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{{Bob|bobscreen=SonBattle.gif|publisher=[[Sega]]|developer=[[Sonic Team]]|system=[[Game Boy Advance]]|europe=February 27, 2004|usa=January 5, 2004|japan=December 4, 2003|genre=Fighting|seealso=Sonic the Fighters}}
 
{{Bob|bobscreen=SonBattle.gif|publisher=[[Sega]]|developer=[[Sonic Team]]|system=[[Game Boy Advance]]|europe=February 27, 2004|usa=January 5, 2004|japan=December 4, 2003|genre=Fighting|seealso=Sonic the Fighters}}
'''''Sonic Battle''''' was an attempt at a fighting game based on the ''Sonic Adventure'' era characters, differing heavily from ''[[Sonic Championship|Sonic the Fighters]]''.
 
Some found it fun - some found it tedious. It was centered around the ancient mechanoid [[Emerl]], named by Sonic because of his ability to absorb emeralds.
 
  
The game-play was 4 player isometric, and played somewhat like ''Powerstone'' without items, or moving stages.
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'''''Sonic Battle''''' was a 4 player isometric fighting game based on the ''Sonic Adventure'' era characters, differing heavily from ''[[Sonic Championship|Sonic the Fighters]]'', the first Sonic fighting game. It had a single player story mode - which, debatedly, has the best story in the entire series; it doesn't take itself too seriously and gives us a better look at the characters.  
  
Before you were spawned, you had a choice of which special attacks you could use - each character has 3. You choose one to be performed on the ground, one to be performed in air (the style of attack differs by quite a lot depending on which), or you can not use it at all, but guard against all other attacks of that type.
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The story centered around the ancient mechanoid [[Emerl]]. Emerl could be upgraded, but it was long and tedious to do this, which some gamers found to detract from the game. He gains XPs from each fight, but about 10 fights would need to be completed to gain a new move.
  
It had a single player story mode - which, debatedly, has the best story in the entire series; it doesn't take itself too seriously and gives us a better look at the characters.
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It is also the first Sonic game to feature swearing - in Japan, [[Rouge]] calls [[Eggman]] a "bastard" for hacking into a computer before she did.
  
The main problem people had with this was that it was long and tedious to upgrade Emerl - he got XPs from each fight, but you needed to fight around 10 long tedious fights before you could get a new move.
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==Gameplay==
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Battles are fought in 3D arenas with up to 4 players. Each character has a set of attacks and abilities. The majority of attacks are performed with the {{B}} button, including the combo (1st, 2nd, and 3rd Attack), Air Attack, Upper Attack (used to knock opponents straight up), Heavy Attack (used to knock opponents away), and Aim Attack (used to pursue an opponent after the Heavy Attack). The {{A}} button is used to jump, and the {{L}} button lets the player block attacks, or heal damage if the button is held. The playable characters also have unique special moves, the three types being Shot, Power, and Set. Shot moves center around using a projectile to damage the opponent from a distance. Power moves focus on dealing damage quickly in a single move. Trap moves generally involve using a type of bomb to surprise-attack the enemy. However, only a limited number of special moves can be selected. Shot, Power, and Trap must be allocated to three slots: Ground, Air, and Defend. The special move you set to Ground will be used when you press {{R}} on the ground. The move you set to Air will be used when you press {{R}} in mid-air. The last slot, Defend, has a different function; When you set a certain type of special move to Defend, then every time an enemy uses the same type of special to attack you, you'll automatically block it.
  
It is also the first Sonic game to feature swearing - in Japan, [[Rouge]] calls [[Eggman]] a "bastard" for hacking into a computer before she did.
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Each player has a health bar and an Ichikoro Gauge. When health is completely depleted, the player is KO'd and loses one life (in a survival match) or the one who KO'd them gets a point (in a KO match). The Ground, Air, and Defend settings are chosen at the beginning of the match, and every time the player respawns. As a player takes damage, blocks attacks, or heals, the Ichikoro Gauge fills up. When it is full, the next special move the player does will instantly KO anyone it hits. However, if they chose to defend against that type of special, or successfully block, their Ichikoro Gauge will be filled instantly. Players healing damage will also slowly fill up their Ichikoro Gauge, but are still vulnerable to attacks.
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There are a also 309 technique cards to collect, though the rarest can't be acquired through random combat at all. Emerl's ultimate battle cards can only be earned through Tails' virtual training in the final chapter of Story Mode. Secret character-centric abilities can only be obtained via passwords.
  
