Project Overview


Sonic Advance Revamped is a remake and reimagining of the original Sonic Advance on the GBA using the Sonic Worlds Delta engine; it's a passion project designed to be the definitive way to play Sonic Advance, with better hazard placement, a 16:9 aspect ratio, patched-up levels and bosses, completely redesigned Special Stages, the smoothest sprites from each GBA Sonic title (with some special cases and custom sprites here and there), re-implemented unused/beta elements, and true classic Sonic controls to make the game feel even better. Features set for the future include an exclusive Team Chaotix Mission Mode, 8 Unique Playable Main Characters (7 of which are playable in this Demo), a fleshed-out Tiny Chao Garden, New Levels and Music Tracks, and more! For this particular Demo, Sonic's Insta-Shield is swapped-out for his Drop Dash! This move will be an early unlockable in the final version.

Please keep in mind while playing:
The first Boss, Sonic's Drop Dash, and Casino Paradise Act 1 are not 100% complete and are works-in-progress. They are functional, but please know that there may be issues or bugs relating to them that require further development. Thank you!

DOWNLOAD FROM DROPBOX HERE!
DOWNLOAD FROM MEGA HERE!
DOWNLOAD FROM GOOGLE DRIVE HERE!


MAC version available soon!

Extra Links:

Sonic Revamped Discord Server: The main hub of operations for Sonic Advance Revamped!

Sonic Advance Revamped Tumblr Blog: Where new screenshots are shown off, livestreams are advertised, and questions are answered 1-on-1 with the developer!

Sonic Revamped YouTube Channel: The place to be for new videos, playthrough showcases, and livestream links!

Screenshots and media!

Sonic Advance Revamped SAGE 2018 Ten Second Clip

(This clip was supposed to make it into the SAGE 2018 Trailer! Unfortunately, it was lost to the email ether in the process of sending it over.)


Sonic Advance Revamped: Intro and Title Screen Video

(This video is only slightly outdated by the old version of the game's logo.)


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Bonus Content

Please join the game's community on the Discord Server to keep up-to-date on when the next Demo will drop and how development is panning out! We can't wait to see you there!

Credits

*Powered By Sonic Worlds*

Directed and Created By: Alexander Brunetto

Programmers: Alexander Brunetto, Yonatankr, Lighto!, Ice, Rifty

Sprite Artists: Alexander Brunetto, BlueFox, Desix, The Hoennest, Makapixel, MotorRoach, QuartzAdachi, Anonymous AKA Ys

Additional Sprites: Nefault1st, Medusa

Level Design: Alexander Brunetto, Kalin

New Tracks Composed and Arranged By: AshZone

Promotion Management and Video Recording/Editing: Garrulous64

Logo Design: DaveAce

Publicity: Sonic Amateur Games Expo (SAGE), led by Sonic Fan Games HQ

*Beta Testers:* Aero, Daisy, Deku, Flamer, Garrulous64, The Hoennest, Hyadoki, It's_no_user, Kalin, lukewasthefish, Mannheimer, MetalTails, NarwhalsWooooo, Owl B. Hootsalot, PixelMixel, Ray the Gaming Squirrel, Roki, Sario350, Soundblaster, StarlightSeelig, Star_uraraknium, TheHumanSonikku, yunggarziisunderrated, QuartzAdachi

Project Partners: Chao Resort Island, Sonic vs Darkness, Sonic Chronicles: Remastered, Garrulous64, Sky Sanctuary, The AceZone, Chao World Adventure, NarwhalsWooooo, FrostyMac, The Lunar Café, Team Remix, Tria Amentia

Special Thanks: Angelina Brunetto, AshZone, QuartzAdachi, Breeton Boi, Cryst1al, DaveAce, Flamer, Garrulous64, Honkhog, Ice, Yonatankr, Lange, MotorRoach, NarwhalsWooooo, Nefault1st, Bunga, Owl B. Hootsalot, Ramp., Ray the Gaming Squirrel, rock-dj, the Sonic Revamped Discord Server, Sonic Fan Games HQ, Squidward Tortellini, TheSegaScourge, TheWax, The VR Crew, and YOU!

Latest reviews

Excellent.

I adore the Sonic Advance games and am glad somebody's revamping them.

