Video Game / Sonic Battle

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"Sonic and his friends find a robot on the beach. Upon establishing a "link" with it, they discover the robot—called a "Gizoid"—can mimic their fighting abilities, learn communication skills, and is powered by Chaos Emeralds. Sonic decides to name him Emerl. The more Emeralds he gets, the more he can grow and learn about the world. Emerl grows and learns from Sonic and his friends, but there are hints that he's more than he appears to be. And Dr. Eggman has plans for him..."

Sonic Battle is a 2003 Fighting Game spinoff of the Sonic the Hedgehog series for the Gameboy Advance. It's connected to the Sonic Advance trilogy and Sonic Chronicles, through the story of a certain robot and its makers. Unlike most Sonic spinoff games, the focus was more on the story.

The gameplay is simple, yet open to wide variation. There is roaming on small, multi-tiered maps, similar to Power Stone. Each character has a basic combo, advanced directional moves, midair motion and attacks, and supers of the Shot (projectile), Power (direct physical attack) and Set (land-mine type) moves, for both land and air. Before each respawn, you choose your land and air specials, leaving the last one to be auto-blocked if your opponent tries to hit you with that special type. While specials cost no "meter" of their own, you can charge a gauge that guarantees a One-Hit Kill for any special if it connects.

Another special part of the game is the extensive customization of Emerl. Each Skill (Which is every single attack in the game, including individual parts of a combo) is represented by a Skill Card, which Emerl copies after he's witnessed it in a fight. You have to budget it, however, since each skill costs points, and you have to earn points in battle, and there is a limit to how many points there are.

Game modes include an extensive Story mode, a Challenge Mode, Vs, and several minigames themed for five of the characters.


This game contains examples of:

  • Abusive Precursors: The Fourth Great Civilization.
  • A.I. Breaker:
    • In general, killing an opponent with one special will have them put that special type on guard. This predictability can have you stick with two reliable specials without any worry of them guarding one.
    • Sonic, Tails, Amy and Knuckles can set their Air Special to Set and, by jumping above an enemy, throwing it down and doing it again before they land, lock an opponent in such a way that they're an easy KO.
    • Sonic's Ground Power special. He throws a ring and spin dash towards it, even in mid-air. If you throw it over an opponent and then instantly use it, you recover from the attack faster than the opponent, and can use the time to throw a ring back the other way, and hit them again when they're in position.
    • Rouge's Ground Power. When used on an opponent that won't absorb it. and near a wall, you can just use it once, and then use it again when they bounce off the wall and before the hit again until they're KO'd. They won't even be bothered to catch the wall and try to counter you.
    • Despite her flying capabilities, Rouge is pitifully easy to disrupt. Hit her just once in mid-air, and she will proceed to do nothing until she lands. Keep her in the air, and she's yours for the KO.
    • Shadow's air attack sends him down through the air diagonally and can knock an opponent upwards slightly, then quickly get him back on the ground on the other side of them. Using it repeatedly on an airborne opponent by immediately turning around to face said opponent every time he lands can keep them stunned and helpless above the ground until they're knocked out. If the opponent in question isn't jumping/flying, leading them over a raised platform and waiting until they start coming down the other side lets you do this. Combined with the above, a fight between Rouge and either Shadow or Emerl with Shadow's air attack and jump skill can turn into nothing but waiting for her to get back within reach, then kicking her again.
  • All There in the Manual: A lot of the story of the Sonic games of the 2000s, especially Sonic Adventure 2, were revealed in this game. On the whole, it was second to Sonic Chronicles in this regard.
  • All Your Powers Combined: Emerl has the ability to copy attacks from whoever he fights. By the end of the last chapter, he has abilities from every other playable character in the game.
  • Anachronic Order: This game seems to take place after Shadow the Hedgehog due to Shadow's personality, but was released before it.
  • Animated Adaptation: Episodes 42-45 of Sonic X loosely adapts the game's story.
  • Anti Anti Christ: Emerl is a Gizoid, a robot designed to mimic any combat technique he sees, and is able to do so with terrifying efficiency He was considered to be the Ultimate Lifeform before Shadow. Upon obtaining all seven Chaos Emeralds he's supposed to pretty much annihilate civilization. He's also raised by the good guys and slowly mimics bits of each of their personalities as well — the result is a lovable Nice Guy who calls Amy "Mom", helps out around Tails's lab, ribs Knuckles for being dense, and is fiercely protective of his friends, most notably Cream.