 
==Manuals==
 
==Manuals==

Revision as of 17:02, 26 July 2008

n/a

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Sonic Battle
System(s): Game Boy Advance
Publisher: Sega
Developer:
Genre: Fighting

</div>

Sonic Battle was a 4 player isometric fighting game based on the Sonic Adventure era characters, differing heavily from Sonic the Fighters, the first Sonic fighting game. It had a single player story mode - which, debatedly, has the best story in the entire series; it doesn't take itself too seriously and gives us a better look at the characters.

The story centered around the ancient mechanoid Emerl. Emerl could be upgraded, but it was long and tedious to do this, which some gamers found to detract from the game. He gains XPs from each fight, but about 10 fights would need to be completed to gain a new move.

It is also the first Sonic game to feature swearing - in Japan, Rouge calls Eggman a "bastard" for hacking into a computer before she did.

Gameplay

Battles are fought in 3D arenas with up to 4 players. Each character has a set of attacks and abilities. The majority of attacks are performed with the B button, including the combo (1st, 2nd, and 3rd Attack), Air Attack, Upper Attack (used to knock opponents straight up), Heavy Attack (used to knock opponents away), and Aim Attack (used to pursue an opponent after the Heavy Attack). The A button is used to jump, and the L button lets the player block attacks, or heal damage if the button is held. The playable characters also have unique special moves, the three types being Shot, Power, and Set. Shot moves center around using a projectile to damage the opponent from a distance. Power moves focus on dealing damage quickly in a single move. Trap moves generally involve using a type of bomb to surprise-attack the enemy. However, only a limited number of special moves can be selected. Shot, Power, and Trap must be allocated to three slots: Ground, Air, and Defend. The special move you set to Ground will be used when you press R on the ground. The move you set to Air will be used when you press R in mid-air. The last slot, Defend, has a different function; When you set a certain type of special move to Defend, then every time an enemy uses the same type of special to attack you, you'll automatically block it.

Each player has a health bar and an Ichikoro Gauge. When health is completely depleted, the player is KO'd and loses one life (in a survival match) or the one who KO'd them gets a point (in a KO match). The Ground, Air, and Defend settings are chosen at the beginning of the match, and every time the player respawns. As a player takes damage, blocks attacks, or heals, the Ichikoro Gauge fills up. When it is full, the next special move the player does will instantly KO anyone it hits. However, if they chose to defend against that type of special, or successfully block, their Ichikoro Gauge will be filled instantly. Players healing damage will also slowly fill up their Ichikoro Gauge, but are still vulnerable to attacks.

There are a also 309 technique cards to collect, though the rarest can't be acquired through random combat at all. Emerl's ultimate battle cards can only be earned through Tails' virtual training in the final chapter of Story Mode. Secret character-centric abilities can only be obtained via passwords.