I like the way
Shadow
plays as well.
Well, i'm glad that finally someone are trying to port Sonic Advance from Game Boy Advance to PC and make it look and play better. Demo looks good, but i have a problem with it. For some reason, when i change the size of game's window, it starting to work slow. But, when i resize window by pressing on it's function by mouse, so it would resize itself for a full screen, then it runs normally, without any slowdown. But then there is another problem. While playing, after i get from one act to another, screen just messed up and it starting to show me my desktop instead of the game itself. And even resizing the window doesn't help. And when i press any button, then i can hear the game doing something, but i can't see what, because it continue to show me my desktop screen instead of game screen. So yeah, fix this two problems, add control configuration and normal gamepad support and this will be awsome game.

Comments

(I, uh... I'm kinda new here and I tried to submit this as a review, but it was too big. I still want to share my thoughts on this, so I'm going to post it as a chain of comments, but if there is some other way I should post this, please, let me know.) It's pretty cool. Not only do we have Sonic, Tails, Knuckles, and Amy like in the original Sonic Advance, but we also have Shadow (whose moveset is based on Modern Sonic), Cream and Cheese (whose moveset is based on their Sonic Advance 2 appearance), and Blaze (whose moveset is based on Sonic Rush) (I've only played as Sonic, Tails, and Shadow though, as I don't think I have the patience to replay the same three levels over and over with different characters - it is a demo though, so that's more a personal problem than a genuine complaint). These characters are unlocked in the order I mentioned them in by beating the three available levels, Neo Green Hill Zone - Act 1 and Act 2, and Casino Paradise Zone - Act 1, as any character.
 
Speaking of the levels, there seem to be some minor changes - in addition to Giant Rings being used for access to the Special Stages (presumably, they only give you rings right now - I'm guessing the Special Stages aren't yet programmed) now rather than the Special Springs (there still is Giant Ring above the Special Spring in NGZ1 though; the Special Springs just don't take you directly to the Special Stage anymore), there is at least one new area I'm positive wasn't in the original Sonic Advance that I noticed in NGZ2. Under the trees where you can walk on the canopy, there is that one section where you drop down, and in the original, there were two springs that bounced you back and forth, and you had to jump to get out. The left spring has been changed to be diagonal, bouncing you out of there, however, I accidentally jumped whilst running towards this spot, landing in a hole in the middle, falling into a water flow like at the beginning of the act, and being taken to a loop-de-loop with a Giant Ring in the center. I also found an area in NGZ1 above that one really tall hill in the first half of the act that, whilst I think is new (in part because there's another Giant Ring there), I'm not completely sure (either way, I reached it with Tails, specifically, though it should be possible with Cream and might be possible with Knuckles). I do have one complaint that I didn't like, and that's the fact that Shadow's Homing Attack can't target bosses, but I'm sure that can be fixed at some point, and even if it can't, it's not a big problem.
 
As for bugs and miscellaneous comments...

1. There's a Giant Ring underneath an area near the end of NGZ1. More specifically, it's underneath the area under the half-pipe (I think that's what it is) that you would fly from to get to the area with the Special Spring. From what I can tell, there's no way to get to it, though I may be missing something.

2. When unlocking Cream, there's a bug that only happens when the game is in full screen. The white bar where the "X character got through X act" text appears remains, the rest of the screen is black, and it doesn't change unless you restart the program. You can still move around menus, however, going into a level with this effect causes the music to start playing, but judging by the sound effects (or lack thereof), you never gain control of the character.

3. This is minor, and I wouldn't be too surprised if it is with the engine and thus can't be fixed by the devs of this fangame, but at one point, I finished an act (I think it was CP1, though that's not exactly important) with a Lightning Shield, and there was a ring following me, and I ran off screen before it could get to me, and so it just bounced around on the edge of the screen.

4. I should probably say this, but I did notice a small amount of lag. This is to be expected (my laptop is a weakling), but just a heads up for anyone looking to try this out.

Ultimately, I give this a 4/5, if only due to #2 above. Solid gameplay overall, though it's currently best to play in windowed mode and stretch the edges of the window to where you want them (the default window is really small for some reason).
 
