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Everything in the following guide is by Tony, unless expressly stated otherwise.

Well,
folks, SonicTeam actually did something right for once! Although, whether or
not they intentionally meant to we'll never know. I'll just be straightforward
about it; Somehow or another, thanks to their chao garden area, they have made
it possible to bring the Egg Walker-less Eggman to all of the -other- stages.
Thanks to the hacking genius of fellow Sonic fans, we now have what will
probably be the closest thing to an Eggman game as you can possibly get. ...
For now, anyway.
You guys
wanna play?
Muahaha...
Then here you go! Whip out your Sonic Adventure 2 Battle discs, and Action
Replay devices! Input the following codes, as they will be required to progress
anywhere with this feat.
Setting Up!
For the
Walker-less Eggman...
8306-VQKG-FBM27
PVWA-YPPZ-TWXEF
CNJD-5Y19-0YYPJ
For the
moon jump... (Hold A+Z to activate.)
D2J0-TH29-Y2ETT
RXCE-EYFB-RR206
URT2-VXZC-RCNZA
Obviously,
you'll need the Eggman code to perform this feat, and as for the moonjump...
Eggman's jumping ability is severely diminished in comparison to other
characters, and not only that, but some places you cannot progress unless you
cheat your way through by moving around outside the boundaries of the stages
and such. So! Allow me to move on with what this guy can do -in action-.
Eggman's Moves
First of
all, if you folks have paid any attention at all to all of the games in the
Sonic series, you'll know this; Dr. Eggman can freaking -move-. No joke. He's
outrun Sonic numerous times, and that same speed was implemented for short
distances in the Chao Garden. Now that he's able to move about, you can see
that he is, indeed, just as fast as Sonic is. He can even run alongside walls,
and perform those death-defying loop-de-loops, which is hilariously -awesome-
to watch. I've been running with Eggman all over the place, and it -still-
doesn't get old. Bwahaha.
Now, Dr.
Eggman never was defenseless without his machine in the first place. He has
only two key attacks, but they're pretty devastating to enemies regardless. He
can attack anything that happens to be right next to him. One hit, and they
explode, no problem. A punch and a kick. Simple? Yes. Effective? -Hell- yeah.
Just a quick punt or smack, and the robots explode. Awesome. The only problem
with this is that you cannot actually hurt anything -else- with this method,
mainly airborne enemies, or things like boxes, crates... However, while some
crates do obstruct your path in some stages, you can easily pass them by with
another trick the Doctor has up his sleeve.
In
addition to running, punching, and kicking, Eggman also has the ability to pick
things up and throw them. You can use this to break down creates that
occaisionally get in your path. Me and Chris find it a lot better (and more
humorous) to use an Omochao at our disposal, but anything will do, especially
when Omochao can't be found.
So, our
Doctor's a lean, mean fighting machine, and he means -business-. Unfortunately,
our resident genius isn't immune to everything. He can still take damage from
enemies, and can even get a life taken away. This isn't enough to stop him,
sure, but there's an even more terrifying enemy than those that SonicTeam
actually put in the game. -The Big Freeze-.
Freeze Points
What is
that supposed to mean, you ask? Well, simple. There are certain instances in
which the coding required for a particular event cannot be provided by Dr.
Eggman's game model. The result when the game cannot find this code is a
complete freeze-up of the game. So far, me and Chris have frozen our games
plenty of times with no risk to our data, so if you accidentally invoke one of
the following instances, don't fret. You'll just have to set everything back up
again. Though tedious, it's not devastating.
#1: Bars
Now,
think back to the layout of most Sonic and Shadow stages. In a lot of places,
there are bars from which the two can swing into the air with, gaining altitude
to further progress in the stage. My advice to you would be to -not- play Mr.
Acrobat, and go even a -foot- towards it. Stay away. The game will freeze with
the buzzing sound of death if you even so much as go within range of 'grabbing'
it. There are some places where you might forget about it, and go forth anyway.
Just be wary. Keep an eye out while running ahead. You never know what you're
going to run into, so just look sharp.
#2: The Turtle - Slow
and Steady Freezes the Game
As I was
typing this article, I had reached the final freeze when Chris went ahead and
found something else out for me. In Dry Lagoon, if you so much as try to ride
the turtle to the other part of the stage, the game will freeze. I can assume
that the turtle underneath the island in that area would also freeze your game
if you had the ability to reach that place. So, no grabbing of the turtles, my
friends, or you'll be slowing down so fast... well, you know how it goes.