Manuals

Also Released On

Production Credits

Producer: Yuji Naka
Director: Tomoyuki Hayashi
Battle Mode Planner: Tomoyuki Hayashi
Story Mode Planner: Asahiko Kikuchi
Planning Support: Mizuki Hosoyamada, Ai Mashima
System & Com Programmer: Yoshihiko Toyoshima
Story Mode Programmer: Takahiro Hamano
Battle Mode Programmer: Tomoyuki Hayashi
Minigame Programmers: Nobuo Nakagawa, Yoshihiko Toyoshima
Chief Animator: Yasuda Denneikoushi
Character Animators: Sachi Nakamura, Asao Furukawa, Hiroaki Ishige, Ryuta Kawasaki, Kentaro Sakamoto
Map Designer: Toru Kawaguchi
Advertise Designers: Takeshi Ichimura, Miho Hyakutake, Takao Kawase
Minigame Designer: Takao Kawase
Illustrator: Hisanobu Kometani
Design Coordinator: Yuji Uekawa
Character Design Support: Hiroshi Tanigawa, Tomoki Miyazaki, Arito Chujo, Noriko Shibuya, Norichika Neguro, Masaru Kuribayashi
Special Thanks: Yasuko Maruyama
Sound Created By: Wave Master
Sound Creators: Tatsuyuki Maeda, Kenichi Tokoi, Hideaki Kobayashi
Character Voices (Japanese): Jun'ichi Kanemaru (Sonic the Hedgehog), Ryo Hirohashi (Miles "Tails" Prower), Nobutoshi Kanna (Knuckles the Echidna), Taeko Kawata (Amy Rose), Taiten Kusunoki (E-102 Gamma), Kouji Yusa (Shadow the Hedgehog), Rumi Ochiai (Rouge the Bat), Sayaka Aoki (Cream the Rabbit), Chikao Otsuka (Dr. Eggman)
Character Voices (English): Ryan Drummond (Sonic), William Corkery (Tails), Scott Dreier (Knuckles), Jenny Douillard (Amy), Jon St. John (Gamma), David Humphrey (Shadow), Lani Minella (Rouge), Sarah Wulfeck (Cream), Deem Bristow (Eggman)

Sega Corporation

Executive Management: Hideki Okamura, Masanao Naeda, Toshihiro Nagoshi, Yukio Sugino
Marketing Dept.: Miutsuru Takahashi, Naoko Ooka, Marino Takeda
Public Relations: Yasushi Hagumo, Youko Nagasawa
International Business & Product Development: Tatsuyuki Miyazaki, Yusuke Suai

Sega Logistics Service Co., Ltd

Product Management: Junichi Shimizu
Product Support: Akira Nishkawa, Akira Terasawa, Kazuhiko Morii
Product Test: Yutaka Kawasaki, Daisuke Izichi, Satoshi Yamane, Junko Ota, Sou Ishida
Package & Software Manual Production: Yoshihiro Sakuta, Satoru Ishigami, Kazuaki Jikuhara, Hisakazu Nakagawa, Asako Niyajima
Customer Support: Kazunori Yagi, Shoko Goto

Sega of America, Inc.

Director Of Product Development: Osamu Shibamiya
Localization Producer: Jason Kuo
Test Director: Deborah Kirkham
Project Lead: Shawn Dobbins
Executive Vice President: Shinobu Toyoda
Product Manager: Heather Hall
Senior Media Specialist: Teri Higgins
Creative Services Manager: Arianne Mccarthy
Public Relations Manager: Bret Blount
Special Thanks: Yosuke Moriya, Lori Von Rueden, Klayton Vorlick

Sega Europe, Ltd.

President/COO: Naoya Tsurumi
Executive Vice President Sales & Marketing: Mike Sherlock
Executive Vice President Product Development: Jin Shimazaki
Localization Producer: Akiko Uchida
Senior Producer: Matt O'Driscoll
Technical Producer: Elliott Martin
European Marketing Director: Matthew Woodley
European Marketing Manager: Gary Knight
European Product Manager: Mat Quaek
QA: Darius Sadeghian, David Smith, Roy Boateng, Chris Geiles
Executive Producer: Hisao Oguchi

Resources

Scans

Artwork

Template:SonicBattle

Sonic the Hedgehog games for the following systems
Game Boy Advance
 2001  Sonic Advance | Tiny Chao Garden     2002  Sonic Advance 2     2003  Sonic Pinball Party | Sonic Battle     2004  Sonic Advance 3 | Sonic X: A Super Sonic Hero     2005  Sonic Advance & Sonic Pinball Party | Sonic Advance & ChuChu Rocket! | Sonic Advance & Sonic Battle | Sonic Battle & ChuChu Rocket! | Sonic Pinball Party & Sonic Battle | Sonic Pinball Party & Columns Crown     2006  Sonic the Hedgehog Genesis    
 Demos  Sonic Advance 3