Speaking of the levels, there seem to be some minor changes - in addition to Giant Rings being used for access to the Special Stages (presumably, they only give you rings right now - I'm guessing the Special Stages aren't yet programmed) now rather than the Special Springs (there still is Giant Ring above the Special Spring in NGZ1 though; the Special Springs just don't take you directly to the Special Stage anymore), there is at least one new area I'm positive wasn't in the original Sonic Advance that I noticed in NGZ2. Under the trees where you can walk on the canopy, there is that one section where you drop down, and in the original, there were two springs that bounced you back and forth, and you had to jump to get out. The left spring has been changed to be diagonal, bouncing you out of there, however, I accidentally jumped whilst running towards this spot, landing in a hole in the middle, falling into a water flow like at the beginning of the act, and being taken to a loop-de-loop with a Giant Ring in the center. I also found an area in NGZ1 above that one really tall hill in the first half of the act that, whilst I think is new (in part because there's another Giant Ring there), I'm not completely sure (either way, I reached it with Tails, specifically, though it should be possible with Cream and might be possible with Knuckles). I do have one complaint that I didn't like, and that's the fact that Shadow's Homing Attack can't target bosses, but I'm sure that can be fixed at some point, and even if it can't, it's not a big problem.
Giant Rings will be used to access Special Stages, but if you find a Special Spring, you'll get a speed boost at the beginning! I'm glad you found one of the secret areas :D The floating bit in Act 1 actually is in the original version, but you can only get there with Tails or Knuckles and the only thing there is a ring box or two. In Revamped, you can get there with Tails, Knuckles, Cream, and MAYBE Blaze?
 
Speaking of the levels, there seem to be some minor changes - in addition to Giant Rings being used for access to the Special Stages (presumably, they only give you rings right now - I'm guessing the Special Stages aren't yet programmed) now rather than the Special Springs (there still is Giant Ring above the Special Spring in NGZ1 though; the Special Springs just don't take you directly to the Special Stage anymore), there is at least one new area I'm positive wasn't in the original Sonic Advance that I noticed in NGZ2. Under the trees where you can walk on the canopy, there is that one section where you drop down, and in the original, there were two springs that bounced you back and forth, and you had to jump to get out. The left spring has been changed to be diagonal, bouncing you out of there, however, I accidentally jumped whilst running towards this spot, landing in a hole in the middle, falling into a water flow like at the beginning of the act, and being taken to a loop-de-loop with a Giant Ring in the center. I also found an area in NGZ1 above that one really tall hill in the first half of the act that, whilst I think is new (in part because there's another Giant Ring there), I'm not completely sure (either way, I reached it with Tails, specifically, though it should be possible with Cream and might be possible with Knuckles). I do have one complaint that I didn't like, and that's the fact that Shadow's Homing Attack can't target bosses, but I'm sure that can be fixed at some point, and even if it can't, it's not a big problem.
I'm still not sure if Shadow should be able to homing-attack bosses, I think that would make him just a bit too powerful.
 
As for bugs and miscellaneous comments...

1. There's a Giant Ring underneath an area near the end of NGZ1. More specifically, it's underneath the area under the half-pipe (I think that's what it is) that you would fly from to get to the area with the Special Spring. From what I can tell, there's no way to get to it, though I may be missing something.

2. When unlocking Cream, there's a bug that only happens when the game is in full screen. The white bar where the "X character got through X act" text appears remains, the rest of the screen is black, and it doesn't change unless you restart the program. You can still move around menus, however, going into a level with this effect causes the music to start playing, but judging by the sound effects (or lack thereof), you never gain control of the character.

3. This is minor, and I wouldn't be too surprised if it is with the engine and thus can't be fixed by the devs of this fangame, but at one point, I finished an act (I think it was CP1, though that's not exactly important) with a Lightning Shield, and there was a ring following me, and I ran off screen before it could get to me, and so it just bounced around on the edge of the screen.

4. I should probably say this, but I did notice a small amount of lag. This is to be expected (my laptop is a weakling), but just a heads up for anyone looking to try this out.

Ultimately, I give this a 4/5, if only due to #2 above. Solid gameplay overall, though it's currently best to play in windowed mode and stretch the edges of the window to where you want them (the default window is really small for some reason).
1: Lots of people miss that one because they don't notice the rock in the ground next to the bridge, even when they accidentally break it!!
2: AGH I AM SO SORRY. Lots of people are encountering that, and yes, it does seem to happen only in fullscreen mode. I have NO CLUE why it occurs, but thank you so much for pinpointing the circumstances under which it pops up.
 
As for bugs and miscellaneous comments...

