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Sonic Advance (Game Boy Advance)

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Build Dates#

Version

ROM Address

Build Date

Japan

0x7F8F4C

0.69Wed Oct 31 18:01:36 2001

USA

0x7F8F48

0.69Wed Oct 31 18:32:29 2001

Europe

0x7F9078

0.71Wed Nov 21 13:22:30 2001

Japan (Rev 1)

0x7F9078

0.72Thu Dec 20 16:05:10 2001

Europe (Combo Pack)

0xFFEFB0

0.72Tue Jul 19 15:46:51 2005

USA (Combo Pack)

0xFFEFB0

0.72Wed Aug 10 21:02:44 2005

Japan (Combo Pack)

0xFFEFBC

0.72Mon Aug 15 16:49:33 2005

Unused Graphics#

Artwork

Description

A sprite of Sonic using his earlier color palette. This palette appears in various pre-release screenshots and gameplay footage.

An animation of Sonic intended for his special ability in Team Multiplayer mode. It would play when a partner character collides with him while he's charging a Spin Dash, granting them a speed boost.

Tails getting tired whilst swimming. In-game, his regular tired animation is used for this purpose instead.

As a fun fact, these sprites weren't taken into account when the swimming animations were reimplemented in Advance 3.

Frames for Knuckles turning around whilst floating on water. No animation is used for this purpose in-game.

These sprites were later used in Advance 3.

An unused frame meant for the end of Amy's unique animation when encountering Mecha Knuckles.

SonicAdvance_HardLanding_Sonic.gifSonicAdvance_HardLanding_Sonic_2.gifSonicAdvance_HardLanding_Tails.gifSonicAdvance_HardLanding_Knux.gifSonicAdvance_HardLanding_Amy.gif

Alternate animations for all characters fall landing, intended after using a spring, or rail jumping.

SonicAdvance_GravityAnim_Sonic.gifSonicAdvance_GravityAnim_Tails.gifSonicAdvance_GravityAnim_Knuckles.gifSonicAdvance_GravityAnim_Amy.gif

Unused frames of the playable characters flipping vertically, presumably planned to be used whenever gravity switches in Egg Rocket and Cosmic Angel Zone. The characters simply flip instantly with no animation in-game.

An early iteration of Sonic's tenth frame can be seen, vertically flipped, in a prerelease screenshot.

SonicAdvance_Pushed_Sonic.gifSonicAdvance_Pushed_Tails.gifSonicAdvance_Pushed_Knux.gifSonicAdvance_Pushed_Amy.gif

Alternate damaged/hurt animations for all characters, meant for Multiplayer mode. Their exact intended purpose is unknown.

SonicAdvance_PushedFront_Sonic.gifSonicAdvance_PushedFront_Tails.gifSonicAdvance_PushedFront_Knux.gifSonicAdvance_PushedFront_Amy.gif

Animations for all characters when being pushed from the front by other players in Multiplayer mode. Aside of rolling/attack moves, characters can only be pushed from behind while moving at full speed, leaving these unused.

Mecha Knuckles revving up a Spin Dash in both phases. No such animation is used in-game.

SonicAdvance_MetalKnux_SwitchSide.gifSonicAdvance_MetalKnux_GlideSwitchSide.gif

Mecha Knuckles turning around whilst grounded and gliding in both phases, both actions he never performs in-game.

Mecha Knuckles sliding after a glide in both phases. In-game, he always exits gliding in mid-air, thus he can never perform this action.

Second-Phase Mecha Knuckles recovering from a fall. Only the first phase uses this animation, as the second one immediately attacks when landing.

One of Second-Phase Mecha Knuckles' legs. One such leg sprite is used during his explosion animation, but this accompanying one isn't.

The Chao turning around during the Chao Hunt Multiplayer Mode, a behavior that's never seen in-game.

(Source: AsuharaMoon)

Unused "TO BE CONTINUED" Screen#

Watch on YouTubeA leftover "TO BE CONTINUED" screen originally used on the Tokyo Game Show Autumn 2001 demo, which was triggered by an interactable object originally located right before Neo Green Hill Zone Act 2's boss area. Doing so in the final game breaks it by sending you to a soft-locked Single-Game Pak Multiplayer Mode screen instead of back to the intro.

(Source: AsuharaMoon)

Unused Super Physics#

Watch on YouTubeAn unused movement flag, when set, boosts the player character's running speed and Spin Dash power. The physics values this flag uses are the same values used for super forms as seen in the Genesis games but reduced to 75%. Knuckles also has a special condition that checks for this flag to double his climbing speed. The presence of these physics values, plus the fact they have been altered for this game, may indicate that super forms were planned to be accessible in the main stages at some point.

(Source: CBTBSD)

Unused Music#

Invincibility#

An alternate invincibility tune, which was later used in Sonic Advance 2 and 3.

Debug Save#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Verify that this is intentional behaviour and not just a bug.

Not having an SRAM chip on the cartridge will unlock everything in the game. This is also the case for the other Sonic Advance games.

Revisional Differences#

The original US and Japanese versions have English and Japanese language selection. The double pack releases (except a Japanese one with Sonic Battle) added Spanish, French, and German from the European version.

The Japan v1.1 and Double Pack versions fixed a severe bug with the Tiny Chao Garden's ring system.