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(GBA)

Release Date: 28th March 2003
Developed By Sonic Team
Publisher: Atari

Read Our Review


Review: Sonic Advance 2 (GBA)


Sonic at his speediest.

Credit is due to Sonic Team for keeping the spirit of their blue mascot alive in its most effective form - the two-dimensional one. Sonic Advance 2 is the second of Sonic's adventures on Nintendo's handheld, but whereas the first tried to revitalise that lost Sonic feel by regurgitating the same ideas from the past games and presenting them not quite as well, Sonic Advance 2 is fresh and new. Thankfully it fully realises that the strength of Sonic lies in one thing, speed; and so that is why SA2 has been structured from the ground up to accommodate absolute blistering speed... and not much else.

Everything about the game's structure has clearly been designed to prevent movement interruptions. Springs can be hit from the side, item boxes can be run over without stopping to jump or spin into them. There are slopes and ramps everywhere, and now an excellent feature known as 'boost mode', which is activated when you hit top speed for a prolonged period of time, resulting in a visual echo trail behind you as well as the accompanying burst of super speed. Extremely satisfying when you manage to do it and keep it going for an entire level. Even the start of each level sees you speeding off from a racing starting pose - waiting for the '3-2-1' countdown. The finishing line for each level also records how far across the line you manage to get, and rewards you more points accordingly. The boss fights are also fought on the move, running valiantly after Robotnik's latest crazy contraption after every second act, again showing how the feel of speed is preferred over the normal precision jumping and positioning.

Added to the normal moves the four playable characters have is a special move assigned to the right trigger button. This (depending on when it is pressed and what with) will activate a special move such as an extra height jump to prevent falling, or a boost forwards or backwards. It keeps the flow of the game going but also allows for corrections as you go. Sonic can also perform various spinning moves unique to him, just as Tails can fly for short periods of time, and Knuckles can use his skills to climb, grab and glide. The newly introduced female character, Cream the Rabbit, has abilities similar to Tails whereby she can fly using her long floppy ears. She also has a sidekick 'Chao' that will attack nearby enemies at the touch of a B-button.

The introduction of each new character is far more inventive than that featured (or not featured) in Sonic Advance 1. As you complete zones as Sonic, various boss fights will be rescue missions as well, and defeating the enemy will free each character in turn. This method borrows heavily from the Dreamcast's Sonic Adventure (and likewise the more recent Gamecube 'conversion'), albeit with fewer characters. The style of the level select map is also reminiscent of Sonic Adventure 2, featuring different sections for the zones and two acts displayed within each one.

Each zone has a unique feel to it, and surprisingly there are still a few new theme ideas. The typical 'casino' type level has now been merged with the 'ice' level to create the Ice Paradise Zone and there is now a Music Zone, featuring plenty of xylophone-esque platforms and 'floaty flutes'. Even the brightly-coloured tropical (and typical) Leaf Forest Zone features some of the most awesome environments you're likely to find in a platform game, with gigantic loop-de-loops thrice the normal size, and corkscrew twists every which way. The later Virtual Zone is stylistically inventive too, with bright neon floors flickering on and off.

Each level boss is similar in theme to the level type, and will have to be fought whilst running. This slightly unusual approach makes it more difficult to judge incoming attacks and takes some time to get used to. The difficulty here is quite welcomed however, as the majority of the game (bar one or two later levels) is a little on the easy side, requiring little more than holding right on the D-pad and being quick on the jump button, (and those corrective special moves too).

It seems strange then, that the 'Special Zones' in this game should be accessed not via speed, but exploration. The fast-paced nature of the game almost forces you into relentless running. Going against the grain just to locate the seven special rings needed to access the bonus stages seems a little suspect. It could have added far more to the flow and consistency if they were accessed by some kind of stunt or speed boost. Perhaps maintaining a constant boost for an entire level could have opened the Special Zones. But no, we have to explore instead, and it is far from easy. In fact juxtaposed to the relative ease of speeding through each level, finding the special rings is a mission and a half. So much so in fact, that Gamestyle imagines most players simply won't bother. Which isn't much of a loss at any rate. The (mode 7) 3D special stages simply remind us why the rest of the game is 2D, as we fumble with the D-pad trying to pick up speed and judge where the rings are placed above us by their shadows projected on the floor. Technically effective, but not that enjoyable. Not a patch on those ring tunnels of the good old days, that's for sure.

Slight negativity aside, Sonic Advance 2 represents Sonic at its best - fast, slick, looking great and offering yet more of those bonus features (now unlockable, however). Whilst technically there have been better Sonic games, none have managed to quite capture the frantic essence of speed and style like this does. And so Gamestyle awards this not with the award for best Sonic game, but for the best Sonic 'experience'. Something any fan should not pass up at any cost!


Rating: 8 / 10


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