  • Apocalyptic Log: The excerpts from Professor Gerald's journals, detailing how he found Emerl and the ensuing consequences, which can be read by re-beating previous story episodes.
  • Arc Villain: Chaos Gamma.
  • Arm Cannon: Tails and Chaos Gamma. For Tails, it materializes when used and disappears after firing a ball of electrical energy.
  • Artificial Brilliance: The AI will often change its moveset to effectively counter the one you're using, and is fairly good at blocking.
  • Artificial Stupidity: The AI also rarely ever heals itself and, if tag team and friendly fire are on, will often attack its teammates when trying to attack you.
  • Ass Kicks You: Amy has a dash attack, which Emerl can later learn, where she flings herself rear-first at opponents.
  • Awesome, but Impractical: Knuckles' Ground Shot, the Rockfree Fall, is one of the most powerful shots in the game. However, it is hard to aim and very slow.
  • Awesomeness by Analysis: With the character combos, ultimate skills and ??? skills, Emerl learns how to be better than the other fighters at being themselves.
  • Bad "Bad Acting": Eggman during Knuckles' Story.
  • Background Music Override: During the endurance mode in Emerl's Story, if Chaos Zero makes an appearance, his theme song will override whatever the stage's main song is.
  • Batman Gambit: Although it doesn't start off that way, when Eggman realises Sonic has no idea of what Emerl really is, he comes up with one. If Sonic and his pals don't get killed fighting his robots, then they've collected the scattered Chaos Emeralds and turned Emerl into a killing machine that can take over the world for him. It's actually one of Eggman's better plans.
  • Beware the Nice Ones: Cream and Emerl. The former will never fight, no matter what the situation. Of course when the need arises, she will step in to help, but will let Cheese perform all her aggressive attacks.
  • Big "SHUT UP!": Knuckles says this a couple of times.
  • Bilingual Bonus: The "Ichikoro" gauge is left untranslated. Ichi-koro? To "trounce" or via the kanji it's derived off of: One (hit) K.O.
  • Bittersweet Ending: Eggman's plans have been stopped, but Emerl was sacrificed in the process.
  • Bonus Boss: Chaos Zero.
  • Butt Monkey: Knuckles is pretty much the source of jokes for Sonic, Rouge, and Emerl.
  • Came Back Wrong: E-102 Gamma. Not only does he sport a new name (Chaos Gamma), he also has no recollection of his past, and is completely subservient to Eggman. This is because he is a different robot entirely, cobbled together with spare E-series parts.
  • Casino Park: Night Babylon.
  • Character Customization: Emerl's moves and appearance can be customized.
  • Character Development: Emerl. He starts as a nigh-voiceless generic killbot whose only notable detail is his ability to copy other characters' abilities. His interactions with the cast cause him to copy aspects of their personalities as well, and eventually blends them into a complete emergent personality.
  • Chekhov's Gun: The Final Egg Blaster, which is hinted at in such a throw-away manner that even the cast forgets about it.
  • Comically Missing the Point: Tails says Emerl is Sonic's baby in a figurative sense, but Amy takes it literally.
  • Continuity Porn: A lot of past events are referenced through the story, as well as obscure items like Amy's tarot cards, which she only used in the Sonic the Hedgehog CD instruction manual.
  • Covers Always Lie: See Shadow on the box art? You don't play as him until the last-but-one level, and you meet him the least often of all characters. While this doesn't make him a cameo character, it is a little deceptive. Even then, Sega knew what a popular and marketable character he had already become.
  • Cut Lex Luthor a Check: Played with; Eggman sells his designs for lesser robots to finance his evil schemes.
  • Dance Battler: Sonic's melee moves are based on breakdancing.
  • Deadpan Snarker: Sonic and Rouge are this as always. Emerl also grows into one as the story progresses.
  • Decoy Protagonist: It's called Sonic Battle, but the story focuses on Emerl more than him.
  • Determinator:
    • Shadow. Even when weakened, he still tries to destroy Emerl.
    • Amy, when it comes to Emerl and her boxercise training. Rouge even lampshades her persistence in her story.
    • Chaos Gamma becomes increasingly desperate and vengeful every time Emerl defeats him, to the point of turning up the damage he inflicts in the 2nd round of each encounter.
