, she moves at a snail's pace. Also, her only source of offense is from her Piko Piko hammer. This deals minimal damage to enemies and is hard to maneuver correctly. At least she jumps pretty well. The one advantage she does have is a special move with her Piko Piko hammer. If she smashes it to the ground, it will propel her high into the air, which is useful for either reaching high places or hitting airborne enemies.

And making a return from Sonic Advance 2 is Cream. She's a bit like Tails in the fashion that she can hover in the air for a brief period of time. This is via her umbrella that she whips out of who knows where (I don't think we want to know, either) that lets her float for a brief period of time. She runs at about the same speed as Amy, and isn't a good "power" character like Knuckles is.

As for the actual gameplay, there's one big noticeable difference that sets this version apart from the previous versions (besides the it, but this game actually utilizes it correcly. Gone are the days when all you did what simply hold right on the control pad and the stage was beaten. You're now zipping back and forth across rails, loops, and corkscrews with challenge invloved! This is what Sonic is supposed to be about!

Another noticeable thing that has changed from the previous Sonic Advances is the layout of each zone. You now access each act through a main hub. The primary one is the Sonic Factory which links you between zones. Once you visit a zone, there will be portals to three different acts, one more than you're used to. This extra act definitely adds to the longevity of the game, something the Sonic Advance games have really needed. Each zone also has a few portals that take you to bonus areas where you can earn extra lives, and one portal that takes you to the zone's boss.

Speaking of bosses, they've also undergone a huge improvement. For one, they're much harder than the bosses you've faced in the past. Dr. Eggman has actually designed some powerful creations this time around! G-Mel also serves as sort of a "mini-boss" in some areas, but he's a total pushover. Eggman is the real threat. The first few are so may be a cinch, but some of the later ones will take you plenty of lives to deal with. You'll actually get a sense of accomplishment after beating them, instead of yelling "That was it!?!"

Of course, with the game's sheer speed, there is a severe backdraw you'll encounter. You see, there are several points in each stage where spikes will emerge from the floor. The thing is, unless you've played through the levels a dozen times before, you won't know what to expect. You could be running, and all yof a sudden, spikes rise from beneath you, causing in a cheap maneuver on the computer's part. Perhaps because the game's so easy, the developers had to resort to these cheap tactics to harm your character beyond your control. Chances are you won't die, but it's an extreme annoyance.

Chao also make a return in this game, except they're not in that stupid Chao garden that got on everybody's nerves! What a sigh of relief. They're actually inside the stages themselves, hidden somewhere. There's three in each stage, and it will take multiple trips to collect them all. Once you do, you can access the zone's special stage. You're groaning again, right? Well, you can take another sigh of relief - They aren't nearly as nerve-racking or frustrating as they were in the first two Sonic Advances. For one, there's much more leeway allowed when you make mistakes. You're also given a wider area to fly to collect the rings. It's still kinda annoying, though. This is where the game's main challenge lies.

Graphically, this game is some very sweet eye candy. Though the character sprites are the exact same ones you've seen in the past, the backgrounds have undergone a major overhaul. In addition to everything being extremely bright and crisp, there's a fair bit of detail so extravagant, it's distracting. The buildings showcased in the backround of the Route 99 zone are extremely vivid and fluid. What's even more breathtaking is the Chaos Angel zone, which features a rainbow dusk below the clouds which yield some truly awesome lightning effects. And the beauty of the stage goes especially well with the eerie music, which I'll touch base on next.

Music has also greatly improved. It's still as catchy as ever, but much more epic. Most of the music is pretty fast-paced, like the game. The intro and mode selection themes are a little beepy, but there's much more on the inside. Each zone has its own theme, and each act in that zone follows that theme with its own special remix. Like with the graphics, Chaos Angel sports some awesome music. As for sound effects, they're basically the same ones from the previous games, like the jumping sound, the ring chime, etc. There are also a few character voices here and there, particularly little yelps when you get crushed by a giant pillar or fall to your death.

It took them three tries, but we finally have a 2-D Sonic game that's Genesis quality. Everything has vastly improved over the previous two games in the series, with the exception of a few key flaws here and there that shouldn't interfere with a good gaming experience. Sonic Team actually focused on speed this time, and that's what Sonic's all about. The teamwork system works out nicely, and unlike in Sonic Heroes, the whole game doesn't completely rely on it. Sonic fans and platform fans alike are bound to have a field day with this game.

Rent or buy?
Starved for some good Sonic speed? Give this one a whirl. This is the one Sonic game this generation you shan't be disappointed with.

Reviewer's Score: 8/10, Originally Posted: 07/31/06

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