Sonic Advance 2 go for supermegahyperultrasonicspeed! [NOTE #7] D606D6CD 5AC09948 deepscinosartlurepyhagemrepus rof og (that means you run really fast, but backwards lol ^^") E0E561B3 75AF86AA CHAOS CONTROL [JOKER-NOTE] E18D243E B809572E <- press D-Pad right to "go for supermegahyperultrasonicspeed" D606D6CD 5AC09948 B01A6B02 EA97B0C8 <- press D-Pad left to "deepscinosartlurepyhagemrepus rof og" E0E561B3 75AF86AA DFC3E3E7 9CBF315A <- press D-Pad down for normal gravitation ABC7BCA9 AB602E7A DFC3E3E7 9CBF315A E2C44B45 7131A042 ED6159A6 27E08F90 <- press D-Pad up for anti-gravitation 6AF34770 E4D4925B ED6159A6 27E08F90 6C3D252E 19A932C7 perfect sprite-color-modifier [NOTE #8] 03002664 00YY00XX © UltramasterBDJ from: www.beyond-cheating.de NOTE #7: At the end of each stage you will need to deactivate the code, or else the game won't proceed to the next level. If you run into a wall, this may be a problem. You can only run into one direction, so you will have to deactivate the code then. Alternatively, instead of all this activate/deactivate-mess, try using the "CHAOS CONTROL" code! NOTE #8: YY changes the "intensity" of the modification, while XX changes the color of each Sonic, Tails, Knuckles, SuperSonic, Knuckles, Amy... well probably not Cream. This is for all the sprite artists out there who are using re-colored Sonic-sprites for their avatars or flashmovies. Ever wanted to see "your" character in the game? Well, now you can!! Using this code will allow you to play as e.g. a green Knuckles, a blue Tails, a red Sonic or a "Super"-hairstyle Amy! My favourite character till now is "Ninja The Hedgehog" being dressed all black exept for his shoes (could have made them grey, but I didn't like that). His values are YY=07, XX=00. A "movie" including an overview over ALL available colors is to come. SPECIAL NOTE CONCERNING JOKERCOMMANDS: Seeing that the Advance Game Port (the GBA-hackingdevice I'm using) does not appear to support jokercommands (also known as "activator codes"), I myself am unable to confirm if the jokercommand-toggled codes work as intended. If you don't know what jokercommands/activatorcodes are, well they let you activate/deactivate a code during the game by pressing a button. Some codes need jokercommands or else they are either completely useless (a moonjump without a jokercommand can not be controlled) or they will crash the game. If these jokercommand-codes do NOT work on your Action Replay Version 3, please inform me.