1. There's a Giant Ring underneath an area near the end of NGZ1. More specifically, it's underneath the area under the half-pipe (I think that's what it is) that you would fly from to get to the area with the Special Spring. From what I can tell, there's no way to get to it, though I may be missing something.

2. When unlocking Cream, there's a bug that only happens when the game is in full screen. The white bar where the "X character got through X act" text appears remains, the rest of the screen is black, and it doesn't change unless you restart the program. You can still move around menus, however, going into a level with this effect causes the music to start playing, but judging by the sound effects (or lack thereof), you never gain control of the character.

3. This is minor, and I wouldn't be too surprised if it is with the engine and thus can't be fixed by the devs of this fangame, but at one point, I finished an act (I think it was CP1, though that's not exactly important) with a Lightning Shield, and there was a ring following me, and I ran off screen before it could get to me, and so it just bounced around on the edge of the screen.

4. I should probably say this, but I did notice a small amount of lag. This is to be expected (my laptop is a weakling), but just a heads up for anyone looking to try this out.

Ultimately, I give this a 4/5, if only due to #2 above. Solid gameplay overall, though it's currently best to play in windowed mode and stretch the edges of the window to where you want them (the default window is really small for some reason).
3: I've never heard of that happening! I think that's just a thing with Fusion. Not completely sure how I'd fix that.
4: Yeah, the application is weird. It works wonders on old computers, but you might need to restart it a few times to get it running right on newer computers. It's Fusion, and unavoidable at the moment.
I'm hoping to add a window-resizing feature in an options menu. I admittedly haven't been able to figure out how to alter the default window size. Thank you so much for playing!!
 
As for bugs and miscellaneous comments...

1. There's a Giant Ring underneath an area near the end of NGZ1. More specifically, it's underneath the area under the half-pipe (I think that's what it is) that you would fly from to get to the area with the Special Spring. From what I can tell, there's no way to get to it, though I may be missing something.

2. When unlocking Cream, there's a bug that only happens when the game is in full screen. The white bar where the "X character got through X act" text appears remains, the rest of the screen is black, and it doesn't change unless you restart the program. You can still move around menus, however, going into a level with this effect causes the music to start playing, but judging by the sound effects (or lack thereof), you never gain control of the character.

3. This is minor, and I wouldn't be too surprised if it is with the engine and thus can't be fixed by the devs of this fangame, but at one point, I finished an act (I think it was CP1, though that's not exactly important) with a Lightning Shield, and there was a ring following me, and I ran off screen before it could get to me, and so it just bounced around on the edge of the screen.

4. I should probably say this, but I did notice a small amount of lag. This is to be expected (my laptop is a weakling), but just a heads up for anyone looking to try this out.

Ultimately, I give this a 4/5, if only due to #2 above. Solid gameplay overall, though it's currently best to play in windowed mode and stretch the edges of the window to where you want them (the default window is really small for some reason).
You're welcome. Also, about #4: My laptop is a WEAKLING. Like, good luck trying to get most modern games working on it, weakling. I'm not too surprised. In fact, I'd probably be surprised if it didn't. Either way, it was pretty minor, so it didn't affect my experience.
 
So while playing I noticed cheese usually gets confused whenever you're attacking mid-air or when two targets are within range. I guess he also doesn't recognize the boss as an enemy target since I couldn't get him to attack Eggman. Hopefully it helps!
 
Hey, I played through this and I've been someone half-assing speedrunning Sonic Advance for a while, and I think there's a few things you could do to really spice up the package, especially with Sonic.

I'm glad you added the air dash since the first demo, still gotta work on that though. The original air dash forced Sonic's Y acceleration to be a slightly downward number instead of acting as a second jump. This made it so you could spam it near the ground and go REALLY fast with Sonic, so I'm hoping to see that implemented instead of the strangely floaty dash you guys currently have.

Also, I understand this is a "revamp", but having sound effects that aren't from Sonic Advance and don't really blend well with it are a little strange. It's weird that Tails has his Sonic 3 flying sound. Not so strange with Blaze's boost and jump sound effects since Rush already had pretty retro sounding effects.

I'd also like to see some of the smaller things from advance return in this. Such as skipping the level title card and the boss capsule falling out of the sky and potentially crushing you, and the special stage springs actually working would be a nice touch.