  • Ditto Fighter: Emerl, but also taken more literally by the Phi series of robots, which are always seen using the full moveset of a random character.
  • Do Androids Dream?: Emerl grows to become sentient, and it's heavily implied he has a soul.
  • Early Bird Boss: Knuckles is fought with Emerl when he has only a handful of moves and abilities.
  • Eleventh Hour Superpower: Inverted painfully. Emerl's the one who gets the superpower, but it drives him insane in the process. Sonic's efforts to neutralize it are also in vain, leaving him no choice but to fight a highly irritable, supercharged Emerl with no assistance whatsoever.
  • Escort Mission: In the first parts of Cream's chapter, she refuses to fight, so Emerl must protect her. Later it's reversed, with Emerl refusing to fight because he doesn't want to make her sad, and she must save him from Eggman's robots.
  • Excuse Plot: The game can be paraphrased as "You found a mysterious robot in the beach. Teach it some fighting moves along with the rest of your buddies!" Subverted in the later parts of the game, ESPECIALLY the tear jerking ending.
  • Fake Longevity: Shadow's challenge at the end of his chapter, forcing Emerl to track down every other allied fighter at that point and defeat them again before facing Shadow in a rematch.
  • Financial Abuse: Rouge planned to use Emerl to help her steal jewels.
  • Fixed Floor Fighting: There are 3D levels where you can jump from one height to the next, but the stage itself is static.
  • Flanderization: Amy's Clingy Jealous Girl tendencies are exaggerated significantly, to the point where the final fight in Rouge's chapter is her and a hallucination of Sonic she conjured up.
    • Knuckles has become noticeably sulky and a lot more hot-tempered than his past portrayals thanks to the influence of Sonic X, and the fact that characters like Sonic and Rouge tease him constantly doesn't help matters.
  • Foreshadowing: Emerl's first statement he made to Sonic. "Show me your power. Or I sh all not ob ey. I represent all things, and sha ll become Gizoid, the conquerer of all..."
  • Freak Out: Emerl suffers this after witnessing the Final Egg Blaster destroy a system of stars.
  • Full-Name Basis: Shadow has referred Sonic as "Sonic the Hedgehog" a couple of times in this game.
  • Gameplay and Story Segregation: In the final battle, Emerl uses all of his Ultimate skills, which due to the skill point system is not possible when playing as him. From another perspective, this is also Gameplay and Story Integration as Emerl with all of his Ultimate skills is in the midst of Explosive Overclocking, which he won't do as a Player Character because he is more than simply a weapon.
    • When Chaos finally appears in the story, his attack and defense are much higher than the game would otherwise allow for, and none of these benefits are available to the player when he is unlocked. Despite some of his attacks being the weakest in the game, his basic combo can kill easily. Certain moves of his are guaranteed to count as kills, as can be seen when they "kill" the player at least once, even with an infinite health cheat enabled. The game has Combo Cards, which are combos guaranteed to end in death if most hits connect, but they only do significant damage to Chaos, and must be followed with other attacks.
  • Glass Cannon: Shadow mostly. However, since his Strength Support skill is the highest in the game, while his Attack Support is ranked 3rd along with all his other attacks alone having strong power ratings, Shadow is more of a tank with solid moves than anything. He only lacks the natural attack boost to make his moves stronger than they should be.
  • Gotta Catch Them All: The Chaos Emeralds, and their shards.
  • Green Hill Zone: The Nostalgia Level.
  • In Medias Res: Sonic's story is the first, but both Shadow's and Rouge's stories detail events that happen before Sonic finds Emerl.
  • Jack-of-All-Stats: Rouge, Amy and Tails. Sonic too is also considered this since he has fairly well-rounded moves.
  • Launcher Move: The Upper Attacks, Heavy Attacks when the opponent is wall bounced, all Set specials (which blinds the target upon it connecting), and some other moves send the opponent into the air for a potential combo.
  • Let's You and Him Fight: The main point of the game and how Emerl learns his moves.
  • Lightning Bruiser: Chaos Gamma in Drive Mode and, eventually, Emerl.
    • Shadow combines this with Glass Cannon, since he has the highest Strength Support in the game and his weak Attack Support only goes to show he doesn't have enough natural attack power to boost his stronger attacks higher than they already are.
  • Lost Superweapon: Emerl.
