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. Each Skill 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.
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.
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.
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 throwaway manner that even the cast forgets about it.
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.
Fake Longevity: Shadow's challenge at the end of the his chapter, forcing Emerl to track down every other allied fighter at that point and defeat them again before facing Shadow in a rematch.
Freak Out: Emerl suffers this after witnessing the Final Egg Blaster destroy a system of stars.
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.
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.
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.
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 noticable that he neglects to mention Rouge.
New Game+: On replay, you receive the chance to earn new skills, and gain more information into the backstory.
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.
Any Super Attack fully charged through the Ichikoro Gauge.
The character combos that are exclusive to Emerl, if they fully connect.
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."
Punny Name: Emerl is named by Sonic after the Chaos Emeralds that power him.
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.
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.
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.
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.
Too Dumb to Live: Practically the entire cast bar Shadow. First Eggman, for throwing out an ancient superweapon that he knows has the capacity to destroy the world, just because he can't awaken its true power. Then 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.
Eggman also counts as pretty stupid in this one for another reason; he is in possession of 4 Chaos Emeralds at the beginning of the story, and rather than building a single Emerl copy with huge power, instead crushes the emeralds into many pieces and makes dozens of pitifully weak copies instead.
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'.