I would like to commend you on making the widescreen work with Advance, along with the level design being on point and having that little bit of expansion for the "revamp" title. It's really nice to see this small gameboy advance game go to a much larger canvas and allow you to see much more of it.
 
So while playing I noticed cheese usually gets confused whenever you're attacking mid-air or when two targets are within range. I guess he also doesn't recognize the boss as an enemy target since I couldn't get him to attack Eggman. Hopefully it helps!
Apparently Cheese got bugged somewhere along the line between the Demos ;-;
 
Hey, I played through this and I've been someone half-assing speedrunning Sonic Advance for a while, and I think there's a few things you could do to really spice up the package, especially with Sonic.

I'm glad you added the air dash since the first demo, still gotta work on that though. The original air dash forced Sonic's Y acceleration to be a slightly downward number instead of acting as a second jump. This made it so you could spam it near the ground and go REALLY fast with Sonic, so I'm hoping to see that implemented instead of the strangely floaty dash you guys currently have.

Also, I understand this is a "revamp", but having sound effects that aren't from Sonic Advance and don't really blend well with it are a little strange. It's weird that Tails has his Sonic 3 flying sound. Not so strange with Blaze's boost and jump sound effects since Rush already had pretty retro sounding effects.

I'd also like to see some of the smaller things from advance return in this. Such as skipping the level title card and the boss capsule falling out of the sky and potentially crushing you, and the special stage springs actually working would be a nice touch.

I would like to commend you on making the widescreen work with Advance, along with the level design being on point and having that little bit of expansion for the "revamp" title. It's really nice to see this small gameboy advance game go to a much larger canvas and allow you to see much more of it.
The Air Dash is as close to its Advance 2 iteration as possible, so if you find any issues there, let me know. Any Genesis sound effects present in the game are only there because there was either no GBA counterpart or the GBA equivalent was incredibly hard to listen to (like Tails' flying sound effect).
 
Hey, I played through this and I've been someone half-assing speedrunning Sonic Advance for a while, and I think there's a few things you could do to really spice up the package, especially with Sonic.

I'm glad you added the air dash since the first demo, still gotta work on that though. The original air dash forced Sonic's Y acceleration to be a slightly downward number instead of acting as a second jump. This made it so you could spam it near the ground and go REALLY fast with Sonic, so I'm hoping to see that implemented instead of the strangely floaty dash you guys currently have.

Also, I understand this is a "revamp", but having sound effects that aren't from Sonic Advance and don't really blend well with it are a little strange. It's weird that Tails has his Sonic 3 flying sound. Not so strange with Blaze's boost and jump sound effects since Rush already had pretty retro sounding effects.

I'd also like to see some of the smaller things from advance return in this. Such as skipping the level title card and the boss capsule falling out of the sky and potentially crushing you, and the special stage springs actually working would be a nice touch.

I would like to commend you on making the widescreen work with Advance, along with the level design being on point and having that little bit of expansion for the "revamp" title. It's really nice to see this small gameboy advance game go to a much larger canvas and allow you to see much more of it.
Skipping the title card would hopefully be easy to implement, adding the capsule popping out of Eggman's Egg Mobile MIGHT make it in, and the Special Stages aren't finished yet. I'm really glad you're enjoying the game so far, otherwise!
 
Yeah, Cheese seems to be bugged for whatever reason. I have no idea when that happened, but I'll be fixing that for sure in the future. Shadow's wall jump is useful if you know WHERE to use it ;p I do agree that Sonic's Air Dash needs a BIT more speed. It's based off of how it functions in Advance 2, but I may have undershot the acceleration a little.
 
Any Genesis sound effects present in the game are only there because there was either no GBA counterpart or the GBA equivalent was incredibly hard to listen to (like Tails' flying sound effect). I'm really glad you like the way the Character Select Screen is being handled! Capsule at the end popping out of Eggman's Egg Mobile might make it in if I can figure out how to program such a thing.
 
The jumping into slanted ceiling things is ABSOLUTELY an issue and I don't know how to fix it; all I know is that it CAN be fixed. Somehow. <_< The 2nd Phase of the Boss isn't finished yet. I'm VERY glad you were able to make that note of different times to use the Drop Dash vs the Air Dash- the Insta-Shield will be the default in the final version, but you'll be able to easily swap it out for the Drop Dash in the options menu.
 

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