  • Magikarp Power: Until he can pick up better moves over the course of the game, Emerl is stuck with his barely functional default moves and abilites, which are all lifted from Sonic albeit tremendously nerfed.
  • Magnetic Hero: Emerl. Almost everyone takes a shining to him, leading to a few Enemy Mine fights.
  • Mama Bear: Amy is very protective of Emerl.
  • Mecha-Mooks: Chaos Gamma, the E-121 Phis and the Guard Robos.
  • Megaton Punch: Knuckles' Ground Power special and Heavy Attack.
  • Meteor Move: Every character's Pursuit Attack is Type A; they bounce a bit after the first impact with the ground.
  • Mighty Glacier: Knuckles, Gamma, and Chaos have some of the most powerful attacks in the game, but they all have low slow movement speed (with the exception of dashing as Knuckles and Gamma) and the majority of the attacks of the latter two are some of the slowest in the game.
  • Mix-and-Match Man: Emerl's skills and personality are made up of the people he's around. When the first two people he meets are Sonic and Tails, it's commented, "Hmph, I can't tell if he is being polite or rude."
  • Mood Whiplash: The last chapter, in comparison with the lighter tone of the previous chapters.
  • My Friends... and Zoidberg: In the last chapter, as Emerl remembers everyone and the good times he shared with them, it's pretty noticeable that he neglects to mention Rouge.
  • Never My Fault: When Rouge points out that Emerl is a bit mouthy, Knuckles pins the blame on Sonic. Rouge then lampshades that he's quick to blame others as usual.
  • New Game+: On replay, you receive the chance to earn new skills, and gain more information into the backstory.
  • No Cutscene Inventory Inertia: Emerl is always the same color in cutscenes despite that being customizable.
  • Nostalgia Level: Green Hill Zone, unlocked upon finishing the game.
  • Not So Different: Shadow acknowledges that both he and Emerl are weapons, and spends much of the story trying to destroy the Gizoid. However, Sonic rebuffs this by saying he and Emerl are alike in a different way—both Emerl and Shadow have hearts, and couldn't willingly kill anyone.
  • Not-So-Harmless Villain: Dr. Eggman. He spends much of the game planning something but not really accomplishing anything, until the last chapter, where he drives Emerl insane with power.
  • One-Hit Kill:
    • Any Super Attack fully charged through the Ichikoro Gauge.
    • The character combos that are exclusive to Emerl, if they fully connect.
  • Only Sane Man: Tails and Shadow.
  • Palette Swap: Guard Robos and Phis are gray knockoffs of Chaos Gamma and Emerl, respectively.
  • Pet the Dog: Rouge is the one who discovers how to free Emerl from his destructive programming, and she immediately relays the information to everyone else.
  • Power Copying: Emerl does this, usually by winning fights.
  • The Power of Friendship: When Shadow realizes that he needs to relinquish his Chaos Emerald to Emerl in order to complete his evolution, willingly handing over his conduit for his Chaos-based arsenal, Shadow is perfectly fine with such an action.
    Shadow: "It's okay. I have Maria in my heart."
  • Prepare to Die: This is what Eggman says at the beginning of his fight against Emerl in the Death Egg.
  • Precision F-Strike: Rouge actually calls Eggman a "bastard" in the game.
  • Pre-Mortem One-Liner: Chaos Gamma's KO quote: "Initiating Recovery Mode."
  • Punny Name: Emerl is named by Sonic after the Chaos Emeralds that power him.
  • Randomly Drops: Except for the first few battles, new moves are learned randomly.
  • Running Gag
    • Chaos Gamma's appearances, to the point of being once or twice per episode except for Emerl's.
    • People telling Amy, "I don't think that's the case," regarding her delusions of a relationship with Sonic. By the end of her chapter, even Emerl pitches in.
    • Amy's "Boxercising" sessions. She repeatedly gets owned by Emerl and draws Cream into it. Cream starts to get worried. Amy even reveals she was wearing weights and takes them off for the last fight but every single battle is just as easy.
  • Ship Tease: Some scenes with Shadow and Rouge, and a brief moment with Amy getting concerned for Shadow can be seen as this.
  • Shoot the Dog: Shadow thinks Emerl should be destroyed for everyone's sake. Also, when Eggman drives Emerl insane, Sonic has to destroy Emerl himself.