#3: The
Missle
Ah, Metal
Harbor. Upbeat music, seagulls in the air, sunny skies, and military
strongholds as far as the eye can see. Dr. Eggman just got bored, and decided
to romp around the loops and aircraft carriers. However, there's one place in
which he dares not proceed, and that's the area in which the large GUN missle
is about to be fired. Simply put, the same goes for this as it did the bars.
Don't try to touch them. If you're within grabbing distance (or, rather, if you
touch those springs underneath the handles), the game will freeze on the spot.
So, basically, when you reach the point where you're about to get to the
missle, don't even try. There is a way to beat the stage, though, and I'll
explain that later on. Let's continue.
#4: Vines
This
one's a biggie, and hails from the stages of Green Forest and White Jungle.
While touring about the curved surfaces of the gigantic hollowed-out vines that
are spread throughout the stages, one can -easily- forget about this bug, hit
the spring at the end of the tube, and go careening into an instant deep
freeze. The next enforcer of the Freeze Glitch on our list is... well, are the
vines. Basically, Eggman was never programmed to be George of the Jungle, and
because of this, the game can't pull out the code for such an action. Touching
the vine freezes the game, and not only that, but in White Jungle, if you touch
the catapult Vines, you'll get the same effect. -Freeze-. Steer clear. These
are hard to evade if you forget about them a second too late. Just remember;
Moonjump is your friend.
#5:
Routes 101 and 280
This is a
no-brainer. Upon selecting either stage, the game will only go so far as the
loading screen. After that, you hit a freeze. Because the game uses code for
karts, and due to the way one completes the stage anyway, Eggman's model
obviously can't be used to run the highways. Sorry, hopeful people! I'm afraid
we won't be touching these stages after all.
#6: No
Power-up for You!
Chris was
the one who found this out. This doesn't happen with powerups for the other
characters, but if, as Walker-less Eggman, you touch a powerup for either Tails
or himself, the game will freeze. Apparently, while the model would poorly
attempt to imitate the movements of the character getting the powerup, it
doesn't quite cut it for the Mech-equipped characters. The game, unable to
interpret just how Eggman should move in correspondence with his Walker, will
lock up, and keep you from buffing up. A crying shame, really. But, of course,
you shouldn't have any problem with this one if you've gotten everything.
Still, be careful.
#7: A
-Real- Hazard
This is
standard for later versions of Action Replay, but for people like me, who did
not have SA2B as a part of the standard package, there is a code out there that
allows Walker-less Eggman to patrol about Boss Stages. This was found prior to
the code we're discussing today. However, it does count as a part of the
subject matter, so I feel it best that I mention this in the bag as well. The
only bossfight you should -not- attempt would be the FinalHazard. Obviously,
Eggman was not programmed to power up for the fight in space, nor was he fitted
with the controls that are specifically unique to the Super hedgehogs. So, the
game, unable to figure out what the hell he's doing there, will freeze up on
the spot. Don't try it.
#8:
Multi-Freeze?
Me and
Chris experimented with this earlier. What would happen if you tried to run 2P mode? It's
simple, really. Here's what went down. We were only able to choose Random
Battle, and of course, this meant random everything. Random characters, random
stages... The first character that would show up would be Eggman. The camera
would center on him, and not move. Then it'll move to the other character. Now,
if you were -lucky- enough to get another Eggman (the one in the mech), the
same effect would occur with him. Then the game would continue for a few
seconds more, but it would be so horrendously glitchy, that the game will
eventually give in and freeze. However, if it's a different character (I got
Shadow, of all things), it'll freeze before it even reaches the playing field.
Sorry, folks. The only territories we can explore with the resident genius
remains within 1P.
#9:
Demo-Lition
I -just-
stumbled onto this one as I was nearing completion of the entire article.
Basically, if you let the start-up screen go into the demo mode, the first
thing it'll do is go to the 2P Sonic VS Shadow demo in City Escape. However,
Eggman is the one who'll be there, and just like the above, it will freeze your
game. So, take care not to wait too long before starting the game, or else you
won't even get the chance to check things out, and thus have to redo the
process over again.
Now,
these are the only freezes that me and Chris were able to find. I should point
out that choosing the actual Kart race itself does not freeze your game, but
gives you Eggman as a racer regardless of whom you choose. If you folks find
anything else other than what's been listed above, feel free to tell us, and
we'll update it accordingly.
Now then! The fun part. Page 2; The stages for the good guys, and what exactly you can do in them!
Page 2: Hero Stages
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