  • Shout-Out Tails uses ChuČ bombs as his trap. These are modeled after the Chu Chu mice from another Sonic Team game, Chu Chu Rocket. For an added bonus, there are official 2-in-1 cartridges that contain both Chu Chu rocket and sonic battle.
  • Slice of Life: Despite being a fighting game, the story has this type of vibe with each character in their individual stories develop a bond with Emerl. Subverted in Emerl's story, especially in the final boss fight with Emerl.
  • Spiritual Successor: To Sonic the Fighters.
  • Sprite/Polygon Mix: Being on the GBA, however, the polygons are limited to stage itself and a few walls.
  • SNK Boss:
    • The final boss, Emerl awakened as the Gizoid, who has access to all of the Ultimate Skills.
    • Eggman. He fights in his Egg Mobile, and constantly shoots missiles and projectiles at you, even when you're dead and picking a place to respawn. It's very, very hard to get close to him, and even harder to combo him without getting hit with a stray projectile. He can easily guard Shot moves if you use too much of them too, forcing you to get close, and when you KO him, he does a souped up version of Gamma's Recovery Mode that comes out instantly as soon as your attack connects, meaning you probably will get hit, and if you're too close (which you probably are), you'll take the full brunt of the blast and die.
  • Stalker with a Crush: Amy, to the point that she considers Emerl to be a child Sonic wanted her to raise.
  • Sudden Downer Ending: After spending the entire game learning, forming strong friendships, and growing more powerful, with the player essentially watching Emerl grow from babyhood to a mature young robot, Eggman overloads him with power and makes him go crazy. You play as Sonic to kill him.
  • Taking You with Me: Chaos Gamma's stance has a built-in move called, quite ironically, Initiating Recovery Mode. When he is killed, he explodes and takes significant damage off of the health bars of nearby characters.
  • The Tease: Rouge, particularly towards Tails in this game. Losing a fight against her in Tails' story result in her kissing him.
  • Technical Pacifist: Cream uses her Chao, Cheese, for melee and super attacks.
  • The Computer Is a Cheating Bastard: A present feature with the AI opponents. They know where you are even when they shouldn't, like when you're using Knuckles' Air Power or Shadow's Ground Power to hide and move around, or when you're picking a place to respawn. See also Gameplay and Story Segregation.
  • Thinking Out Loud: Eggman does this quite a bit. He actually uses this to cause other characters to go along with his plan, though he does it in a rather obvious, near Large Ham like performance.
  • Too Dumb to Live: Practically the entire cast. Sonic and co., upon finding out that the quiet little robot they found is a super-dangerous weapon with the ability to copy any move perfectly and the potential to destroy the world, decide to spend their entire time teaching it deadly combat techniques and inserting the super-powerful Chaos Emeralds into it. Shadow is the only one who speaks with any sanity about the inherent danger in this tactic.
    • There's also an inversion - while some consider Eggman an idiot for simply throwing Emerl out, it turns out that there's no way Emerl could ever have become so powerful if he hadn't, and when he realizes what's happened, the lesser Emerl-based robots provide an excellent way for Sonic and his pals to inadvertantly 'train' Emerl.
  • Took a Level in Jerkass: Knuckles, though this is mainly due to flanderization. In the games, he is usually humble and easy-going, even if he is slightly blunt and hot-headed, but in here, he's more hot-headed and a bit hostile towards others compared to his usual self.
  • The Unfought: Just only a few characters have fought Shadow and Rouge in the story. Sonic and Knuckles, despite being friendly rivals, didn't fight in an official battle, though both are seen fighting each other along with Emerl offscreen in the end of Tails' story.
  • Victor Gains Loser's Powers: Emerl learns skills from defeating other characters.
  • Warrior Therapist: Emerl in the later chapters, as the result of the rest of the cast teaching him different ways to respond to adversity.
  • Wave Motion Gun: The Death Egg's Final Egg Blaster, armed with enough power to destroy stars.
  • White Mage: Cream. Although all characters can heal themselves, Cream's healing power is without a doubt the best in the game. Her health bar regeneration is second only to Gamma's, and her Ichikoro regeneration is joint top with Knuckles'.
  • Worf Had the Flu: Shadow loses his fight against Sonic in the beginning of the game, and barely holds his own against Tails and an incomplete Emerl later on due to previous injuries from a sneak attack by one of Eggman's guard robots.

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